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DelsKibara

DelsKibara

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DelsKibara
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  • @Orion said:

    As a survivor main who exclusively plays SWF (never solo), you're wrong. My friend and I are usually just chatting (like how much I ######### hate the corn fields), but we still go full SWAT when we need to. We tell each other where we are, who the killer is, where the killer is, what the killer is doing, etc.. We run different aura-reading perks, so we basically know what's going on everywhere, always, and keep each other informed. We destroy some killers just because we know when to unhook, where the traps are, who's on gens, who's opening the gate, which gate is being opened, which gens are near-completion, etc..

    When we get destroyed, it usually boils down to a few external factors:

    • Other survivors are idiots (suicides, disconnects, running directly to the killer that they saw leave the area, stuff like that).
    • Killer is just overwhelmingly good and/or running the most powerful perks and/or add-ons there are (we're not gods, and I in particular am only above-average).
    • Bad luck (running into the killer at the start and getting your ass handed to you).
    • Bugs (stuff like no TR, then loud TR, then you get smacked because the killer just came out of nowhere).

    SWF utterly breaks DbD's balance. On the other hand, it can't be removed, so we're stuck with it. However, to say it's not a problem is absurd.

    Gonna have you disagree with you for a sec there, Orion.

    As someone who mostly plays Killer whenever I get the chance to play DBD, and as someone who almost constantly always plays a SWF whenever I can, the advantages you listed aren't balance breaking.

    Knowing who the Killer is and where they are isn't much of a gamechanger. I personally run Alert! most of the time, and I never find myself changing my playstyle or being more cautious after knowing who the killer is. If I hear Alert! go off and I don't see an aura, I at least know it's a Stealth Killer. However that doesn't change anything, I still need to use my eyes if they ever come near me.

    Same with knowing where Traps are, sometimes they're in obvious loop locations (which is why I dislike going against Trapper, he is basically the Anti-Chase), other times they are strewn across the map with no rhyme or reason. Which you wouldn't have known it would be there regardless. Even as a Solo player I would know to walk and run with caution if I am playing against Trapper and Hag. This is not some info that is exclusive to SWF only, sure you might give away the exact locations but those locations are still relatively obvious if you've just played the game enough. It's usually always in the most optimal route a Survivor can possibly take.

    And, I'm pretty sure as a Killer myself I've seen Survivors work on generators in front of my face despite not being in a SWF squad. While I was in a chase. Some Solo Players are just naturally bold when it comes to working on generators, or they know they are relatively safe so they can give away their location and still get away from the killer. So knowing who is on what gen and which gen to finish is again, not something that is just exclusive to SWF. I know some people who will work in front of the Killer's face is they have to, myself included. Though I will admit knowing which generators are almost completed is something that you can only know if you're playing with a SWF group.

    As for exit gate openings, I mean, like I said, Solo Players can take the information in if they're being chased. More often than not, they would be able to see one exit gate. Either being powered or is left unattended, so they would know which direction they have to go to in order to escape. Since you know, you are notified where the exit gates are at the moment all generators gets finished. Of course you could miss one, but that's still the fault of the player, and again, not information exclusive only to SWF groups.

    The only thing I would argue is balance breaking about SWF groups is only the fact that they make certain perks effectively obsolete. Which is why I propose those perks to be given more of a buff for survivors, Solo or SWF, to be worth having. That way, Killers can play around those perks rather than playing around SWF groups. There will always be an inherent advantage to playing with Comms, there's just no changing that. But DBD has survived this long despite it, and Killers have won against those kinds of groups in the past back when the game was horrifically unbalanced.

    If they truly do break the whole balance of DBD, there wouldn't be a game of DBD in the first place.

  • Yeah, when that realization hits it's usually already far too late.

    I was playing against a Camperface the other day and I was wondering why he was in Red Ranks.

    Then that Exposed notification popped up.

  • Remember Friday the 13th?

    Remember Last Year?

    Remember Hide or Die?


    Exactly.

  • Honestly that's way more Myers encounters than I was expecting.

    I rarely ever get Myers and if I do, they tend to be rather new.

  • Hey, thanks for mentioning my thread!

    Glad to see someone took the time to read it and put together their thoughts in another thread.

