Damarus
Damarus
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@azame said:
As it stands right now we got Deathslinger, PH the last to killers have no counterplay. The devs are most likely gonna do the same for the upcoming killer and genrushing will become even more prevalent.
The devs wont focus on survivor when they make the killers and it's obvious. They really need to make a better designed killer like oni, new bubba,billy huntress, nurse. They got to stop only thinking of one side. The game is becoming stale and very uninteresting.
I think the only sure thing is that players ate going to tunnel even with the new killer. And this thing is going to be true for every single upcoming chapter, until BHVR wakes up.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1546984#Comment_1546984
I meant this old news lot people can be toxic in this game bring out the worst in people wasn't calling you toxic
more for the your comment saying:this community gets more toxic the more the days go by
I see, well, you never know on these forums. Don't know if you have been playing recently, but there seems to be a mori outbreak, and swf is now cross platform. Haven't been able to play without running into a 4 man swf, whose members would be able to do nothing on their own.
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@Godot said:
How? How can you keep playing this game every day, every night, with little to no stop, and keep on going, despite what's going on in the background, in the community? Do you really just not care that there's a constant conflict between the Survivors and Killers? If that's so, I salute you. I respect you for being able to continue playing with a calm composure, without a care in the world. You don't HAVE to care, if you somehow enjoy the game. A lot of the aspects of Dead by Daylight are infuriating. Some of them are even unfair, no matter which side we're talking about. I don't think I need to list any of them at all, as they've been constantly talked about on the forums ever since this game was released. Nevertheless, it doesn't matter what I think.
What do YOU think?
Well, the game is good, the idea behind it was good. It was just very very poorly realized. I feel like no, actually I know I could balance the game way better than BHVR does. That said, the thing is this game started a new genre. And when something gets started from a product, like things being called "soulslike" and "Diablo clones", you know people liked that stuff. But yes, this game still has the longest way to go in the industry.
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@NekoGamerX said:
https://forum.deadbydaylight.com/en/discussion/comment/1544118#Comment_1544118
this old new game should be toxic by daylight at this point....
Oh, it became toxic way earlier than you think. And if you think I am toxic, well, sorry to disappoint you, lad.
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@Widden said:
https://forum.deadbydaylight.com/en/discussion/comment/1545273#Comment_1545273
Maybe I should return the favor and start hunting console survivors as a killer. Let the games begin.
Ahhh, taking for granted that console players are all the same and all weak seems to be a staple between PC lines. I can assure you that I have ran into so many campers, tunnelers and people who endlessly chase you like you stole their daughter's virginity, and those players were playing on PC. The difference here is that I don't point my finger and say "oh, console player. Oh, PC player" randomly. I have the decency of checking Steam and Xbox Live, first. Anyway, feel free to start doing what you want. There is so much tunneling, camping and toxicness in this game, that I don't think anyone will actually see the difference. Oh, and about this: "console killers play dirty they camp us PC players everytime we get hooked just because we can loop well and they suck", you can pretend that every PC player is good, or even pretend that you are good, but that's not the case. Every platform has its good players and not, as much as any game has its toxic, cheap and cheesy community and players who actually play based on skill. But not every game has PC players getting an edge because of better performances. Some people should just think before needlessly airing their mouth, I guess. Over and out (in case you are wondering, it means I don't feel the need to reply to any other thing you'll have to say).
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@Technician19XX said:
https://forum.deadbydaylight.com/en/discussion/comment/1544118#Comment_1544118
So. Speaking of toxic killers. We just encountered a real p.o.s. on cross-play Killer rank 20, all stock only perk was tinkered 1. Yet SOOOOOMEHOW he could clearly see auras as well as hide his terror radius.
We are 3 stack, the random offed himself on his second hook, just straight up didnt struggle. After he died the killer convinced us he was friendly because we had one basically dc. Then he ripped me off a generator to hook me then face camped until I died. Once I was dead he went after everyone else. The last survivor he taunted gesturing towards picked her up and dropped her a few times next to the hatch then hooked her within 3ft of the hatch.
One thing I learned while playing this game is to NEVER trust killers. There are a lot of them who pretend to be friendly, just to stab you in the back with these stupid behaviours, because they know there would be no chance for them, otherwise. I remember a match where I was playing Huntress, during Volume 3, because I had to hit survivors with hatchets from 15m or more. There was the last guy alive, a Quentin, and I had already closed the hatch. I was bringing him to a hook, then dropped him and sent him a quick message: "let me hit you from afar twice, and I'll let you go". He did, and I respected my part of the "agreement". But I had the chance of killing him anyway, after I was done with the challenge. Had I been toxic like the guy you met, I would have killed him just the same.
Morale of the story: some people are good people, or at least decent players game and behavior-wise. But the vast majority of them are just needlessly toxic, and that is why the situation is hardly ever going to change..
Edit: Just finished a match against, guess who? A Spirit, of course. The guy saw me twice locked in place near a hill, because the game ia buggy as hell and I could not get out of there unless I quit or was downed. He left me there, cause one less survivor working on gens made it easier for him. The third timex he decided to down him, and of course, he instahooked the guy that was unable to move since the match started. The only thing I managed to do before that, was a single totem. After I was unhooked, the kid proceeded to tunnel the s*it outta me until I died. Wish there was a way to cleanse these players, instead of totems.
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@Technician19XX said:
https://forum.deadbydaylight.com/en/discussion/comment/1542552#Comment_1542552
There's A lot of killers that dependant upon certain things, will let a survivor go. You just have to check certain boxes. I went into a match lastnight and he let me go literally because of the outfit on my David. Because he wanted to know what it was so he could get it. I wasn't hit the whole game because he didn't want to risk it. It just depends upon the killer personally.
It isnt entitlement. If you broke chase with The killer say 5 time times in the match because he gave up, or you out played him and you are the last survivor. If i were your killer yeah I'd probably let you go. I got 3, I did my job. If one escapes oh well. The only time I actually hunt the last survivor is if they are being foolish. Or act like they are entitled to it. It is a give to be allowed to escape. And for the love of God. If a killer is letting you leave. Dont wait out the whole collapse timer. Don't taunt at the gate. If you are at a gate and the collapse is below 50% leave. If not I will kill you. Plain and simple.
Are you seriously telling me there are people who stall the game, even when the killer lets them go? Jesus, this community gets more toxic the more the days go by. But I must say, you are one of few players who play like that.
I just had a match where I decided to take the Nurse, who is utterly awful on console, just to see if some nice survivor would allow me to pick him up off a gen, after 3 blinks (I was after the trophy). And the first one I found, after some convincing, made me do that. I let go 2 of them, and it was a fun match, without anyone sweating (in case you are wondering, the other 2 were uncooperative).
Now, of course those aren't the only situations that lead me to let someone escape. To be fair, though, I am not doing it too often, nowadays. If killers never let me go when I play survivor, why should I let them? Yeah, wrong way to think, I know, but sometimes you just need a taste of sweet revenge.
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1542561#Comment_1542561
hmmm i've seen plenty of pallets on yamaoka estate and sanctum of wrath. you just have to know where they might be. you may be in a dead zone sure but they are there.
https://forum.deadbydaylight.com/en/discussion/comment/1542163#Comment_1542163
if the devs designed the map then we would have no slight variations of the map. the Devs build a frame work for the map and the rng fills the framework in with tiles and the orientation of said tiles. this allows for different looks of the maps and no one can specifically know each level so well. This is honestly a great way to make things work better.
