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  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210760#Comment_3210760

    "obviously a game exploit, but im sure you are one of those SWF players enjoying it right"

    Yes, I play SWF with a friend of mine who I know for over 20 years. Am I allowed to do so?

    And no, SWF is no exploit.

    As I said, stop blaming your losses on SWFs. I know that some popular Streamers are good rolemodels for that, but this does not mean that every mediocre Killer player has to do it as well.

    Can you tell survivors to stop blaming their losses on solo q? I know that some popular Streamers are good rolemodels for that, but this does not mean that every mediocre Survivor player has to do it as well.

  • @HugTheHag said:

    https://forum.deadbydaylight.com/en/discussion/comment/3210778#Comment_3210778

    I can understand that, but realistically they make such a ridiculously small demographic of the playerbase, yet "SWFs" (usually as a whole) are always the easy to blame straw man a lot of people brandish when something goes wrong for them.

    If someone is playing on the very high mmr, then sure, I'd understand if they have complaints about coordinated teams (which statistically, still do not make most of their matches).

    But most times when I hear complaints about "SWFs" it's from people who are new to the game or learning killer. How often do you figure they actually go against comp SWF teams ?

    I don't think there is a problem with the vast majority of SWFs, and definitely not enough to warrant nerfing survivors as a whole or targeting every person who plays with their friends.

    SWFs need to have their MMR calculated higher than it currently is, to balance the advantages for being in a SWF. This might require SWFs to have a higher MMR soft cap than killers or solo q.

    Extra calculated MMR points can be based on the number of people in the SWF, and by the MMR level of the SWF. High MMR SWFs can be given more extra calculated MMR points than lower MMR SWFs, since they are more likely to get large benefits from being in a SWF.

    This way, the game can balance the high MMR SWFs, without overnerfing the bad uncoordinated SWFs.

  • @HugTheHag said:

    The difference in terms of escape rates for swf and solos is negligible in the vast majority of cases, the devs have said.

    The only difference that makes me think solos should be buffed on par with swf is that solos are constrained to some perks without which the game can be unpleasant, which makes the game less fun for them. They just can't get as creative with builds because they need the information, which is what handicaps them.

    The rest is mostly skill. A swf will not be inherently better just because they can communicate when they're not talking about movies or how their day went. The idea that swfs are constantly calling out to each other where they are, where they're going, where killer is, what pallets were broken, etc., is in most cases a myth.

    Sure, going against a complete swf (which is, and I can't stress this enough, very rare) can be a bit disorienting because you're not used to your opponents being a little bit coordinated. But it's not unfair either. In most cases you will barely feel the difference.

    We aren’t talking about the average uncoordinated SWF.

    We’re talking about the good coordinated SWFs that are getting massive game advantages from their voice comms. This is the problem.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207809#Comment_3207809

    True

    But that's not a slugging problem? That's (typically) a map design problem or due to the archaic 'hook destruction' thing. Like all they need to do is make hooks respawn when a survivor is sacrificed and the issue is more or less solved.

    Hook spawns are sometimes worse than that. For example, Midwich is often missing hooks on an entire side of one floor.

    There are also other reasons, like breakdown, hook sabos, teammates running around with flashlights, the survivor being under a pallet when teammates might be in the area, survivors under pallets that have power struggle, survivors that can’t be picked up right away and have flip flop, survivors that bodyblock a hook and force the killer to drop the survivor and now they can’t hook that survivor anymore.

    There are many scenarios that need to be addressed if survivors are getting infinite self pickups.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3207776#Comment_3207776

    Why

    That goes without saying, BHVR isn't making it impossible to slug. If you're slugging people for 45s at a time, that's a playstyle problem. I know Unbreakable is a different beast, but let's not pretend the basekit UB will make slugging as a tactic completely invalid. It's not like the game forces you to pick up anyone you down.

    They're making it less rewarding to slug for long periods of time

    It doesn’t go without saying. Sometimes a survivor is slugged for 45 seconds because the killer literally can’t hook them.