  • You're bound to feel helpless in games like these, because sometimes it feels like either side is dominating and there's nothing you can do to stop it. It's just the nature of an Assym Game. Freddy just soft counters the most common tactic to waste the Killer's time. Which is looping.

    I'm not saying looping is a bad thing and should be removed, no, I'm just saying his chase ability forces Survivors to go through multiple structures rather than stick around the same couple of strong structures throughout the whole game. His snares are not by all means, powerful, I find them to be rather easy to deal with compared to his Pallets. But from what I can tell, some Survivors just fear any sort of slowdown so they try to not be hit by them at all even though they are barely an inconvenience. Like you can still fast vault even while you are under the effects of the snare slowdown. You can still easily get away from him without his snares being any kind of issue to the Survivor.

    The reason why I think this feeling is wrong is because not everyone in DBD will be mechanically complex. Heck, it's the reason I find Survivor to be really really dull if you're not in a chase. Because you're going to just be searching for generators and holding M1 for the majority of it.

    The Killers the community tends to hate on the most are not the most complex Killer to wrap your head around. You don't have to worry about swerving your chainsaw, nor do you have to time your blinks with your muscle memory, you don't even need to predict in advance to trap loops to stop a chase before it happened.

    But because they're not the most complex Killers in the game that, as far as I can tell, the community tend to have a more kneejerk reaction to them. It's unclear how exactly you have to counter them, how you're supposed to play around them and their powers. Because you need to have played those Killers to actually have knowledge on what to do against them. (Which is something most people, as far as I can tell, don't really do.)

    Freddy is as pure of an M1 Killer as he can be, if you're good a looping and know when to abandon loops or drop pallets before getting hit you're more than likely to cream him in any match. Assuming of course, you can keep yourself awake prior to the chase (which shouldn't be hard to do, OG Freddy has issues with keeping people asleep so I don't know why suddenly New Freddy is such a problem to deal with.)

    His map pressure is also decent, but that is only because of his teleport which has a slow cooldown (which by the way, you are notified of if he is using it and you're notified in advance if he is coming to teleport to your generator. Don't do the boneheaded move and leave scratchmarks everywhere.) And even then, the more generators pop the less he is able to use it until he no longer is able to use ANY of it during the endgame because all generators would've been completed by then. (Ironically his powers are way less useful the farther into the game it gets, which explains why he would have strong chase potential.)

    Spirit has excellent chase potential, but her map pressure isn't great. She's great at ending chases quickly, but if she struggles with someone, she will have a harder time keeping up with generators all across the map. She 100% relies on her power being a walking 110% killer and all that. She even relies on not using it to trick Survivors into thinking she is phasing. She's a Killer who is very involved with her power and to not use it, is just asking to lose that game.

    Doctor's Static Blast helps him find Survivors in a large area of the map, effectively making stealth useless against him. But Survivors can mitigate that by not always being in his Terror Radius. If he is looking for Survivors, and you hear that Terror Radius, AND he hasn't used his Static Blast for 60 seconds. Then hide in a locker to make sure you don't reveal your location. His power is only as good as Survivors let him to be. Of course not every tile will have a locker nearby for everyone, but that's the point, you shouldn't completely 100% counter a Killer's power. Because the Killer is meant to be able to catch and find Survivors, otherwise there would be no game or match to be had.

    Deathslinger is only as good as the player. And I see that as a NEGATIVE trait of his according to a lot of people. He is, in my opinion, one of the most Middest of Mid-Tiers I've ever seen. Because his power feels laughably pathetic compared to Huntress, but is really oppressive if played by someone who can hit his shots 100% of the time. A lot of people dislike playing against him because they feel they don't know what to do. And that's fine, but Deathslinger is more about reading your opponent rather than reading their Killer. Because he is a killer who is only as good as the player who plays him, meaning he can be forced to make mistakes. Which most Survivors definitely should take advantage of. ADS and Quick Scoping only goes so far with a Killer who can barely run pallet loops without being stunned himself from using his own power.

    All of these Killers have one thing in common:

    They either depend on Survivors to not do anything that could counter their power, or they are heavily dependent on the player who plays them. Say what you want about people who play constantly play Spirit or Freddy, but they both know how to end chases as soon as it starts. With Freddy being the one that, at least in my opinion, requires more skill to use because he is entirely dependent on his chase abililty (once again, I preface this over and over again. His snares are not that damn powerful, run through it, it's not that bad and it doesn't last that long).

