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Dead_Harder

Dead_Harder

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  • @SweetTerror said:

    No. It no longer gives information, and because of that, that means the survivors can just keep working through what was lost, which makes the perk just about useless now.

    You know you could still pair it with DMS right? And voila you get info. I honestly run it without DMS because im running floods and might as well pair that up with an auto 15% regress

  • I'm running Lethal, Floods, BBQ and Pain Res. Its literally chase after chase after chase and nothing else whole game, I love it.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071988#Comment_3071988

    Had a nurse eat my decisive and was instantly downed because I didn't have enough time to go anywhere

    God i love doing that as nurse now. Though i dunno if its the small attack recovery buff or what but but i noticed im injuring a survivor, recover from exhaustion and immediately one blink on them to down them. It feels so smooth, i dunno.

  • @Brhoom said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071947#Comment_3071947

    Please explain what's funny about this.

    https://forum.deadbydaylight.com/en/discussion/comment/3071895#Comment_3071895

    So you agree that it shouldn't be visible for killers before the game.

    https://forum.deadbydaylight.com/en/discussion/comment/3071908#Comment_3071908

    I'm not worried about me being tunneled more than my other soloq teammates being exposed before the match starts as easy targets.

    Oh no i dont agree at all. Honestly it would also be great if we could see their ping and in game hours as well so we can target those first when we need to <3

  • Yeah but i feel like some mean it literally. Some perks in game are crutches and will carry you to an mmr where you stick out like a sore thumb.

    For killers its NoEd. If you see a killer that seems surprisingly bad, you know a noed is coming.

    And if you see a survivor thats surprisingly bad, either DH or they usually play as swf.

    Do good killers and survivors make great use of those perks? Sure, are they still crutches? Yeah.

  • Ohhh i never thought about that, i should def do that when im playing a weaker killer.

    Good idea OP, thanks

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071383#Comment_3071383

    the problem is you can't assume everyone plays nice. Tunneling and proxy camping is still strong. Off the record didn't do a thing against me, especially with me playing STBFL. The "survivor rulebook" was a ridiculous thing that shouldn't have existed in the first place (i mean the generel agreement that camping and tunneling is "forbidden"), but it held the game together. Then killers had to abandon it thanks to MMR and Boons and it became clear how strong tunneling is. They should have invented something to make tunneling and camping not worth for the killer (and not a band-aid fix aka another perk) but also something to give them other forms of pressure.

    I assume some people will tunnel and camp no matter what. Though i still assume most people used to do it more out of necessity than anything.

    Game felt impossible without hard tunneling during COH era. Now imo, there isnt any need and we can at least chill at the start and see how the game goes.

  • @HATCH said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071594#Comment_3071594

    MY guy the rank reset just happaened I dont play dbd 7/24 I cant get to the rank 1 in a couple of days

    Rank and mmr are different. MMR persists through monthly resets. Rank is purely cosmetic + you get some nice bps when it resets

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071411#Comment_3071411

    That's just your opinion though, I could name a bunch of reasons why sprint burst is better but that's just my opinion as well, I use to get to a gen and if I get pushed off the gen before it recovers I can 99 it and use it to get way more distance than dead hard would ever provide and it's enough to not need an I frame, if I pop the gen I sprint right to the next one and waste less time getting there, I can use it multiple times without being injured, I can use it in the endgame to get a save in a rush if needed, I can 99 and when a nurse or blight does their attack I can use it at the right time and force max distance while they're stuck recovering a mile behind me etc... The reason people hated dead hard so much is because they everytime they felt like they had the hit they would get robbed and to me that was just down to the animation they added providing too much distance

    If the team is coordinated enough that you pop sb to get out of there before the killer is even there, i could see sb being way better than DH.

    Otherwise though, top killers dont really care much about the distance gained with sb because they are considerably faster than you.

    If nurse sees you and you pop sb, you are getting hit. If blight sees you and you pop sb, probably still getting hit (dunno enough about blight to say really). If a spirit sees you and you pop SB guess what? Doesnt mean much when she uses her power and catches up to you in a second.

    It will probably be really good against basic m1 killers or slower killers. I do not touch those, i imagine neither does a good portion of killer players.