  • I want a developer update that acknowledges that killers are sometimes forced to slug survivors for valid reasons.

  • @Underdawg said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206741#Comment_3206741

    OK. So how would you realistically nerf SWFs in a way that doesn't impact SoloQ?

    SWFs should have their MMR calculated higher than it currently is, to bridge the survival rate gap between solo q and SWF.

    This might require for SWFs to have a higher MMR soft cap than solo q and killers.

  • BHVR really should have sent a Twitter message saying "We have an early preview of an exciting new feature (FOR SURVIVORS) to share". Did they honestly think killers would consider this an exciting new feature? This was such a bad false advertising.

  • If you don't think MMR works, then you should be fine with solo q buffs being based upon each player's survivor MMR.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206820#Comment_3206820

    You think Blight and Nurse need buffs? Lmao, okay.

    No, certain Killers will need HUGE buffs. Nurse and Blight won't need buffs at all. They can compete with top SWF's right now.

    Survivors cannot be adjusted on an individual basis since every Survivor is the same. Killers are mostly different and have different powers, ergo, they can be adjusted individually.

    Every survivor player can be adjusted on an individual player basis, by their survivor MMR score.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206741#Comment_3206741

    The entire argument has been to buff Solo's and adjust Killers accordingly on an individual basis.

    That's not a good argument. All the killers should be adjusted. I'm sure a lot of people are saying this as an excuse to later on tell everyone that "Blight and Nurse get nothing, because they already have enough".

    By your logic, we should give buffs to survivors on an individual basis. Low MMR survivors can get the most buffs, Mid MMR survivors can get less buffs, but high MMR survivors should get absolutely nothing because they "already have enough"

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206741#Comment_3206741

    Of course the killer has ways of finding survivors? Breathing, scratch marks, disturbed crows, generators that were sparking but now aren't, disturbances in environmental objects like grass and corn...

    The thing is that killer doesn't really need buffs to help them against SWFs. Against fully coordinated meta-build high-skill teams, sure, but not against the mere concept of playing against people who happen to be in a group on voice. Even if we were to focus on the higher ends of SWF, the problem there tends to lay far more in unbalanced perks and items and maps, not in basekit deficiencies.

    If killers don't need any buffs, then solo q also doesn't need buffs. Most of the time, the solo q problems are survivors that refuse to learn how the killers work, and refuse to learn the proper counterplay for the killers. There are so many posts on these forums about survivors complaining that certain killers or certain addons with "literally zero counterplay", despite the fact that I get matched against survivors that understand counterplay, and I refuse to believe they are all SWFs.

    The other big solo q problem are the survivors that want to play selfishly, and excessively hide instead of helping their team with chases. If solo q was given extra game information, these survivors would just use it to play even more selfishly, so they can prioritize their own escape above everyone else's. And extra game information won't help if you're a solo q survivor matched with a 3-SWF, because they still might throw you under a bus to prioritize their team's escape.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206635#Comment_3206635

    Yes, but those with third party software are creating the standard, not gaining information above the standard. You can't do anything to curtail them, so they should become the benchmark, not solos.

    Besides, the information is only one half of the strength of a SWF, so it's not really equalising anyway. Solo is always going to be weaker because you can't guarantee good teammates (or at least teammates you're friendly with), but it doesn't need to have the information deficit it currently has on top of that.

    Killers don't need to gain extra information to "balance" it or whatever, because the point is that solo players have too little information. Killer has pretty much all the information they need to play the game at base, with perks and addons giving nice extra information, whereas solo players lack critical information.

    Killers really don't have enough information against SWFs though. For example, when SWFs use voice comms to warn each other where the killer is, which allows them to hide much earlier than they should be able to, the killer doesn't have anything basekit to help find these survivors.

    Even when the killer isn't against a SWF, when a killer hooks a survivor, the killer doesn't have anything basekit to tell them if anyone is even doing generators. Because if none of the survivors are doing generators, then why should the killer leave the hook?

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206635#Comment_3206635

    Whole lot of assumptions in your argument.

    As for me, I don't know if I'm high MMR. I frequently play against Tofu, so there's that.