    If you're a good Killer, and you can end your chases quickly, and you're able to constantly pressure multiple Survivors at once, then you'll do well with Freddy. Because his power synergizes with ending chases quickly, and keeping the pressure up map wide rather than just a couple of generators at the end of the game. Freddy rewards you for taking down Survivors quickly, and punishes you for not being able to do so.

    Same with Spirit, however her power requires help when it comes to map pressure, something she really lacks. Which again, as I mentioned before, is why her chase potential is so damn high.

    I should stop writing novels late at night to be honest, especially when it concerns a topic like this, which I doubt anyone would agree with me on considering the popular opinion seems to be to gang up on a Killer until they get nerfed rather than learning or dealing with them.

    I have my own fair share of Killers I dislike, but I still deal with them because it's an Assym Game, it's also a Live game. Not everything about it will be to my liking. And that's perfectly fine.

  • @Kakateve said:

    L4d is a meh game. I don’t think we should get anything else from it. A mindless monster killer that most people know nothing about would be boring despite the fact that it’s licensed. Nevertheless DbD said that they only go for the big iconic licenses.

    Just because you don't find it fun doesn't mean others have the same opinion as you.

    But I guess that doesn't matter now since you're banned :P

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281513#Comment_1281513

    The devs are to spineless to call it cheating because they dont want to piss off all you cheaters. Swf makes them to much money if they took your crutch away your lot would quit because you dont have the skill to play the game as it was intended.

    I don't know if I should humour talking to you. It's clear you don't want to have any sort of discussion and your mind is set with your opinion. Which is wrong by the way, anyone who thinks SWF is a crutch is someone who isn't an experienced killer.

    I'll just head off here and now, if you want to continue to reply to me, go ahead. I just won't be responding back, because you're not worth my time, nor anyone elses if you don't want to actually have a discussion.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281283#Comment_1281283

    The game wasnt-isnt designed for comms so it is cheating l. And even if you refuse to think it is cheating its still the biggest crutch in the game. You cant talk crap about people who used old ruin and ingore comms.

    It isn't, and I'm sure the devs will back me up on this.

    What you consider cheating, is not what the devs consider cheating. So, in laymen's terms.

    It's not cheating.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281484#Comment_1281484

    I think peoples problem with Freddy isn't so much that he's strong, but that he's extremely easy to play as. That feeling that you get when you go against the most hold-W, instadropping genrushy squad and they escape in 4 minutes? That's what going against Freddy is like. "Yay. You 'beat' me. By doing nothing particularly skillful." That's not to say there's no skillful plays you can get with Freddy, it's just that... Well, you don't need them. Just spam snares and fake teleports, equip Pop, and mindlessly 4k almost every match.

    Then you compare that to getting owned by Nurse, Billy or Huntress and the sheer number of complaints just drops like a stone. Even though they are all far stronger. And, by sheer coincidence, far more difficult to play as.

    I honestly feel like that's a feeling everyone in this community needs to get over it.

    It's why I am sick of hearing people complain about SWF groups. It's a game, there will be things you dislike in it.

  • @gibblywibblywoo said:

    https://forum.deadbydaylight.com/en/discussion/153226/freddy-feels-crutch

    a good killer will do better with freddy than any other killer sans an expert huntress or nurse

    He gets map pressure for nothing (this is multiplied further by dream slowdown add ons), its harder to determine his location even outside of the dream world than other heartbeat killers due to rather unneccesary invisibility, he doesnt lose bloodlust for using his power in a chase yet his power is designed to be actively used in a chase aswell as outside.

    And he can see survivors easier from longer range in the dream thanks to the white outline.

    Its nice to see him not being gutter tier anymore but I genuinly think his skill floor is too high. Anyone can throw pop and noed on him and get a 4K at this point

    Let me correct you there.

    He does lose bloodlust while in chase. If he ever uses his power, bloodlust will keep restarting to 0.

  • @Name_Unavailable said:

    https://forum.deadbydaylight.com/en/discussion/153226/freddy-feels-crutch

    I agree, Plus i know devs say all killers have the same launge but man it hard to belive it when you get hit by Freddy from miles away.