Well, the game has been out for 4 years now. I might not know every single detail about it, but I know where to go looking for pallets. With all the plants on those maps, they feel more designed for stealth, since there is so much more useful for hiding than there is to stun the killer mid chase. But, as we all know, stealth isn't really that much valuable in this game. Not for survivors, at least. Not impossible, but meh. Not to mention that, on Yamaoka Estate, I ran into a pallet against a rock, that somebody already used (but the killer did not destroy it), and it was not possible to vault it. Another good reason to hate that map, at least for me.
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@bgbomb said:
i don't want to say that but.
Console players .........not doing very well as a survivor.
And we can't really blame them.
they used to against to Console killer which nearly unplayable.
Now they need to face the PC killer .
it is like those who used to play very easy mode now playing the normal mode.
Most Console players now act like a new player in game.
but the problem is.
in the history if survivors play badly
DEV would nerf killer to make badly survivors can win.
So it is sad to said that killer might be nerf in the near future.
The last hope for killer is the 20 MIN long que time to survivor.
Let's make sleeping bing bong boy be great again!!
Well, I'd say everyone is adapting. I mean, survivors are getting chased for all eternity, yet they still play the game and allow you to do so too. And I don't only mean SWF, I mean solo survivors too. Taking for granted that console players are bad, or even that all PC killers are good and all Console survivors are bad, is just plain stupid. Anyway, if killers keep tunneling, camping and playing cheesily with noed, Iridiscent Head, Ebony Moris after first hook, abusing easy killers like Spirit and all that stuff, it is pretty normal that almost nobody is going to survive.
Trust me, I've had a match just yesterday, against an Huntress with NoeD, Iridescent Head, Ebony Mori, camping and tunneling. Every survivor was moried after first hook. If killers keep being trash, survivors will do the same. And if survivors keep being trash, killers will do the same. It's an endless cycle, and it is not only trash players' fault, it is because devs gave both factions the tools for being that trash. Until that does not get changed, the game will remain in it's current state.
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@Leonardo1ita said:
Watch this video, because alone trying to get such a perfect map RNG would take ages:
So, starting from where he spawned and rotating through the whole map anticlockwise, there was: 4 walls pallet, crane pallet, god pallet (shack), another 4 walls pallet, ... [ Really huge dead zone] ..., jungle gym completely isolated in the corner of the map, another big dead zone, with a hill , bigger than the other, the gas station pallet ( always spawns ), the pallet inside the gas station ( always spawns), and then a little pallet before another dead zone right where he spawned. Total: 8 pallets, the video confirms.
I understand that some maps like the game can have 20 super safe pallets, but the strength of them depends even from how close pallets are between each other, so if the map is 200 tiles large ( such big map doesn't exist, not even mother's dwelling, it's just an example), even 15 random pallets aren't enough because the survivor, once you zone him and force him to go to a certain direction, most times has nothing to do if not taking a free hit. The Game is a really small map, so 18/19/20 super strong pallets are terrible for basic M1 killers, but that doesn't mean the solution is completely changing the algorithm to a point where there's just jungle gym, dead zone, jungle gym, dead zone, 4 walls and dead zone again if you're super unlucky.
My suggestion is, to create actually stable and balanced maps, first to fix the actual number of pallets that can spawn in total, that's for sure; then to guarantee that a pallet always spawns in a certain area of the map, so there can't be a zone of the map completely full of pallets and another completely empty, and then generate casually the remaining pallets, so it is actually possible to kinda predict the right movement knowing you're not gonna end up in a 60 meters dead zone
I hope these won't be empty words nobody listens to, with someone accusing me of being a survivor/killer main when what I actually want it the game to be fair for both sides in every situation, so 1 vs 4 game mechanics and 1 vs 1 situations, both equally important for the health of the game
Well, it wasn't really necessary to have Tru3 show that. Anyone who played survivor on Yamaoka Estate (Spirit map, not Oni's), knows there are NO goddamn pallets there.
I mean, I can't be the only one who finds a pallet every 60 minutes of chase, on that map, everytime I get the unluck of playing there. Oppure si?
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@Technician19XX said:
https://forum.deadbydaylight.com/en/discussion/comment/1541941#Comment_1541941
I mean I can't see complaining about a misbehavior then partaking in it. If someone is going to unhook in my face because of DS, yes I will tunnel because you literally just screwed the survivor who was hooked. Or if you are going to taunt me. Yeah I'll tunnel for that too. Tbagging on pallets will just get you killed. And if i tunnel one survivor that hard i understand the others may escape. But if they deserve it thats on them. I have also been known to let survivors escape because their own team screwed them over to the point they should have DCed but didn't. Then come to find out they are a new rank 20 or some shite.
A few days ago I hooked this dude, hit a second who tried to rip him off the hook as soon as i hook him. He takes the chance and finishes unhooking then has the nerve to try to tbag me. Because he had BT and DS. After chasing him down twice. He got camped. Am I proud of it? No. Did he win the stupid prize from winning a stupid game? Yes. Did the other three survivors escape cause i was busy? Yes. Was it worth it? Your goddamn right.
Oh well, toxic people always deserve to be reserved the same treatment. The thing is, this community is even more toxic than waste disposal. I have never seen such a toxic community, and this comes from a League Of Legends player, mind you.
To be fair though, it seems it just increased because of crossplay. I'm not going against a single killer who lets the last survivor go, even if he did everything, while the others died in few minutes (yeah, most of the time I am that last survivor). Of course, I don't mean anybody is entitled to anything, but I used to meet players who let the last one go more often, before. And every killer seems to be going tryhard mode. I've had a match, yesterday, against an Huntress with Ebony Ebony Mori, Iridiscent Head, NoeD and who also tunneled to death. He only went for instadowns, of course, and moried everyone on second down. I mean, he didn't even pip, it was just to be a douche.
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@Technician19XX said:
https://forum.deadbydaylight.com/en/discussion/comment/1537066#Comment_1537066
Not "All killers" and it depends upon how stupid the survivor plays. I am a wraith main. And the only time I willing to sacrifice the whole game is when the survivor in question is being a tool. If i am hooking a survivor and the second he touches the hook idiot tries taking him off, yes i will tunnel the 2nd player till he dies. Plain and simple because he did something stupid that would have gotten his buddy killed and there is no reason to bully someone who has no say in the matter, downing and re-hooking the prior hooked suvivor.
There is a difference between a killer doing their job and needing to use crutch perks for an easy 4k. Just like there is a difference between a survivor eluding the killer legit, or using BT and DS to be toxic.
The best thing I can think of is making things like NoED, BT, and DS more situational. However I have limited experience with DS. I have never used it myself. I have had it used on me however.
*NoED could be altered so if only proc's if say, only 2 survivors have been hooked before the exit gates are powered
*BT only proc's if the hooked survivor is in struggle
*DS I could see procing if the chase is shorter than say 90seconds. Because that usually means you got jumped by the killer and it would be genuine "second chance"
Where? Where tf have you been all this time? Jesus, I can't believe there's someone who genuinely looks to be a decent person here. There is reasoning here guys, take notes.
And yes, I agree with you on almost everything. I too tend to chase the unhooker, especially if he does so in my face. Well, unless they are toxix, that is. If I need some pressure and have them waste time, I might hit the unhooked survivor and leave him on the ground, then start chasing the unhooker. Doing to others the stuff I hate done to myself would be hypocritical, after all. I would also remove the increased move speed on every noed tier, though. There is already so much tunneling and Bloodlust in the game (to me, tunneling is chasing the same guy until he goes down, not only downing a freshly unhooked one). Other than that, I agree with you on every point.