    I don't really have issues handling Duo's or Trio's. I would rather buff Solo's because it is PAINFULLY obvious that they are in a very poor spot for the majority of people.

    I have an issue with Duos and Trios getting buffed for free. Why should we listen to the survivors that complain about solo q balance, if we're completely ignoring the killers that complain about SWF balance? It's PAINFULLY obvious that people just want the solo q buffs, and want to give killers absolutely zero buffs to help them against SWFs.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206533#Comment_3206533

    That's kind of the point, though. It's not extra information, because it is the information that solo queue currently lacks.

    If it ends up being too much of a boost then certainly things will have to be changed to accommodate, but there's just no getting away from the fact that solo queue has what is meaningfully an information deficit that needs to be fixed.

    It is extra information though, because people can only get it via third party software. If survivors are getting extra information, then killers should get extra information too. One of the strengths of SWFs using voice comms is specifically that survivors get an option to receive a lot of additional game information, but killers don't get an option to receive a lot of additional game information.

    Also, as mentioned before, at average MMR, SWFs don't really get a large survival rate boost, which means that the majority of the people complaining about solo q aren't going to see much of a difference, and will therefore just continue to complain that BHVR won't give them even more free stuff. But at high MMR, the extra information will buff 2-SWF and 3-SWF, and make them even more unbalanced and miserable for killers to play against.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206494#Comment_3206494

    That ship has sailed so long ago that it's probably been decommissioned entirely by now.

    "Should" is irrelevant. The fact of the matter is that people have access to SWF, and that is causing balance problems. The basekit information needs to be brought up higher, so that survivor can be a cohesive whole that can be balanced at the same time, not two entirely separate groups.

    Besides, that argument's weak. You could've made the same argument about Borrowed Time, it wouldn't have changed that the basekit anti-tunnel was non-existent at the time.

    If survivors are given action icons, then the killer should have access to them too. If survivors are allowed to be more efficient with extra information, then the killer should be allowed to be more efficient with extra information.

  • @RavenzZ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3206478#Comment_3206478

    And that right there is the real problem. Adding indicators for what a survivor is doing is fine in my opinion as it doesn't really buff anything just kind of fixes the fact that Solo-Q has nearly no information compared to SWF, but anything past that any Solo-Q buffs will make the actual good players even stronger. The problem with solo-q right now isn't even balance, its just the skill of the players. If a teamate refuses to work with the team there is no amount of balancing or features that can fix that, it will be a bad game for the team, and that's something that I feel not a lot of people realize. Solo-Q can result in terribly unfun games, thats just a fact, but everyone screaming at the devs to fix it can't even come up with a genuine way to do it, only "add indicators" which is a nice feature, but still won't fix the core issues.

    Indicators would also be a problem, because anything that raises the survival rate of solo q, would also raise the survival rate of 2-SWF and 3-SWF, which make up the majority of SWF teams. It is a problem because 2-SWF and 3-SWF would have extra information about survivors that aren't in their SWF.

  • @shalo said:

    Escape rates: The average SWF group, which makes up the vast majority of SWF groups, has little to no discernable difference compared to solo players.

    https://forum.deadbydaylight.com/en/discussion/comment/3189788#Comment_3189788

    So Survivors, please stop whining about soloq, it doesn't need buffing and Killers, please stop whining about SWF it doesn't need nerfing.

    The survivors that are really bad at the game, that are constantly complaining about solo q because they want their teammates to carry them to victory, won't get much benefit from voice comms because they're bad at the game.

    The survivors that are really good at the game will get way too much of a buff if solo q got buffs.

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205703#Comment_3205703

    2 things 1 it's not instant because of rng there's a chance of it just not working or it just explodes like a flashbang

    2 if it were to explode it would of been done to early for a proper flashlight save just blinding everyone for like 4s and they lose the charges in the item

    This flashlight is more for using at pallets and windows than saving because of its faulty build but can be used as a last ditch effort and hope it explodes leaving everyone that looks at it blind including the user

    When someone uses a flashlight macro, the flashlight clicks so rapidly that I can't even count the clicks. So if the killer was carrying someone and looking in your direction, the flashlight macro would almost instantly explode the flashlight, and you would get a flashlight save.