    SB seems outright laughable compared to old DH. I played around 20 games as nurse after the patch. Won all but 1 where i threw because the chases were pretty great and i wanted to practice as much as possible against good players. I would have lost way more if old DH was in play. Some of those teams would have destroyed me with old DH. Thats what i mean. I'm not trying to downplay SB, to me its just genuinely a ######### tier perk compared to old DH.

  • Yeah solo queue will be rough as meta settles but trust me mate. People will realize legion with thana sucks because at the end of the day you are still playing legion and you guys will be healing injuries in 6 seconds in no time and having a blast.

    It will just take a while till people figure out what works and what doesnt and till then killers will seem op. Which some are imo, nurse needs a nerf for at least her addons.

    But what you are experiencing right now is mainly the growing pains of the meta imo

  • Nah game is pretty great now <3

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071283#Comment_3071283

    When used properly they can extend chases between loops, without even using a resource to do so. You can downplay their value that you see, but that doesn't change their potential to be what adds minutes to chases, which was people's biggest complaint about dead hard. Its also why Blight and Nurse specifically are affected less than the rest of the cast, they're good killers for gap closing between multiple loops while also being able to take advantage of catching up while the survivor is at risk of being out positioned. Some other killers like Dredge and Oni also have situational variables than can make or break their ability to offset the distance at the time. None of that has changed.

    Sure SB will probably be pretty great against low tier killers. Still miles worse than old DH and ill die on this hill

  • @Lecruidant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071283#Comment_3071283

    And yet. It makes distance. The same thing people complained about with DH. It's just at the beginning of a chase and not near the end.

    There is a difference between push a button to jump 5 metres and running faster for a few seconds even without getting into the iframes.

    Yes it does make distance but thats pretty useless when you can still blink on top of them or just rush at them at mach 3.


    Think of DH distance gain like a nurse flick blinking and SB as pig rush. I am more than ok with that <3

  • @ad19970 said:

    Definitely exaggerated in my opinion.

    The big problem with the patch is the lack of proper nerfs to camping and tunneling. Those are the killer strategies that need to be nerfed, especially now that killers have gotten some great baseline buffs.

    However, I can't say that it seems like matches are unwinnable now as survivor. I have already had a fair amount of matches with 2 or more survivors escaping, both as killer, but especially also as survivor. And I really don't think those incremental buffs to killers, like the extra 10 seconds of gen time, or killers chase potential being buffed just a bit, will suddenly shift the game's balance that much. Enough to warrant some camping and tunneling nerfs though.

    Certain slowdown perks I can see being overbuffed. No idea why Thana needed that buff for example. And Eruption's incapacitated effect lasts way too long, all it needed was a regression buff. Nurse and Blight now need nerfs more than ever as well. I really hope they won't wait long with those nerfs. The DH nerf is great, finally it won't dominate matches anymore. The DS nerf on the other hand is atrocious. I have no idea what the thought process behind that nerf was. It counterplays tunneling, the perk did not need any form of nerf at all. And the Self Care nerf, no words for that abomination.

    But yeah, in my opinion this patch has one big problem, and that is the lack of proper camping and tunneling nerfs, now that killers have gotten some nice buffs. Those buffs were needed though, in my opinion.

    I don't see this patch killing the game at all though. Especially not if the devs keep up with this balancing pacing, I hope they will realise that they need to do something against camping and tunneling.

    Buffing killers is nerfing tunneling and camping imo. Those are pretty boring tactics and when i feel like i dont need them i dont use them at all.

    I havent felt the need to camp or tunnel at all since the patch and i feel like im not the only one.

  • Oh no an absolutely busted perk is nerfed a little :C

    Buh bye jokester <3

  • @Lecruidant said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071233#Comment_3071233

    I've seen 1 gate open in the 5 hours the patch has been out. It's literally a nightmare for solo survivor (and probably duo swf). Thana got over buffed, and that's saying something because even I use it when I play Killer. It's just not a fun experience right now.

    Agreed, thana buff probably makes things pretty unfun when going against killers that can really use it well like plague and legion. Hope it gets reverted.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071248#Comment_3071248

    do you just not understand that being vs nurse is a situational factor in itself? She is an absolute outlier to 99% of the game's design.