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@DBdude55 said:
https://forum.deadbydaylight.com/en/discussion/comment/1537066#Comment_1537066
Oh really noed is for bad players huh well then how about i shed some light on something
If noed is considered a OP perk
Whats dead hard you literaly can just escape a hit almost instantly
But guess what DH just like NOED is only considered op when your right there about to smack a survivor down and they escape by dead harding too then slamming a pallet on your face
Its you just being pissed because the light at the end of the tunnel dissappeared because you didnt do anything about it
Ahhhh, it seemed strange that nobody had still come up with this stupid point, yet. I've had games where I cleansed ALL 5 totems, amigo.
Other games where I cleansed 3-4 of them and someone else did the others. But, most of the time, people don't care about totems, and ONE player CANNOT be the ONLY ONE searching across the ENTIRE map. Yes, noed is for bad, pathetic players, there is no denying that. I mean, there is, but denial only comes from those who want to feel skilled while bringing a cheesy perk. Ebony Mori, noed, Iridiscent Head for Huntress. Yup, all bad players' bread and butter. Now please, spare me from being the usual one trick pony who goes for "you play without a perk until end game" point. You play with a perk that gives you an undeniable edge during end game because you're sure you won't be able to prevent them from getting there. So you need the game to do the work for you.
About Dead Hard, I always felt like it needed to have a longer cooldown and not be instantly teafy again when you get hooked. But, if I have to be honest, killers are always hitting me mid animation since crossplay came out. Now, if you'll excuse me, I feel like the light you were shedding was a tad too feeble.
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1540006#Comment_1540006
First of all, why did you use that terrible story in regards to ds if you knew it didnt matter at all in that scenario? That makes 0 sense.
The crossplay symbol have been a "globe" way before crossplay came to everyone. We used to have it for Windows store when playing from steam, and vice versa. If you think this is only benefitting the pc community. Then turn it off. Its an option not forced upon you. Turn off crossplay if you think it only benefits the pc community.
And yes you can look up steam profiles/xbox live and probably playstation profiles. But that doesnt mean that the devs are trying to hide it. If they were trying to hide it they could have put nothing up there and not tell you anything.
And I never said Noed was rare. I was saying it was rare compared to DS. But even without Noed is still pretty uncommon. I stumble upon a noed game every 10 matches or so. Which is why I said "in my experience".
Do I really need to explain something that I already made crystal clear? Fine, I'll play the babysitter then. Why did I use that story? The point the OP made is that No One Escapes Due to the fact that the killer is a noob is a beginner perk, and that is should be removed after having practiced enough. You're following me? Then somebody else also brought up DS, which pretty much falls into the same category, and that is true.
After that, I said I am starting to see the purpose of that perk, even though I always purposedly refused to use that, along with NoeD, because it feels cheap. But being camped, chased to death and tunneled equally long is even cheaper. My point was that, since so many killers are trash, chasing a single guy even if the all the gens on 3 maps have been repaired meanwhile, survivors have sort of a right to fight fire with fire. As much as killers have the right to do so against SWF. Then, there are those, like that b*tthurt fella I mentioned, that chased me forever and facecamped me, constantly hitting me on the FIRST hook until I died, because it took him so long to down me, even though he was on PC (in case you don't understand why I am specifying this, it means he had better performance). And the "annoyance" to that guy was I alone, a solo player. So please, don't try and come up with the argument of SWF now, when killers are equally cheap, trash and sad even against solo players, for the sole reason that they are so far behind.
Of course, let's all turn it off without acknowledging the issue, right? We have to either take forever to find a match or be forced to play with someone on a better end device. Seems reasonable, after all, it's not like we on console took forever to find a match, while most pc players already had low queue times. Not like the PC community is much wider, either. WE needed crossplay, at least with other consoles. You, on PC, if not between Windows Store and Steam, did NOT.
Oh, one last thing, before you come up with: "For all he knew, you could have been". There was literally ZERO synergy between me and my team. Most of time, while I was getting chased, they were not working on gens. Sometimes he even saw them, but he ignored them because he wanted me specifically. Over and out. Sayonara. Adios. (Reading between the lines, yet?)
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@Auron471 said:
if moris become better visually, more killers might bring them. And we cant have that. please.
More than they already do now? Is that a thing? I find Ebony Moris every couple of matches, no kidding. Coupled with tunneling, camping and players who only ever attack with instadowns, of course.
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@Reaver_Raziel said:
https://forum.deadbydaylight.com/en/discussion/comment/1537066#Comment_1537066
A few thing here. Noed is very rare. At least comparitively speaking with DS, in my experience. But that aside.
You dont know if that was a pc Billy, the crossplay icon is for everything besides your platform.
Ds wouldnt have helped you there at all, you would need to be unhooked so thats not gonna help.
And slowing killers down while they chase would kill the game. I wouldnt mind removing bloodlust but adding the opposite of bloodlust ######### that.
I know DS would have not helped there, as much as I do know he was a PC player. You see, devs made it so the crossplay symbol is global, so they can claim that console players cannot know it was a PC player who faced them, giving them an excuse to justify the fact that they pretty much screwed us over badly, to satisfy the PC community. But I also know you can look on Steam or Xbox Live to see if you find that profile. And guess what? There was just a single profile with that name on Steam, and he was playing DbD. Not all people are stupid like devs seem to think they are.
And no, trust me pal. If Noed is rare, then I am both Santa Claus and Krampus. Especially considering that bad players only need the first tier of the perk to be that bad.
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@bingbongboi90 said:
https://forum.deadbydaylight.com/en/discussion/comment/1537066#Comment_1537066
DS should be a thing but must be changed that it deactivate when touching a gen.
You cant be tunneled when you can do your objective
That I agree with.
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@ABannedCat said:
I am all for that, if we do the same with Decisive Strike.
Its nessecary in low ranks, but once you reach rank10, it should be disabled.
Well, as much as I am favorable to that, the substantial difference (other than the fact that NoeD is far more common that it should be, with the unnecessary speed boost as well) is that NoeD is there for every (bad) player, while DS is paid content. They can't have you not use something that you paid for. But trust me, as much as I despise both perks, I am starting to see the point into DS. Every single time I play as survivor, I get chased endlessly, because killers all play that way. Chase you until they down you because of Bloodlust, even if it takes them 4 gens to do so. I ran into a PC Billy yesterday (I am on PS4). He took so long to get me that the poor b*tthurt folk facecamped me until I died, hitting me until the very end. With those kinds of players in mind, DS needs to be a thing. If they get purged from the game, however, or at least a change gets implemented that makes the killer gradually slower the longer he chases the same guy... But while I play killer, yes, I get the feeling.
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@RelentlessShadows009 said:
https://forum.deadbydaylight.com/en/discussion/comment/1532479#Comment_1532479
Not to mention pc hacks. I know consoles can be but it's a lot harder and not as common. It's basically why I quit fortnite.
Yeah, don't get me started on that. Some people still think that hacks on console are not a thing, when consoles are just like younger brothers of PCs. If anything, it will be harder, but it can be done. But I didn't even think about that, to be honest. There are already so many tunneling and camping killer, who endlessly chase you even for the whole duration of the match, and so many toxic survivors (whether SWF or not), that it would not make that much of a different issue, to me. The big thing is performance issues, and how every 4 out of 5 matches you get low FPS on console (at least on PS4), which also affects skillchecks, as we all know. In my opinion, making crossplay an "all or nothing" thing was a mistake. They should have allowed us to enable crossplay with specific platforms, or at least choose to have PC included or not (as was originally announced), or they should have implemented a patch/hotfix to improve performance issues to be at least on par with an average PC.