    And when a flashlight blinds that quickly, there doesn't need to be timing. You could do this when the killer is carrying the survivor, since there wouldn't be enough time for the killer to look away.

  • I want this, because I still have a mountain of cakes on Pig, from back when she was my main character. Unfortunately MMR happened, and BHVR nerfed her repeatedly, so I never want to play her again..... but I would like to use the cakes that are in her inventory.

  • @DredgeyEdgey said:

    Item name faulty flashlight

    A rusty flashlight wires are sticking out of the sides looks like a amateur tried to make this out of lose wires and broken glass

    8s of use when activating the flashlight there is a 1 in 10 (10%) chance of the item exploding instantly blinding anyone looking at it including the user draining all of its charges and a 20% chance of the light going out on you (just dosent activate)

    So you want an item, where people can use a flashlight macro to make instant flashlight saves? Because that is what people would do with it.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205507#Comment_3205507

    Get rid of the one-shot down. He's not skillful enough to justify it. Killer mains complained and his hitbox became easy-to-use, like Huntress. One for one. A buff receives a nerf.

    It's really not easy-to-use though. It has the same problem as Billy and Victor, where you mostly end up using it in melee range (or close to melee range), because it's so easy for survivors to wiggle dodge it at further distances.

    If we really want to compare this with PvP shooters, none of those games have the absolutely ridiculous movement that survivors have in this game, where they don't turn properly, and they can "360" because their movement is so messed up. We could have much better hitboxes for some of the killer powers, if BHVR would fix survivor movement. And they did fix survivor movement one PTB, but survivors cried so much that BHVR reverted the changes.

  • @MDRSan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204865#Comment_3204865

    Couldn’t this also be resolved by increasing hook coverage and making hooks not break when used to sacrifice? That seems like it would solve the same issue while mostly keeping existing mechanics.

    No. There are still a lot of other scenarios where I'm forced to leave a survivor slugged, which includes things like pallet saves, flashlight saves, hook sabotages, survivor bodyblocking, boil over, flip flop, being forced to drop a survivor, and other things.

    If killers are getting a major strategy option heavily nerfed, it's fair for survivors to also get a major strategy option heavily nerfed. BHVR should be addressing WHY killers slug, instead of placing killers in lose/lose situations that will make bully SWFs even more miserable than they currently are.

  • @MDRSan said:

    What specific ability do you think is missing from all killers’ base kits? They aren’t giving survivors free perks, if anything they’re identifying abilities that should have been part of their kit in the first place. Them being similar or identical to perks that previously existed is irrelevant to a discussion on what abilities should or should not be granted.

    It’s like a band aid vs stitches. I wouldn’t call stitches a free band aid.

    There are many scenarios where a killer leaves a survivor slugged on the ground, because they literally can't get the survivor on a hook. If the killer is standing over a survivor that is in the dying state, give them an extra button to teleport the survivor on a hook.

  • Yes, because Endurance doesn't make tracking survivors completely miserable.

  • @Leguś said:

    Instead of being basically "pro-longed Dead Hard" because of basically unconditional Endurance that overextends chases no matter what, what if it was a "Hide Pools of Blood, Scratch Marks and Grunts of Pain for 20 seconds"?

    Kinda fits its' description, could've been kinda fun and gimmicky, maybe still help in chases but it being no longer stupid because, let's be honest, current version is still meta, despite it being reworked from a instant Health State gain.

    Any idea that removes 100% of grunts of pain, should be thrown into a fire. It's so awful that BHVR keeps adding this feature, when we STILL have unreliable footstep noises, and still have indoor maps where the survivor can quickly move behind multiple line of sight blockers very quickly.

    And any idea that wants to combine hiding pools of blood, scratch marks, and grunts at the same time should be launched into the sun. That's not fun and gimmicky. That's completely miserable for the killer on certain maps.