    Oh sure but she is also pretty common and she is not the only one who doesnt really care about SB. Most high tier killers dont really mind it at all imo.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071193#Comment_3071193

    All exhaustion perks are literally designed to be situational, and my point has consistently been that the situation DH required was less limiting than all other exhaustion perks, which is why the change to it is good. There was never a problem with the other exhaustion perks, while your reasoning started with:

    https://forum.deadbydaylight.com/en/discussion/comment/3071000#Comment_3071000

    To which I reiterate: DH wasn't better, it had a much more accessable skill floor. You needed less skill to get good performance out of it, while other perks like SB and Lithe have always gotten equal or better value when used very well. They just needed a lot more strategy and planning to get said value. Doesn't make them worse, just harder to use.

    Not gonna lie chief, when i see some one use a 99%ed SB or do a cool lithe play i get absolutely filled with joy.

    Because i know that when i catch up to them and get a hit in the next 2 seconds as nurse it will be that much more satisfying and devastating. Couldnt really do that with DH, had to play around it and even that it would still usually act as a 3rd health state.

  • @HATCH said:

    The game is killer sided now I personally think its too much for survivors. They don't stand a chance

    Game is and will always be survivor sided at the top level but yeah, i agree that for casual experience game is probably killer sided now. Specially against the top few killers.

  • @HectorBrando said:

    Not a good idea, you cant stop to write while being chased and while on gens imagine writing something and then a Skillcheck.

    Could do a ping system on the move but yeah basically have to stop doing gens to write.

  • @kolosovski said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071160#Comment_3071160

    I get your point. But I feel like something like basekit kindred would be better instead some sort of active communication tool between survivors during a match.

    Oh i agree kindred should def be base kit. I would suggest proximity voice chat but i feel like that would be annoying af rather than useful.

  • Glad to hear, game looked pretty fun on release.

  • @kolosovski said:

    You mean during the match? Terrible ideia in my opinion. People would only get salty. Plus, what about console?

    Yeah during the match. I agree that people would get salty but i feel like it would also be a pretty good tool to communicate. Didnt think about console, but i can see a wheel system with some common phrases being okish, as well as being able to read the chat.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070901#Comment_3070901

    It's most effient stragedy to win that's good reason also tunneling is stronger than ever I will use these tactics as long as they remain strong.

    Thing is with the DH nerf its not really needed on stronger killers. I just spend all game every game going from 1 chase to another and literally all my games have been fun, chill and easy.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3071066#Comment_3071066

    My games were awful but VHS Is out and Evil Dead so at least we have options now hopefully they release on consoles too soon

    Is evil dead still alive?

  • @OniWantsYourMacaroni said:

    So BHVR removed the bloodpoint bonus from WGLF and BBQ because people felt forced to run these perks to help them with the grind.

    But now they are pretty much forced to play a role they might not even enjoy just to get the bonus?

    Weird design choice

    As much as i love running bbq and will continue using it heavily (specially with the new lethal) it was basically limiting our perk slots to 3. I understand why they did what they did.

  • Having a blast with nurse. Rip dead hard. Also i imagine people at higher levels might still run it because its still good against blight and nurse still anyway and the overall decrease in its use basically means nobody baits it out so it should be easier to use.

  • @Mert_MK said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070764#Comment_3070764

    Found the tunneler

    It was completely fine, could've kept the 5 second stun. I'm fine with it being deactivated end game.

    Not really no, i play nurse so there is basically no need. Each and every game is pretty fun and easy without having to resort to boring tactics like that <3

  • @Mert_MK said:

    It's not just you. Survivor feels so boring to play now, killers stacking slowdowns and camping and tunneling has skyrocketed. The distance you make after a DS stun is actually laughable now, can't even get to a loop if you're unlucky. Not to mention going down in 2 seconds anyway because of Nurse and Blight.

    could that be because ds was kinda busted before?

  • @Jinxed said:

    Survivor was never as overpowered as the killer mains on this forum like to pretend. Dead Hard needed a nerf and gen speeds needed a small adjustment. Swf is a problem and remains a problem, so this patch has done nothing but hurt solo survivor.

    No no it also buffed killers <3

  • @humanbeing1704 said:

    Not a fan of certain perk changes still going through like 3 second decisive stun and the self care changes

    Not gonna like, i havent been playing around DH or DS because nobody runs DH and if i eat DS i just down people 5-10 seconds later.