@NuKeD said:
https://forum.deadbydaylight.com/en/discussion/comment/1532479#Comment_1532479
it won't. you either opt in or opt out, you can't select a specify console, imagine how this would split the community apart?
Well, there would be no splitting without crossplay. And crossplay within systems with performances that differ so much should never be a thing, in the first place. I've played the latest Modern Warfare on PS4, and I saw it played on PC. Trust me when I say that my eyes were not deceiving me in the slightest, when I saw the PC player run faster than I ever could on PS4. And that was just the tip of the iceberg. But, MW is still a game where you respawn. Most of the time, it is just a deathmatch based on who gets to X kills first. DbD is not. You die, you are gone. You fail a skillcheck because of FPS dropping? The killer will most likely be onto you (until the very end).
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@yobuddd said:
If you are blinded while carrying a survivor, drop that survivor in the dying state and reset all their recovery and wiggle progress. The survivor who blinded you becomes exposed for 15/20/30 seconds.
Hmmm... Add a tangible and needed downside to this perk, like @Dabihwow suggested, and you have a great perk, which serves to counter SWF, in a way. BUT, as a mainly solo survivor, I would also love to have a perk that slows down the killer the longer he chases you, which would activate every 50 seconds or so. I mean, I am tired of getting chased endlessly, until I get downed because of Bloodlust, not because of any skill. But the thread is on a killer perk, so props to you for the idea, OP.
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I sincerely hope that crossplay will be split into two different options: enabling crossplay between consoles and enabling it with PC. If it just gets put into the same kind of crossplay, PC performance, mouse sensitivity and PC Nurses are going to screw us console players really badly.
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@ClickyClicky said:
Lol the distant auras are so bad sometimes I’m not sure if I just cant see them or if Knock Out has now become a meta perk run by all killers.
I havent tried bbq yet as killer and tbh I think I’ll skip on it until the auras are changed.
I have used it, and I can tell you it just sucks. Those auras seem to be fading the moment they are "shown", and now I find it more difficult than ever to distinguish the outlines of survivors working on gens. Not joking, I've had so many times already during which it felt like every survivor in the match was using Distortion, because I could not see anybody, wherever I looked.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/159596/swf-possible-balancing
I personally disagree with this idea. The problem isn't SWF, its the perks. Think about it for a second. I may be new to the game but i know about the most used survivor perks, DH or SB, BT,DS. Those perks need some sort of balancing. Also there needs to be a "game chat" so people can communicate. But I'll get to that point later. Another point I'll get back to is the flashlight/toolbox meta.
First let's talk about both dead hard and sprint burst. While dead hard hasn't given me much of an issue so I can't speak about it. But sprint burst is way too strong. I have played both survivor and killer for many games and I have figured out that sprint burst kinda needs a nerf. Here are my adjustments to the perk
- Sprint Burst lasts 1 second instead of 3 (increases by half a second for each upgrade so 1, 1.5, 2)
- Sprint Burst also has a higher cooldown
- Sprint Burst like dead hard has a button you can press to activate it instead of it activating by just running
Secondly we have borrowed time. Borrowed time is a anti-camp/tunnel mechanic but it lasts too long IMO. Here are my changes for that perk
- Borrowed time should last 5, 7, 10 seconds but the deep wounds should have a longer time before you go down in case of tunnelers
Finally and my most hated perk as a killer main, Decisive Strike. It should be an anti-camp/tunnel mechanic but really its just a second chance if you lose a chase. Don't get me wrong it should stay a good perk but it shouldn't last so long to the point where any decent survivor can loop and stun you until you finally get them down and you get hit with that. So here are my changes to the perk
- Borrowed time last 15 seconds less(25,35,45)
Now I'm gonna keep this short and simple but to counter to amount of SWFs then we need an in game form of communication so that solo queues aren't so bad people only play in SWFs.
Now we get to the flashlight/toolbox meta or the gen rush. Basically people do as many gens as fast as possible to escape swiftly and without issue. This is what I think people mean by SWF is a problem. The generators need a time nerf. For example increase the time of the generators and add 5 more minutes to matches. Here are my changes
- Generator repair speed is nerfed by 63%, which means if a gen is being repaired by one person it will take 130 seconds
- This will promote a style of play where multiple people are working on gens leading to more chases and more cooperation(for this to work there needs to be a game chat)
I think these changes need a lot of time and money but if they do it it will make the game more balanced.
I totally agree with you on the fact that perks are an issue, too. But the problem with SWF cannot be understated, really. Communications are what wins a game, before any of the perks. Perks are just advantages to help you do some things better, but knowing when to leave a gen or go for a save, or even which pallets have been used already gives survivors such a gigantic edge. Of course, I am in no way understating perk issues, too. People tend to always choose the easy way around, when doing stuff. Here, pretty much every survivor runs BT, DH and DS (now even Tru3 does so). If you have ever played CoD Black Ops 3, you know that pretty much every player used to run a VMP, because it was such a stupidly OP weapon. Sadly, there is no counter to cheapness.
I tried proposing something along those lines, a while ago, when I still played survivor (because I could still find matches). Stuff like limiting toolboxes, flashlights and keys to just one per trial, meaning that if two players were running a flashlight while in the pre-match lobby, one of them would have to choose another item. I tried proposing to make it impossible to run DH and DS together. Guess what? Survivors cried. I tried convincing people to have a broken totem counter on hud for survivors to see. Guess what? NOED Killers cried. You're not gonna get everyone satisfied, but it seems nobody in this community is ever satisfied by any change that would require them to actually develop some skill and start thinking tactically, or anything that makes the game more balanced for both sides. No sir, gotta have my food served, but I don't wanna be the one who cooks it.
One last thing: I see your point with gen times, and I can't really disagree with that, but the devs implemented a change a while ago that made it so the gen repairing was slower (don't know how much, though) if multiple survivors were repairing the same gen. Your proposition would have them revert that change, in the first place. Or did I not understand it correctly?
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@[Deleted User] said:
Be aware that ever since dedicated servers, a survivor "group" is formed, then matched with a Killer (usually, sometimes one drops). This means that all survivors will appear to load in all at once, which was once indicative of a SWF. However nowadays that is not the case.
Yup, I know that. It's not just a single thing that lets an experienced player know if those against him are SWF or not. It's a cluster of things, the way they play above any of those. If there are always people behind you while you are chasing another survivor, if they are ready to sabotage a hook or flashlight/pallet save, if they let go of a gen as soon as you start heading their way. The vast majority of the time, that indicates a SWF. And it's not even going to load 4 people at once every single time. Sometimes I get 2 or 3 people, and others who join later.
@Angerydoge said:
Well the problem with SWF that makes it too strong is that it allows the survivors to pretty much constantly know where the killer is unless it is a GF or other stealth killer. There isn't really a way to balance swf as such because there isn't really anything to balance, you can't stop them from playing in a voice call. An idea I had to try and make sure that every game is fair swf or not is that all players who play in an SWF group are tracked on how well they work together so that they can be matched with killers of their group skill level. Unfortunately this is BHVR so they will never add this so I guess I just have to hope that what ever the new matchmaking system they are adding will match SWF appropriately.
Well, no. As of now, there really seems to be no proper way to balance SWF, if they want to keep the possibility of full teams. The thing is, the advantages you get with SWF and comms are so many, that there still would not be proper tracking. And that very same tracking would necessarily account for matches that happened way before it was supposedly implemented. Someone deemed as a "good killer" could still be bad. As much as if you get one of those used to play in SWF all the time, his true skill level wouldn't be on par with that of him playing SWF.