  • @csandman1977 said:

    Something I thought of that won't effect me. Slugging for the 4k. If the last survivor not downed is good at hiding, the game will take absolutely forever.

    I do like most of the changes outside of moris. I just think the unlimited unbreakable in 22 secs may be a little much as I've stated.

    BHVR probably imagines that Last Standing will be these exciting duels between killer and survivor. In reality, it will often just be the 4th person hiding, while they wait for the 3rd person to die, so they can try for a hatch escape.

  • @Mandy said:

    I'm going to remind everyone that this is something that's being tested and something that we're going to be watching for feedback on intently during the PTB.

    This is not scheduled to be in the next update on Live, it's something that we're requesting players test and give feedback on.

    I don’t understand why we need a PTB for this? I can tell everyone right now that I’m very often forced to slug survivors because I literally can’t get them to a hook. Zero of the PTB changes will address this. I can already say with great confidence this will be abusable by survivors.

    And I’m already in so many matches where the last two survivors will just hide and refuse to do generators. So I know that when last standing happens, the last survivor will probably just hide the entire time, since they have zero reason to travel to the slugged survivors. Bigger FoV won’t help a killer find someone that’s hiding on the other side of the map.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200979#Comment_3200979

    So in your extreme example you are worried about the 2 Survivors who dedicated Breakdown, Tenacity, Unbreakable, and Saboteur, and you are trying to hook those 2? You never once entertain the thought you should try to hook the 2 on gens? That sounds like a failing on your part. You don't think about defending 3 gens near basement? You don't think about defending the more center gens so they can't sabo you en-route? It sounds like the failing is entirely on you for being unwilling to think. I don't think anyone should be punished for someone else choosing not to think.

    There should never be a scenario where the survivors are immune to everything the killer could possibly do.

    And it’s not just one super scenario where everything is combined. This could be Midwich, where sometime half a floor is missing hooks because BHVR still hasn’t fixed that. This could be a corner of the map where someone died, and now survivors want to run their on purpose to bully the killer because it’s a hook deadzone.

    Why aren’t any changes being made to nerf the bully survivors that make slugging required? I often need to leave people slugged because I can’t hook them. Why aren’t there any changes to make it more reliable for a killer to hook someone?

  • @LittleBigSunset said:

    I feel like people are underestimating how long 45 seconds is.

    In the present your scenario means that the slugged survivor is a 1 tap heal (because they've had long enough to recover) under that pallet. Meaning that the person distracting you can either throw the pallet and heal them on the other side or someone else comes in to get the heal. Either way that person on the floor is getting up when you are against competent survivors who are trying for pallet saves. All this PTB change does is make it so the survivor can get up themselves after a long time, but even then, what's stopping you from smacking them back down again? Or you could chase the other survivors off and injure them to make a pallet save much riskier, and you're given the time to do this with the 45 second timer. And in that case, you've got basically the whole team surrounding a pallet, which is brilliant pressure for the killer.

    Maybe I'm wrong. Maybe it plays out much worse in the actual game than it does on paper. But I think people are overreacting.

    The killer only has 22.5 seconds, because they won’t know if the survivor has tenacity, so they have to imagine every survivor running it.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200859#Comment_3200859

    If they are crawling without Tenacity they cannot recover. That buys you crawl time +45s, you can leave them slugged and go for the saboteur. Also that forces minimum 2 people to not be doing gens, potentially a third if they want to pickup/assist the sabo-ing.

    Breakdown only causes a hook deadzone if you relied on hooking in a corner. If they comp-cornered you can either slug and move on or chase the other person. They are also on a timer so you know they will pick themselves back up in basekit 45s. You can reslug them if you have the mobility. It won't take as long since edges of maps don't have things to loop with.

    I understand wanting to prevent abuse cases, but this is so hyper specific that it just sounds like you don't care to put forth the effort to think of counters yourself. Also with all things this game the best method for fighting it is using it and finding its flaws. I thought Wesker was too oppressive then I played as him enough to make a Wesker cry falsely thinking I had speedhacks. The 1st dash without the 2nd loses so much distance and drops bloodlust that if you force Wesker to use 1 Dash without a viable 2nd you can loop them forever. Play with and against things you have an issue with and you will find a counter.