    Its amazing. They did a great job with this update.

  • @MikeyBoi said:

    Id rather go against 4 Deadhards then 4 Sprintbursts anyday! Sprintburst is a boring perk to run as survivor and deal with as killer especially survivors who 99 their sb. This whole update is just…boring slow gameplay…

    Thing about that is most top tier killers dont really care about SB so if you are a boring person that mainly plays those (me) game is amazing rn

  • Got the one with the hoodie. Dont really play survivors but played a couple rounds just for it, love it.

    The oni skin is cool as well.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/335109/new-lethal-pursuer-appreciation-thread

    It's a high cost (1 perk slot + another aura reading perk, if you're not getting the additional source from an add-on)

    But goddamn does it feel like it makes sense.

    I'm running it with floods and bbq and it feels amazing. Games are just 1 chase after another.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3070294#Comment_3070294

    well considering almost every single slowdown perk got nuked, that doesn't sound as much of a "you" problem if they're experiencing that. The bandaids were removed and replaced with scotch tape.

    I dunno mate, i played 10+ games after the patch and every single one has been a breeze. Though that has more to do with dead hard being gone and me playing nurse.

    Cant really imagine the faster recovery and no dead hard making it harder for basic killers but than again im playing a different game so i cant say for sure.

  • @tak47888 said:

    I still get gen rushed as a killer, seems even worse than before..

    Thats a you problem, we got a pretty great buff to all killers all around.

  • @Gindaen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3069445#Comment_3069445

    Facecamping Bubba is the most toxic thing you can do in the game. You go into it knowing this, which speaks volumes about your character.

    Being toxic is about doing something just to piss some one off. Face camping bubba is played because its easy and it gets at least 1 or 2 kills. There is literally nothing toxic about it.

    In fact im going to go play face camping bubba right now because i can and stare right into their souls. Maybe ill bring passive slow down perks as well to take advantage of the already slower gen speeds and i refuse to feel bad about it <3

  • @Sadako_Best_Girl said:

    https://forum.deadbydaylight.com/en/discussion/comment/3069866#Comment_3069866

    Bruh, are you forgetting that not even one month ago TF2 players started a massive protest because their game was basically completely abandoned? Not saying BHVR is the best, but valve is farthest thing from good game maintenance out there.

    Well how do you explain the massive success of their TCG Artifact that is played by billions today and overthrew both Magic and Heartstone in a single day? Huh, how do you explain that if Volvo isn't the best game company today, nay, ever!

  • @DarKStaR350z said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971197#Comment_2971197

    Ok so balancing from the top down is done is games because people who aren’t at the top can always get better, if you balance for anything else it creates a miserable experience for everyone at the top and over time people will naturally get better and closer to that unbalanced game state.

    I actually completely agree with adding things like Bond and Empathy base kit, even Kindred! The most obvious solution though, if comms is an acceptable advantage is to just add comma like every other game! Toxicity is not a good reason to not do this and would just require the devs to do what all other devs do and punish it through bans.

    I never said to remove SWF lol, but I’m pointing out the double standards with things that are allowed that provide a clear advantage while people are arguing against basic accessibility options that most first person games have been restricted to a perk because it does provide a small advantage, much less than 3rd party comms. It is not as much of a lop sided advantage when everyone has access to it, unlike the use of features that aren’t in the game. SWF on comms have a clear advantage over solo who are unable to get that feature as it is not in the game.

    Please keep it civil and the passive aggressive comments to yourself though please. Nothing is hard to grasp here and you don’t have to be a main of one side to think that FoV options should not require a perk slot.

    I fully mean it when i say lots of people have trouble grasping the basics. When i see people suggesting to punish SWFs not grasping that it would kill the game in a matter of months, i assume they are in that category. I see no reason not to assume that anyway.

    As a side note balancing from top down isnt made with the idea that people will get better. Its made with the idea that if its balanced at the top level it will be balanced at lower levels. This again doesnt work on a game like dbd where both sides cant take advantage of the same buffs or nerfs. This is again, extremely basic and should be easy to grasp.

    Alas.