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1421594#Comment_1421594
Oh yeah definitely, it's something a bunch of people would need to discuss and figure out haha
No matter what though, I still think it would be better interaction/fun wise. I've never thought about it as much as you just did, I just thought an untouched gen would need a required part to start and then it would continue as normal - you'd just need to find 1 part for every gen basically. Though I do like the idea of needing a new one after 50% is done
That would be an interesting discussion, I wonder if the devs would consider a livestream about it.. Would you consider that to be fun and better for both parts, though? I mean, I could see that being appealing for a killer, but what about a survivor's perspective? Sure, new things help games not to get stale, but I don't know.
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1417318#Comment_1417318
I always liked the idea of having to go around the map finding gen parts. It would stop gen rushing and be more interactive
Oh, right. I wonder how much time it would take for the devs to be able to implement such a thing. But, in that case, don't you think that it would turn the tide the other way around? It could possibly require too much time, if survivors need to go look for gen parts every 1/4th of progression. On the other hand, say you propose making it so you only need to find a single gen part once the gen gets to 50%, how would that turn out to be? That gen can now not be regressed below 50%? Can survivors find gen parts before they actually need them, not changing much in this case, or do they need to go look for them once they actually get to that 50%? And would those gen parts be marked with an aura, or are they simply found out of luck, or in fixed spawns? I'm interested, but there are still lots of things to value.
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1349286#Comment_1349286
I totally get all your points and there's no denying comms gives you a way better advantage.. and here comes the but...
It just feels wrong to get rid of swf, or half it. I honestly can't really explain it, especially not as good as you just did with your points but that's it, that's all I can say. They're just friends having fun ya know? We shouldn't take that away from people. I know its a big advantage but as i've mentioned before there's plenty of other solutions.
I've seen in another post that someone requested that killers have a 5th perk, which i'm actually not against if it gives them a boost against swf
Hmm... The truth is that perks are an aid to what killers and survivors can do, but they should not be THE game. The problem with comms and all has to do, above anything else, with gen rushing. And it is even more of an issue now that the old Ruin is gone. Because of this, I don't think a 5th perk, or even a 6th perk, would change the core issue much. The only possible solution seems to be that of cutting SWF groups in half, to not have them removed completely. As a killer, you don't want to have 3 gens pop in the same moment, while you don't want to keep repairing the same gen for an eternity as a survivor. Secondary objectives are going to be optional, if any are added, meaning you'll have them there just for survivors who want to take the risk and earn some extra BPs, but that would not affect gen repair time. Without making gen repair longer of at least 20-30 seconds, I don't see how to solve the issue. And, as I said, that would feel way too much for a single gen.
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1345060#Comment_1345060
I never said it was fair right now, but I simply don't think getting rid of a 4 swf as an answer. There's probably plenty of players who only play dbd with their friends, and I think it would be pretty sad if they one day logged in and couldn't play with them anymore, and no one wants to be in a situation where they have to choose one of their friends to play with.
You started saying that swf becomes an issue once there is a decent player, or even a garbage player with good perks.. but what does that have to do with swf? Solo people still run BT, DS, Adrenaline and all the perks killers hate. Not to mention if a team of solos have 1 really good player it will still benefit them. This is not me saying swf isn't a problem rn, but I'm simply saying your points aren't really an swf issue. The best idea in my opinion would be to increase the repair speed on generators for swf, so maybe a 3 person swf means the gens take 30 more seconds (maybe less, it would need to be tested) and a 4 person swf even longer - this way it gives you more time to deal with them.
Not really sure why you're saying you won't be replying to me anymore, I barely remember even talking to you and frankly I thought our conversation was over days ago so i'm a little confused why you brought that up, but oh well. Peace I guess
Nah, I'm just playing with you. Anyway, it has a lot to do with SWF because it has a huge impact for a game that was thought without voice chat in mind. Someone can be good, or bad, but it won't change the fact that having comms will always be a huge benefit for a team, no matter what. Think about it this way. The killer is on his own, and he only has himself in his "team". So, what is his voice chat? Noise notifications. How different (and , in the killer's case) much harder would the game be without those? Now go back to survivors, and think how different the game would be without SWF, or without 4 man SWF groups. I never said people won't run those easy perks, I have seen killers facecamping to death at level 20, the few matches I managed to find as a survivor, too. But comms make such a big difference, that even 4 good solo players will never compete with 3 garbage players and a decent one with comms. A solo won't know if a killer who was chasing someone near him, while he was on a gen, decides to come for him after hitting that other guy once. A solo won't immediately realize that the killer is slugging, and possibly coming for him. A solo won't know that another survivor is near him, ready to flashlight/pallet stun or sabotage the hook, unless he brings perks solely for that purpose. A solo won't know how many totems have been destroyed. A solo won't know which gen to stay away from while being chased, because others are onto that. And, perhaps most importantly, a solo wouldn't know where and what pallest have been used already. I could still go on, but I think I stressed the point enough. That's why SWF will always be an issue, if it remains as it is now, unless they make it so killers instadown no matter what, for instance.
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@MiniPisa I am just gonna quote you on this and then really be done with you.
"If you wanna balance SWF, then it needs to be fair for both sides."
Explain how it is fair now, and you'll have all my agreement. But, as we all know, you can't do that, right? Because it is only "fair" for people who play together, while the killer is only looked at as someone who needs to host the session to let these friends farm their points. Of course, before you say anything (to which I won't be responding again, anyway) not all SWF players are even aware of what they have to do or how to do it. But put SWF in the hands of someone who is even partially decent, or someone who is complete garbage but runs DS and DH, maybe even BT and you're done, Pop Goes The Killer. (And again, before you call them "meta perks", meta is just another definition for "I'll use that stuff because it is so easy that everyone uses it")
@LALYTHIA said:
Despite how it feels, 4-person SWF are encountered BY FAR the least of all survivor parties - that includes console.
In addition, SWF survival rate is approx. 49%....the lowest, randoms, is approximately 42%. So SWF, while frustrating and harder to play against, still aren't actually winning that much more than other survivor parties.
This is not enough of a 'problem' to justify stopping people from playing with a full squad of friends.
Come play with me, I'll show you how wrong you are on that. Someone on this thread, who I am not naming, likes to assume I'm just basing that on nationality checks or "assumptions", when I actually have enough experience AND intelligence to also judge the way they play together. And I also forgot to add that, every single time I start a lobby, 4 survivors are already in at the same time. Rarely, there are 3 people and one empty space. I mean, come on, are we just gonna keep coming up with excuses and justifications, blatantly refusing reality? Just look at Cote's match in Korea. Sure, he was very inexperienced (even though he was using his favorite killer), but those 4 people were SWF, as was later proven. That should give you enough of a reason, already. The game dies if no players are there, as much as the game dies if new players (who want to start with killers) go against people like those, considering how broken matchmaking actually is right now.
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@JustCats said:
Just remove a perk slot for each additional member in your party. Comms can never be fixed but you can certainly fix the fact that a full group of four survivors has sixteen perk slots to share between them. Every member can run the full suite of second chances and/or utility perks while still gaining the benefit of any and all recon perks any one of the members runs.
Comms help, but it's really comms PLUS perks that makes it ridiculous. Just treat each additional party member as if they were a perk in and of themselves, which they are.
So, each survivor gets one game perk in a four-man, two in a three-man, and three in a two-man. SWF is a valuable feature in this game and important, but it shouldn't be an easy button.
Hmm... That could be interesting, but how would you make it work? Would it only influence SWF players, or will there be some sort of penatly for a random which is in a team with 3 SWF players? Wonder how much work would that require the devs to do, and if they are willing to implement such a thing... Appreciate your suggestions, anyway, someone can at least talk some sense in there forums.