    “you can always just slug and move on” isn’t counterplay.

    And honestly, I really don’t care about the number of people that aren’t doing generators. I care about the number of people that are doing generators. if two people are doing generators uninterrupted, then I don’t care if the other two survivors aren’t doing generators.

    And the problem is with tenacity, where they can crawl, and self pickup within 23 seconds. If I mention a problem with tenacity, you can’t just say that it’s fine because they might not be using tenacity. How does that even make sense as a response?

  • Speaking of FoV, I can’t wait to see how many blinks I’ll botch with the Last Standing FoV increase, because it will screw up my blink depth perception.

    I guess some Nurse players will just have to make it their mission to slug the 3rd survivor as much as possible, so they can get used to the new blink depth perception?

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200774#Comment_3200774

    Base kit buffed Unbreakable I would argue is a net nerf. Yellow mori base kit is not on equal level to base kit Unbreakable.

    Also, how does a Killer end the trial at 5 gens compared to now?

    How often to do really think the new mori will happen? Do you really think a bit more FoV will help the killer find a survivor that is hiding 60 meters away, especially if they have perks like sole survivor or low profile? The killer only has 22.5 seconds to find and knock down the last survivor, if one of the slugged survivors has unbreakable. The last survivor can hide the entire time, because they have zero reason to travel to the slugged survivors.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200509#Comment_3200509

    Breakdown covers 3m per hook, and sabos only cover 30/45s. You can pick someone up, drop them and wait till 29/44s and still get the hook. Breakdown is more than obvious enough if the Killer is lingering in the area as they will see the hook is gone when they returned. Also if they are sabo-ing they aren't working on gens, and are in the danger range for you to get an injury or force a pallet. Sabo squads are my favorite Survivors to face since they are taking a risk-reward action against me. Hiding survivors split on gens are far more annoying as it will slowly win them the game.

    If you pick someone up and drop them, and they can crawl even farther away from the hook, especially if they have tenacity.

    The problem with breakdown is if it creates a hook dead zone, then survivors can go there as a safe haven where they killer can’t hook them, and they can pick themselves up.

  • Also, how is the killer supposed to find the last survivor, if the last survivor decides to just hide, because they know the other survivors can pick themselves up before they bleed out? It’s like they are super buffing survivors, and giving killer a reward that the last survivor has massive counterplay for.

  • @Maelstrom808 said:

    Holy hell, altruism/sabo squads are going to utterly own this game if this ends up eventually going live without some sort of counterplay or mechanism in place to prevent it.

    This is absolutely the biggest buff for bully SWFs. Imagine knocking someone to the ground, and immediately hearing a sabotaged hook falling to the ground, and realizing the survivor can pick themselves up before the only hook in range is reformed. Imagine Breakdown creating giant safe havens for survivors, because killers aren’t allowed to leave survivors slugged anymore.

  • What happens if a dying state survivor isn’t in range of any hooks? What option does the killer have? What happens when bully SWFs swarm the area with flashlights and toolboxes, and the killer is forced to leave the survivor slugged?

    Does this mean hook dead zones are now survivor safe zones, where survivors can run to during chases, and the killer can’t progress the game? Will there be a lot more hooks added, so the killer always has a hook in range? Will wiggling be severely nerfed so killers always have the option to hook a survivor?

    Will power struggle be nerfed so that the killer can avoid it, or will survivors under pallets be free escapes for the survivor? Bully SWFs exist, that will dance around the area with flashlights, so killers can’t always pick someone up right away.

    Will flashlight saves be nerfed, or is this another buff for bully SWFs that will purposely get knocked down in an open area, where the killer can’t look directly at a wall to avoid flashlight saves?

  • @GoshJosh said:

    Reassurance requires getting very close to the hooked survivor. I don’t see how you couldn’t at least injure the user before they run off - if not, force a hook trade. You can always take your chances with RNG and try to get a hook grab as well.