    Edit: I do have a problem with civility though dont i.Ill go ahead and take a small break from the forums. Sorry for being an ass to you, still dont think you grasp the basics of much but dont have to be rude to you just cause i think that. Have a nice day.

  • @DarKStaR350z said:

    https://forum.deadbydaylight.com/en/discussion/325434/balancing-from-top-down-doesnt-work-in-dbd-stop-mentioning-it

    Top-Down balance is the idea that balance should be focused around the highest level of play, all levels of play below will then receive a balanced meta through a trickle down system. Because everything will be fair and equal at the highest level, they all have the potential to be just as balanced. This is effective from the top down to the mid level of play, but the lowest level of play often undervalues mechanics and things that require teamwork to reach their full potential, leaving them feeling weak, while leaving some mechanics feeling unusually strong. This feeling of imbalance diminishes as players become more skilled and work with others, but it usually increases the learning curve by a small amount, which may be off-putting to newer players.

    Bottom-Up balance is the idea is that balancing for the lowest levels of play is most important, since that is where the majority of players are, and that is where the most diversity of play is found. This lowers the learning curve and makes the game attractive to newcomers. The advantage of this is that all mechanics will feel equal in strength at the lowest level, where most players are. However, as players improve and become more competent at the game, mechanics that were once balanced will become either easily counterable, or broken and far too powerful when exploited properly. Any difference in skill between players becomes quickly realized as a slightly more skilled player may use mechanics in ways to become much more powerful, leading to one-sided gameplay.

    Top-down balancing is generally preferred, since it provides fewer problems, and focuses on the potential of each mechanic and rather than the surface use. Balancing for the middle causes problems both for new and more experienced players.

    Does not work in an asymmetric game because nerfs or buffs dont work the same way on a game like dbd vs whatever game you are trying to give an example of.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971517#Comment_2971517

    That doesn't make any sense whatsoever. The game would not be balanced at all. The game would warp extremely heavily around the one character. The idea that "Well, both sides can prosper because both sides can play as one specific character" makes no sense at all because not everyone wants to play as one specific character. In a game where you have multiple characters/playstyles to choose from, you want as many different characters/playstyles to be viable as possible to promote variety.

    That was about both sides being able to take advantage of a buff/nerf. We have been over this.

    Edit: Making it clear just so we can be over this conversation. From your example if you buff little Mac, both sides can take advantage of it. If its unbalanced, both sides can drop it and play some better character. No matter what a buff or nerf affects the balance less other than character viability. On a game like DBD there is no such thing. If you buff something, its buffed for all levels of play for one side and the other side gets nothing. Same for a nerf.

    Please get it so we can move on. Well, im moving on in either case.

  • @[Deleted User] said:

    People keep saying survivors are overwhelmingly favored at the top. I think they'd be surprised. It's much closer than people think

    Just to be clear, there is no top level play in pubs no matter what your mmr is. Matchmaking doesnt care about your mmr after a certain bar, with the lowering of that bar further (which im not really sure they actually did after the tests) the game is even more far away from top level play, which is a good thing.

  • @Munqaxus said:

    Nerf Blight to 105%, which would force players to rely on his power more for ending chases. His power is already toxically strong and simple to use right out of the box.

    That would force the Blight to be a lot more difficult to use, which would make sense since he's the 2nd more power Killer. He should be about as hard to use as Nurse.

    You didnt really call blight simple to use did you?

  • @jesterkind said:

    It doesn't actually work in any game, but you're right; you can't just react to the top tier of play while balancing a game like this.

    Unsurprisingly, it turns out you have to care about all tiers of play, and balance for all of them at once.

    Agreed. I think the biggest share, so to speak, should be given to average play but if something is obviously problematic to the point its a problem in other levels, its gotta be fixed. Though i doubt balance can actually be achieved at all levels of play in a game like dbd. Hope they get close though.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971500#Comment_2971500

    Buff: Little Mac's Aerial mobility increased tenfold

    Ganondorf mains: Great, so how does this help Ganondorf?

    Can 2 players play as little mac at the same time? If you buff little mac to 1 hit ko from 0% game would still be balanced, there would only be only little macs in game. But this thread is about balancing around top level play to begin with, not exactly where this conversation is going.