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@InnCognito said:
I play against Red and purple Rank survivors . (as killer)
Removing SWF would remove interest for other players. So it does have to remain. The thing that hurts in SWF is the handicapping that isn't there. SWF don't agree. But SWF also do have to realize that they need killers to HAVE a match. So both sides need to be happy. (somewhat).
- Killers need to feel as though they have some sort of map control at all times. If a killer is in a chase. The other 3 players are working on generators. Fair.
- Killers have to work extremely hard to catch those survivors. The Dynamics change because a killer has to resort to "Sheep herding". and often even that cant always be done. So a killer has to get into a chase, quickly drop out. Control the generator. Get back into another chase and cannot be in 3 places at once!
- Killer should be able to use more than just pink Add-ons to feel somewhat effective against SWF.
At Red and Purple ranks playing killer feels more like "mall cop simulator". Than a hacker-slasher game. A person can go through 90% of their total unlocked perks for killer and check those perks off as "useless". and contributes nothing to playing against SWF or the groups of Reds n purples.
As we move down into the lower ranks. The people that play in those ranks feel cheated. They have to be able to pick up the game and enjoy it vs finding certain perks that are so Over-powered by the killer, that they lose interest and find another game title to play.
Yeah, I agree. But again, I never proposed to remove SWF. But limiting the size of it would only be fair, considering it was not even a thing. The fact is, you cannot have perks to band-aid the flaws. Say I add a killer perk that blocks 4 random gens when a survivor is being chased. The result would be less variety in builds, because everyone would use the new easy perk, like everyones uses DH and DS, since they are accessible to all skill (or lack of it) levels. And SWF would never agree to SWF nerfs, because they depend on it. Think about Coronavirus and how no team was able to play that useless sport called soccer. Did the Barcelona footballers like Messi accept to have their salaries reduced during lockdown, to use that money for public health? No, even though they were effectively being paid for doing nothing, even less than what they do when they "work".
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@Saitamfed said:
The idea is nice. People playing with friends is not the issue, the issue is bullying the killer, meaning just trying to get on your nerves. Of course, with time you learn to ignore them but Do we need to ignore bad behaviour? No, I have been crushed by a SWF today, Am I angry? No, because they weren't bullies and played very well. In the end I said gg and then said well played back. But when someone is a bully with you... this is a game but you shouldn't be bullied.
And yes, tons of people will tell me "you need to grow a tick skin, it happens in tons of games and DbD is not an exception" but that's not the way it should be. It shouldn't happend at all, not in the real life and not in a game either.
Well, yes and no. SWF has always been an issue for killers, but a real issue, not like what survivors claim to be camping when all they do is swarming to the hook, for instance. That's why I never proposed to remove SWF completely, but just to deny the extreme utility a 4 man on comms can and will bring to the game, and reduce it to 2 people.Trust me, I have played with a friend and with 3 friends, and with 4 people communicating it doesn't really seem like a game, but more like taking part in an eating competition where you are the only participant. Easy win. Reducing SWF size to 2, on the other hand, would make it somewhat less frustrating for the killer while still allowing players to play with their friends. And if you are so desperate that you need to play with 3 other people, you can try to find them in the same lobby. Of course, that would mean that a penalty for multiple disconnections from a lobby before the match starts would have to be implemented.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/1340915#Comment_1340915
Yea we know about these bad red ranks. I want the players who aren't great at the game to find it tougher to rank up. The good players will rank up anyways whereas the bad players won't. At the minute people are getting carried to red ranks but it's not by these "crutch" perks. If they were then I'd probably not be seeing self care + urban evasion at red ranks but I still am. Some are but the really bad red ranks aren't.
The you could be rank 20 argument and still be better than red ranks is also correct. This is why anytime I see people complain as a lower rank about getting a "full red rank lobby" I always say that rank doesn't matter. The amount of boosted players at red ranks is quite hilarious tbh.
Hmmm. What would your idea be? How would you make it harder to rank up? Maybe remove double pip at higher ranks?
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@MiniPisa said:
https://forum.deadbydaylight.com/en/discussion/comment/1340889#Comment_1340889
Wow.. what an assumption. No, actually I play solo most of the time. But why on Earth would I agree to only play with 1 friend. In the rare occurrence that all my friends actually wanna play dbd, I want to enjoy the game and play with ALL of them, not just 1. Such a horrible way to balance out the game by actually deterring a lot of people who wanna play with 2+ friends.
Oh, but you could play with ALL of them, in a private match, where a full team of communicating people belongs, in an asymmetric game. And I'm not saying you should definitely agree either, you'll only do so if you have at least some common sense. Or would you like to play some sort of game where you cannot respawn, alone and with only a pistol with a single bullet, against 4 people with miniguns and rocket launchers? Think about this, before you say anything else.
@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/1340903#Comment_1340903
Have timed it to see how long the waits actually were because they can feel longer than they actually are. The longest was 10 minutes and I've had it for both Killer and Survivor depending on the time of day. If waits were consistently 20+ minutes for Survivor like you claim people would not continue playing Survivor, they'd move on to a different game that has little to no wait.
My example was you assuming lack of killers based on wait times when the times fluctuate based on time of day. I change what I'm playing based on these changes in wait times, Survivor during the day and Killer at night. You're only looking at one set of wait times (which seem extremely exaggerated by you) and calling to nerf SWF because you assume short Killer wait means lack of Killers. If using when the wait times are opposite then there should be a nerf to the Killers since those short Survivor waits I experience during the day would mean lack of Survivors. That reasoning is just silly and why wait times should not be used to assume there is a lack of either side and also shouldn't cause nerfs/buffs to either side.
Most of my matches are with people in the US, it'd be ignorant to assume just because they are from the same country they are SWF. I watch streamers that will SWF with people across the US, Canada, and Europe because it's the internet and you can befriend someone outside your country. Nationality doesn't guarantee SWF. Devs have said there's not a big difference in wins between SWF and Solo so can't base how well they play on if they were SWF either. Your methods are not proof, just assumption so you don't actually know if they are SWF or Solo.
DH, BT, and DS are meta perks used by many Solo Survivors, especially in Red Ranks. Since they are meta the odds of having a match without those being run is fairly slim - it has nothing to do with SWF. Solos also use flashlights and toolboxes, again not exclusive to SWF. With those being so common a good Killer learns to play against them, just as a good Survivor learns to play against meta Killer perks/add ons.
You're not providing proof, only assumptions.
Yeah, because there are so many people around the world that having a full lobby of guys from the same country is definitely always going to be a coincidence. Pfff. I feel like I am wasting my time trying to explain this to you, since you don't even seem to understand, or willingly refuse to, that I am not using wait times as an incentive to nerf SWF. Wait times are a thing, something that will make the game die if all killers leave the game out of boredom because all matches are against cheap survivors who are only ever able to survive if they have three other friends giving them a handj*b. SWF is another thing, but those are connected because of how boring it can become. Not impossible of course, but still, why would I play something that I find boring or frustrating, if games are meant to be fun? Sure, solos use flashlights and toolboxoes too, but how often do you see people rushing to flashlight save or destroy a hook for someone they do not know, if they are not in the immediate vicinity? Very often, solos don't do that even in those cases, and I'll laugh very hard if you try to invent otherwise. Then again, regarding wait times, those could be shorter as a 4 man SWF, since you only need to find another player. Anyway, for the sake of clarity, I'll repeat this one last time and then bid you farewell.