    If you’re asking for Reassurance to be nerfed in the end game (which I don’t think it should be), you better be compensating big time in the early game.

    …..except with indoor maps, where the reassurance range is so large that the survivors can sometimes safely activate it with zero chance the killer can retaliate. The perk should require line of sight to activate.

  • A lot of people ragequit because they want to bully the killer, and if they can’t bully the killer they want to go onto the next match Immediately. Another popular reason for rage quitting is the survivor has a specific rift challenge, and they don’t think they can do the challenge with the current killer, so they want to get to the next game ASAP.

    These people should be matched with each other, so they can ruin each other’s matches.

  • @AbsolutGrndZer0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196874#Comment_3196874

    You will be instantly mori as soon as you are downed. No choice for the killer to hook you or take you to hatch.

    I don't understand what is supposed to happen if the survivor is knocked to the ground and the killer isn't next to them. When happens if a survivor is knocked to the ground by deep wounds? By a honing stone trapper trap? By a trickster knife?

  • I remember being told there would be a meta shakeup, and thinking that because dead hard was the most used and most complained about survivor perk, that BHVR would surely fix that, right? Then I find out they buffed it at high MMR against certain killers, that it's still the #1 survivor perk in my region, and I still have to deal with it all the time.

  • @Raccoon said:

    Ate they, though?

    I don't think they are, but I'm interested in reading some takes on the matter!

    Overcharge got nerfed after the PTB, specifically because it was "particularly noticeable with solo Survivors who aren’t able to communicate that their nearly completed generator is regressing"

  • After 20 minutes, DC penalties should be turned off. The Leave Game button would have a 20 minute timer, so everyone would know when it’s safe to leave the game.

    If 20 minutes isn’t long enough then make it 30 minutes.

  • I want a hyperfocus nerf, and for SWFs to have their MMR properly calculated to adjust for their higher win rate.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196800#Comment_3196800

    The problem arent killers in solo q, in case you havent noticed that's not what solo q players are complaining about.

    Maybe the problem is that some players are actually a lot worse than they think they are, and they are being properly matched with other survivors of their skill level?

    I see so many posts complaining that certain killers don't have counterplay. When I'm playing Blight and Nurse, I certainly see people that understand their counterplay. I know exactly what survivors can do that can make it difficult for Blight and Nurse to get a hit, so I can try to mimic those things when I'm playing survivor.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196412#Comment_3196412

    Yea I'm sure killer mains are better at survivor than survivor mains, I'm also better at killer than killer mains apparently

    I think there are many killer mains that are better than the survivor mains that constantly complain about low MMR solo q problems. It's much easier to win chases against Blight and Nurse if you've played them enough to understand their counterplay.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196151#Comment_3196151

    The ones having a "good" time in solo q are always the ones with killer sided posts on the forums. Makes you think.

    It makes me think killers are good at the survivor role, because they understand how the killers work, so they are good in chases against killers.

    The people that complain the most about solo q, seem to be survivors that really don’t understand killer mechanics, and instead of learning the strengths and weaknesses of the killers, they just want to complain instead.

  • My guess is multiple tests, or they are specifically testing things that won’t be in the mid chapter.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195661#Comment_3195661

    I think it's worlwide. You live in NA and see Dead Hards every game

    EU EAST at least the same, Dead Hard every game.

    Lol.

    Officially, self care is #1 globally. I’m not sure what region or what MMR level we would need to be to see that….. but I’m definitely seeing dead hard more than anything else.

  • I hope dead hard on reaction to lunges and certain killer powers, is nerfed in the mid chapter. It’s still pressing E to erase a mistake, and it feels like it’s still the #1 survivor perk in my country (NA).

  • @dugman said:

    It's a top perk but its usage is literally half what it was. It used to be in 40-50% of matches, now it's in 20-25% of matches.

    #1 is still #1.

    And the people that kept dead hard are likely to be high MMR survivors that can use dead hard on reaction to a killer lunge or certain killer powers.

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