    He needs little tweaks at least, Like Dream Snares/Pallets recharges (like nurse's) for example this will make him think when and where he will put his snares instaed of whats happening right now (just spaming)

    also they should make it that you can wake up at any alarm clock nears you, Not forcing me to run the whole map for it and after 90 sec will passivly be sleep again! and just reduse the number of these alarm clocks.

    I wouldn't call those "Tweaks". They're downright nerfs that aren't warranted.

  • @hagling said:

    https://forum.deadbydaylight.com/en/discussion/comment/1281340#Comment_1281340

    if the 'best players' aren't trying to put on a fun game for the other humans playing that says a lot. maybe it's not worth being the best if nobody wants to play with you? 👀

    The best players in the game are the ones who play the most optimally.

    And that means they will play fair, but not necessarily fair to be "fun".

  • I can't tell if you are baiting or not with this "prediction"

  • Mainly just by being alert all the time.

    You get used to the music and sounds in this game that anything that sounds out of place will immediately be suspicious.

    Like hearing grass when I'm not walking on grass, or hearing a sudden gasp of air.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280517#Comment_1280517

    LOL it makes no sense. I just want more points, and that's it. If it punishes killers themselves, why give killers the ability to open the gate themselves (Besides blood warden)?

    If you manage to kill everyone, you should be able to max out easily with the "No One Escaped" Point Bonus.

    So opening the gates really isn't worth it.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280500#Comment_1280500

    As spirit i opened the gate myself. All gens are done. For huntress i think someone opened it, but eventually get caught.

    Does it affect the emblem?

    Yes it does.

    Just to quote the Wiki:

    You win points every second, based on the amount of incomplete Generators remaining on the Map.

    Ending the Trial with incomplete Generators also grants bonus points towards this Emblem.


  • I personally think Pig is fun.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280495#Comment_1280495

    I guess not wanting it to copy bbq is reasonable enough, but it already kind of does that :/

    Guaranteeing safe unhooks isn't possible because WGLF only activates after the unhook is already safe. Plus, Babysitter kind of exists and prevents you from getting caught off guard. Strangely enough, using the perk doesn't remove the tension of unhooking survivors but that could just be because the aura reading is reciprocal. I know I'm coming off as kind of critical of your criticisms, so I'll just say I'm not against you having a different opinion, I'm just against you using improper reasoning. I don't mean to be hostile, I just want to know your thoughts and reasoning since you seem willing to share.

    It's all good, I'd rather have my opinions challenged rather than this forum become an echo chamber.

  • @elvangulley said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280415#Comment_1280415

    Hiw can you call out his killer skills when you depend on the biggest cheat in the game?

    ... What cheat?

    Do you mean BBQ? Because that's not my screenshot.

    Also BBQ isn't a cheat.

  • Did you stop Survivors from working on Generators enough? I've had games where I had Iridescent Emblems on the other 3 but not Gatekeeper because I was more busy with chases, never bothering to pressure gens.

  • @Izo_Quartz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280487#Comment_1280487

    the introduction of the oblivious and undetectable status effect baisically killed all survivor perks that read the killer's aura, besides kindred...

    Pretty sure it's just Undetectable. Oblivious can still have you read the Killer's Aura. It's why Freddy's hard counter is OoO.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280482#Comment_1280482

    Good thing WGLF isn't easy to use. Being able to get unhooks is never a guarantee, and is why Deliverance is generally considered mediocre. So you say aura perks should have a drawback, so you really think Alert needs a nerf? As if the oblivious status effect wasn't enough lol

    I mean I think Alert is fine as is, the most it will tell you is where the Killer is and which areas to avoid. I still don't think it should be aura reading though, for WGLF. Mainly because I wouldn't want it to just mirror the effect BBQ has, and I wouldn't want Survivors to be able to use it to read where the Killer is just from unhooking someone. So they can basically guarantee a safe unhook and not get caught off guard.

  • "That guy with the weapon"

    So basically every Male Killer in the game?

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280472#Comment_1280472

    LUL do you really think 4 seconds of reading off of safe unhooks and prot hits would be OP? Tell me you're joking, Alert is the same thing but with easier activation and longer duration, nerf that too?