    Edit: Oh you meant the ''If you buff or nerf something in other games both sides get to take advantage of it.'' Yeah thats literally what i meant with this example. If you buff little mac, both sides get to play as little mac. Thats literally what i meant as both sides being able to take advantage of it.

  • @TAG said:

    What? There are PLENTY of buffs and nerfs in other multiplayer games that not everyone gets to take advantage of. That logic makes no sense.

    For example?

  • @Brimp said:

    It can work in certain aspects of the game. Perks can definitely balanced from top down but not killers (all thought most killer perks dont really need to be touched as they have an earning requirement).

    It can work in certain situations. If lets say a perk is op in top level play but is just average in average or low level play, nerfing that perk serves no purpose. Sorry thats wrong, nerfing that perk would be the opposite of what you should be doing.

    Forced penance for example is really good in top level play because it stops coordinated teams from body blocking every 2 seconds. Does that mean we should be nerfing the perk? Absolutely not, the perk is fine for regular play and if anything needs a buff to be relevant.

    You should only realistically be balancing around one of those situations, and thats hopefully the average play.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2966331#Comment_2966331

    What about people like me with motion sickness? Behaviour say they want everyone to feel included. But people like me have to run a perk or we start to feel sick with how restricted the natural fov is. Im paying a perk slot for accessibility. Theres legit good reasons to increase the fov besides just "hey it gives a competitive advantage". It's how i have to play the game.

    I seriously doubt the only way to reduce motion sickness is giving you more fov ...

    I'm all for buffing the perk to make it more worth the slot. Hell i dont even mind if they include a slider in the base kit for killers except calling it a QoL would be extremely disingenious, it would be a straight up buff.

    And adding it to survivors would 100% re-enable seeing over loops bs so something like this should only realistically be added to killers just so we are clear.

    It could be done when they buff survivors to compensate killers. But it would obviously be a straight up buff, not a qol.

  • @DarKStaR350z said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970706#Comment_2970706

    So as the game is competitive it should be balanced around the top level and SWFs; and people using 3rd party advantages on stream such as voice comms, graphics filters, and modifying ini files for fps and performance advantages should be punished.

    Very double standards to require a perk to change the FoV but all these commonly used advantages that also aren’t basic in game options or perks are fine to use and stream while doing so. Even Fog Whisperers do and it massively provides an unfair advantage against those who aren’t using or able to use it, particularly on formats where it’s not possible.

    The only way to remain as fair as possible and competitive is to give everyone the option to adjust these things in the game.

    Give people the option in game to adjust FoV, add voice comms, give brightness and scratch mark colour options, and the FPS/anti aliasing etc that people modify the game files to improve over everyone else.

    If not then these things that aren’t perks or in game intended features should be punishable and anyone streaming using them would be able to have the Vods submitted as evidence.

    Ridiculous and never going to happen, but even more ridiculous to say all this is fine to do while saying a small FoV slider is too much of an advantage to include.

    It’s a basic QoL feature that all first person games worth their salt have as a standard option; and not everyone can use the slider at max because it often negatively impacts performance. I can’t max mine on a PS4 for Apex etc but I can have it around the middle without affecting performance while making the first person camera less nauseating; and it definitely provides an advantage there too, yet still remains more competitive than DbD.

    I get what you are saying, balancing things from the top down is a good mindset to have in games, but what you dont understand that dbd is an asymetric game, you cant balance it the same way.

    If you were to try and actually balance it around top level play, an average killer would 4k around 9 games out of 10 because survivors are op at the very top level. Usual survivors though, even on 4 comms are nowhere near this good and will never be.

    Removing swfs will never happen as people obviously want to play with friends and will continue to do so no matter how unfair it is.

    The solution to this is something obvious that you will obviously object to. Buff solo survivors to somewhat around swf levels with base kit perks like empathy and bond and give them an in game easy to use communication tool like a ping wheel system. After that or alongside it adjust killer experience accordingly to compensate. Base nerfed corrupt, base nerfed aura reading of bbq, a small speed increase on all m1 killers things like that.

    You cannot and should not remove swfs from game and punishing people for playing with friends, no matter how unfair, would kill this game faster than pulling the servers plug would.

    I understand basic stuff like this is hard to grasp but please understand that this is coming from a full on killer main.

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