SWF BALANCING
IS NOT
TIED TO
WAIT TIMES.
Oh, one last thing. I wouldn't really value what devs said with that sense of accomplishment you seem to have, as we have seen in past broadcasts that those very same devs aren't really able to do much in the game, without even playing against red ranks, I might add.
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@CashelP14 said:
The reason killer lobbies are so good at red ranks, but bad as survivor is because there is too many red rank survivors. It has nothing to do with people leaving the game like people want to suggest.
Make ranking up as survivor harder, meaning less red ranks and quicker lobbies. Also stop red rank teams getting matched with rank 10 killers.
Everyone who has ever played a game based on ranks knows that the "rank argument" has no validity. I could be a level 20, coming back to the game after a long break, and still be much better than a red rank. I could be someone who plays like a Platinum player on Rainbow Six Siege, but still be Gold because I've been matched against someone who is going to abuse glitches that make you go into walls or shoot through riot shields, while wielding them. And the reason why there are so many red rank survivors is because people who are bad tend to abuse easy stuff that is accessible to everyone. Which is Dead Hard, Decisive Strike, NOED. In all my DbD "career" I have always been against NOED. To this day, I still haven't used it. BUT, as much as I find it to be almost on par with DS and DH, at least you are playing with 3 perks until end game.
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@bm33 said:
I'm on PS4 and as Survivor it's never 20 minutes to get into a match since they switched to Dedicated Servers, I've timed it to see. At most it's 10 minutes which is rare and that's if I'm SWF but mostly I'm playing Solo because I do better Solo. Survivor times in morning/afternoon tend to be at most 5 minutes while Killer will be 5-10 minutes and at night it switches. With your logic because of wait times in morning/afternoon Survivors should get a buff and Killers a nerf because there's a lack of Survivors playing during that time causing the Killer wait. Since they'll be introducing a new matchmaking as well as cross play using wait times isn't a good reason to do anything to SWF, especially when the times fluctuate based on time of day.
The Devs said the win rate between Solo and SWF isn't much meaning there's more Solo players winning and SWF losing than people think. Unless you're messaging every single Survivor after a match (which I doubt because large amount of PS4 players have messaging turned off) you don't know that they are definitely an SWF- some may have similar names but that doesn't happen too often. As Solo I've been paired with same Survivors multiple times, there's one I noticed the other day I've played with as Survivor and against when they're Killer multiple times. A Killer could assume that I'm SWF with those Survivors if they've previously seen our names together in a lobby when really we're Solo. There's a good chance you're running into Solo groups that work well together and are assuming they're SWF.
I think a change they should make is at the endgame screen. Show the SWF/Solo players there, after the match Killer can't dodge lobby. Either it will prove Killers right in their complaints and have more weight in their argument to adjust SWF or they'll see Solo is better than they think and they need to re-evaluate their playstyle.
You are either extremely lucky or you are lying. I've been there, I've tried playing as a survivor in the day, in the afternoon and during nighttime. No change whatsoever, the wait times are always triple the amount of time it takes me to find a lobby as a killer. Actually, even more than triple. And I am not using it as an argument against SWF, the existance of SWF alone is just enough to make the game more tedious than a game should ever be. How does that have anything to do with "survivors getting a buff and killers ANOTHER nerf", I have no idea. I think you didn't actually read what I wrote, cause if you did, you would have noticed how I said that, because there seem to be hardly any killers playing, I find lobbies instantly while playing as the killer.
Let me just instruct you on how I know people are SWF and not randoms, which is pretty much a thing that any PS4 player knows how to do. While you are the killer, you can see survivors' gamertags. Once you click on them, you simply have to check if they are of the same nationality. After that, let's say you see 4 people who are of the same country (which is what happens to me every single match), you prepare yourself accordingly and get in the mood. You're gonna judge if they truly are SWF from how they play.
Now, I don't expect you to understand even this way. Survivors have always felt the need to have the edge, so SWF will always be their most beloved tool. But you should at least try to go against 4 mans every single game, with each of them having DS, DH and BT, maybe even flashlights and toolboxes. After that, you'll understand which party "carries more weight". Oh, and just saying "I already did" won't suffice as proof ;)
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@MiniPisa said:
So... You want just 2 SWF??? Thats such a.... wow... Thats probably the worst suggestion I have ever seen.
Is it now? Are you also gonna provide a reason why you consider it such a bad suggestion, or should I assume, like I am already doing, that you look at it that way only because it would be detrimental to the only way you have of surviving? Again, remember that SWF was not even a thing, back in the days.
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@Dead_by_Gadfly said:
Ill keep posting this as many times as I need to. I really think the swf issue is vastly oberstated.
https://us.v-cdn.net/6030815/uploads/RRP3BGVK5YMS/20200527-190510.jpg
https://us.v-cdn.net/6030815/uploads/YBUSDNQ94GC7/20200527-190448.jpg
One team did gens efficiently and had the gens done before i could pop t3 a second time, they stayed split up and always had people on gens. The other team stayed grouped up and tried working together on gens. Both were 4 mans. Both games were back to back, i didnt play them any differently.
The bully squads are pretty easy because theyre predictable, you just kind of get used to it and react faster as they pull things youve seen hundreds of times. Its that first group, which admittedly are pretty rare, that highlight the problem. You simpky cant be in 4 places at once and you dont know thats what youre dealing with till its to late. The most effective strategy ive found in dealing with them is the basement. These groups are almost always overly altruistic. If theyre not, youre boned.
As I've said, I can get 4Ks too, even on a full SWF group. But the fact you can does not make it any less of a problem. Communicating when the killer is chasing you, so others can focus on 3 different gens and get them done easily, especially now that Ruin is as it is, can be said to be the easiest thing in the world. People who can't manage to do that are just too bad at the game. It really takes nothing. You should be noting players who don't succeed in a SWF group much more than those who do, as the chances that it happens are highly against the odds. Plus, to be honest, those matches could have been way worse than they have, for you. There is just a single survivor running DS, and nobody running Dead Hard.
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@lucid4444 said:
The game will NEVER be balanced for SWF. If it ever is, then playing solo will be a complete waste of time, there's no amount of emoting and perks that can supplant voice comms. Maybe they can try an alternate game mode where you HAVE to solo queue for ranked, but if you want to play for fun you can play unranked. I don't know, the problem seems hard-baked into the game when they decided that survivors shouldn't have chat/voice with each other.
Yeah, maybe, but I would advise against that, tbh. Splitting the playerbase any more than it already is on PS4 would make the game Dead long before Daylight. I have never played in a group of more than two people, myself included, and I have found that it isn't that much of an issue for the killer, if there are only 2 survivors communicating amongst themselves. I'd say that pairs (Survive with A FRIEND) would be a decent solution. The devs listened to the community regarding Doc's reverse skill checks, hopefully then will listen again.
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@youarewronglol said:
Breaking up groups of friends for no reason is dumb.
Killer is tough on console just cheer up and don't blame others
I have already given you enough of a reason, can't see how you're not picking up... Well, can't have all agreeing, especially those who are part of the problem, I guess
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If I can be honest, it isn't something that happened because of Dying Light. Sure, people who bring that perk will want to get the obsession out of the way ASAP to make use of it. But, from what I have seen, 9/10 killer players will tunnel you forever, until they finally get you down because of Bloodlust, Dying Light equipped or not. The issue lies in the community, not in the perk itself.
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Oh, I'm sorry, I think I got that wrong. What I understood about your proposal was a lot different than what you are actually proposing. I thought you were saying that after 2 hooks + 1 down the killer would gain a Mori to be used on any surivor and not only on the one who has gone through 2 hooks and another down. Now it makes sense, but there still is the chance for other survivors to try and help that guy, on the way to his hook, if you are in a SWF. Which kinda makes it a +1 for me, since they wouldn't be able to help each other another time.
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I don't really see how getting moried would be fun for both sides. The killer would be the only one having fun, survivors would keep getting tunneled even more than they already are, as of right now. About killer specific trials, that wouldn't be a bad thing, but it should only belong to a separate playlist.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/626039#Comment_626039
Except killers aren't dogs, and decades of research have shown that, indeed, rewarding desired behavior works better than punishing undesired behavior.
Indeed, killers who always camp are far worse than dogs. But read that again, Orion. Punishment first, rewards soon after. Never said it had to be only one of those. Don't worry though, I know who I am talking to. A guy who has never been seen agreeing with somebody other than himself.
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@Chocolate_Cosmos said:
Campers can and are punished allready.
Let's motivate people to NOT camp, that's better.
How about giving dubble (from 500 to 1000 BP) for hooking action (Sacriface category) when hooking different Survivor that wasn't on hook previously.
Or you can help Killers by adding new thing into Emblems. Let's say that for EACH DIFFERENT (not the last one, but could be allready hooked in match) Survivor that you hook you secure +1 point into Malicious category.
Simple things like that can motive people to leave hooks.
But that's not the way to go. If a dog bites you, you don't reward him. You punish him first, and you will reward him in the future IF he does not do that again. If you keep getting bad marks, I don't think your momma is gonna hug you. She will probably chase you around with her shoes as a "weapon". So yeah, camping MUST be punished, but punishment and reward could just be there at the same time. Punishment is the first step though. And about the so called "punishment" already in the game... Well, that's hardly a punishment, or something that doesn't make you laugh loudly.
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@Glipngr said:
As someone who only plays solo, I absolutely know how infuriating the game can be. I know stealth is difficult, especially if you're not playing certain characters. I know the survivor meta places perks that help themselves above those that help the team. I know sometimes people will farm you in games. I have experienced it all. But I've also found considerate teams who do their best to help out everyone. Teams who use empathy and We'll Make It and more. I've had amazing solo games where everyone survived not through bullshit or the "overpowered" perks, but through real teamwork and helping each other. I know it's not the experience everyone gets, sadly, but I would like to balance the game around enjoying it together as a team. I'm optimistic that the game can be one where people help each other and enjoy their time each trial. I know not everyone sees it that way, but I do.
As for BL and loops, yeah, they should just get rid of infinites, I agree. They are working on it, as seen in the attempt on Badham, but until they are properly got, killers need BL.
Yeah, I've had some matches like that too, but they only happen once in like 100 matches, sadly. There are so many people who just farm, don't do gens, don't cleanse totems, can't do gens until Ruin gets cleansed, hide the whole match, and the list goes on... Reducing farming would be as simple as allowing an input that makes you unhookable until you decided otherwise. You could show a different coloured aura to differentiate between someone who can be unhooked and someone who pressed the button to stay on hook. At least, that's my idea about it. But I have never got any feedback for it. As far as the other things go, that's much more of a tricky matter.
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@FrenziedRoach said:
https://forum.deadbydaylight.com/en/discussion/comment/615207#Comment_615207
If you and 3 other survivors can't find 5 totems before the game is over, your definition is bad needs to be re-evaluated.
https://forum.deadbydaylight.com/en/discussion/comment/615361#Comment_615361
NOED is a catch up mechanic that gives a lesser experienced player a fighting chance and is completely counterable by experienced players who aren't lazy. Catch up mechanics are part of game design 101 and are an accepted standard in the industry. See also the Mario Kart Blue Shell and the CoD n00b tube.
The player who truly is a problem is the one who cannot counter a simple catch up mechanic.
I am only one, I do not have control over what the other 3 survivors do, since I usually play solo. If I play SWF, it is just me and a single friend anyway, the other 2 are unknown. Still, that doesn't change the fact that whoever needs NOED is just baseline bad, cheap and unskilled, there's no arguing over that. Period. Enough with you people defedning it, you are just as skilled as someone using macro on console is. Hush now, I don't want to hear a single other world coming out of you killer mains.
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@Glipngr said:
As someone who plays survivor, stealth is not an impossible feat even with aura seeing perks. Even with BBQ, you can just move away from where you were and by the time the killer gets to where you were, you should be gone unless you ran in a straight line and the killer intercepted you. Sure, aura reading perks are good for finding a general location of a survivor, but unless they stay in one spot, which they usually don't because they anticipate BBQ, you're still gonna have to actively look for them. You also don't need to be crouched in order to stay hidden. I've hid around the corners of walls and simply walked around the wall when they come around many times and not been found. I do admit that stealth is hard in this game, but with practice you can easily find ways to do it. There are also survivor perks that help with stealth just as much as killer perks that help with finding them, such as Lightweight, Quick and Quiet, Distortion, Dance with me, and Urban Evasion. If you want to play stealthily, make a stealth build and play smart. Doesn't mean you're guaranteed to never be found, just means you have a better chance at not being spotted.
As for Bloodlust, it is certainly strong, but as long as there are loops that make it almost impossible for the killer to catch a survivor, it is needed in some cases. And no, I do not mean pallet looping, I mean loops like old Badham or the Swamp building loops, ones where a simple pallet break could solve it. I've already made a post about noed needing changes, adding in a totem counter, and changing the way it's activated, so before you complain about noed to me, go read that. Though, I wasn't referring to SWF when I said groups. Even without SWF, I've come across teams of survivors with amazing teamwork as both survivor and killer. You don't NEED SWF to be coordinated and efficient, it just helps. Using perks like Bond, Empathy, and Aftercare can really help you know what your team is doing, which allows you to take more advantage of it. Being solo doesn't mean the team has to be bad.
Yeah, I know you can be stealthy, it is just made much harder than it needs to be. But come on, you must have played solo already. How many survivors do you see brining in perks good for the team and not just for themselves? The general truth, sadly, is that being solo will often make you lose, no matter how much stuff you did on your own. The game is designed to have survivors working together, yet there are many more cases in which other players simply unhook you in front of the killer/with the killer nearing before they did so, just to get points, or other cases into which other survivors will just bring the killer to you in order to free themselves of him. Not to mention those beyond toxic who just work WITH the killer. And that is made even easier with aura reading perks. As for Bloodlust, the simple, better solution would just be that of removing those loops, and BL with them. Less looping, less tunneling, everybody happy. Though we know BHVR isn't quite the fastest team, when it comes to game balancement.
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/615184#Comment_615184
No, you are definitely bad at the game and need to learn how to do totems
NOED is fine
As you wish, folk, we'll keep thinking differently. Only one of is right though, and you are not that one. The fact alone you are defending NOED already speaks for itself. Have fun being bad, friend ;)
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/615174#Comment_615174
If you have a problem with NOED you are bad and should learn to play
No, pal, it is the other way around, actually. Killers who need to bring NOED in order to achieve something they could not do for the whole duration of the match are not only bad but should go back to another kid's effortless game, like Fortnite. Enough of NOED advocates, NOED doesn't mean you are good, you are just as bad as any survivor picking DS is. Though the ideas you posted before aren't that bad. Means you have SOME sense right there. Just not that much to understand how pathetic NOED is. Oh, and by the way, I am only one. There have been times when I cleansed 4/5 totems, others when I could cleanse NOED right when it popped. Doesn't make it any good of a perk anyway. Other survivors just seem not to care about totems, not even now. We're done here. Sayonara.