    I mean seeing where to not go when going for an unhook is my reasoning why. I used Alert for the same reason, if I see the Killer breaking pallets/generators somewhere across the map, I know not to go there for the time being.

    Maybe it's just me but I really wouldn't want aura reading perks for Survivors that reveals the killer to be easy to use without a drawback. I know the Blood Amber add-on basically does that anyways, but you have to bring a key for it to work. And it has very limited range.

  • @xTalon32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280398#Comment_1280398

    What if it acted like BBQ except it highlights the killers aura for the same time as BBQ?

    I wouldn't want that. Map wide awareness of where the Killer is everytime you do something like Unhooks would be a bit much imo. There's a reason perks like Alert don't give you a long amount of time everytime the Killer breaks a pallet/generator to reveal their aura.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280415#Comment_1280415

    Hex Ruin was something many killers were dependent on for their low-mobility killers. I main shape, never did Nurse as my main, so that assumption is just wrong.

    You're focusing on the killer changes instead of the SWF which is the topic of this thread though.

    Make your mind up though, you're trying to argue all the changes were good, but then SWF can't be the possible problem too. Maybe it's just pure coincidence that every day we have nothing but threads about the issues of SWF. I listed point after point after point on how they can cheese the game in ways we can do nothing about, and how it ruins it for us.

    No one is advocating for the removal of SWF, only proper handling of it. And as for skilled survivors vs me, I sit at red rank 2-4 most of the time as a shape main, it's not about skill, it's about the many many reasons I've listed that you've shrugged as "sorry for you bro but none of it matters". At no point am I advocating for making it easier for killers to wipe the floor with survivors and get their 4K double-pip every game. I'm arguing for the sake of the actual gameplay, not just the score.

    Once again, you derail the issue by focusing on what we've already said explicitly isn't the issue; nobody said they are unbeatable! We said it wasn't fun to watch them have such blatant advantages and ruin the gameplay for us. You can kill 2 survivors and still have your game ruined by the whole experience being wrought by SWF scumbag tactics.

    Why couldn't we have some basic SWF counters? Why not make it so survivors are blind on the hook and can't see anything visually? suddenly SWF can't report our killer position to their friends. It doesn't impact solo survivors, they can still use perks that show killer aura to their friends, but SWF can't cheat. Stuff like that seems fair and brings back a semblance of fairness.

    I confirm for SWF by either asking at the end or checking steam profiles at the start. And constantly, all the damn time, it is just try-hard SWF communicating to create the awful situations that the original post lists and then some.

    There are a lot of things that are unfun for both sides, but that doesn't mean they need changes. Because what is and isn't fun is subjective to everyone.

    Some people like to play against SWF Squads for the challenge, myself included.

    What is and isn't fun is something that is subjective to everyone, which is why no changes should ever be made on the basis of what is "Fun".

    You're asking for a Survivor wide nerf to make Survivors blind on the hook. I have to hard disagree on that just because some people playing as SWF might take advantage of that.

    And I'm sure the devs would agree with me on this.

  • @Ikalx said:

    Hmm...I'm not sure about this. I think Killers could use it to their advantage, either going harder for someone with less hooks, or just by knowing how well they're doing getting survivors overall.

    With Survivors, I kinda worry about people trolling you with it, either getting you killed or sacrificing you because you have more "lives" left.

    Other than that, though, I don't really have an issue.

    I'm pretty sure most Killers already can tell which Survivors are on Death Hook and which ones aren't. It's not exactly hard to keep track of.

    And with Survivors trolling each other, are sandbag games really that common for this to be a thing?

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280373#Comment_1280373

    You're doing what all SWF do, playing both sides of the argument.

    We say SWF is a big issue, so SWF say "lol it's not even half of all matches"

    So we say nerf them, but suddenly they're a big enough share that we can't even dare touch them.

    You try to argue that it'll kill the game. The lack of killers is already poised to kill the game. More and more survivors every day, yet less and less killers.

    When people are waiting 20 minutes for a game because there's no killers left except the mori killers, do you think the game is going to keep being fine?

    Map reworks don't stop the SWF issues either.

    If they cannot touch SWF, why are they allowed to cripple killer metas? nurse was the competitive killer, so she got 'reworked' but it was a super-nerf. Hex ruin became widely used because we needed it for low-mobility killers, so it got obliterated. The excuse of the size of the playerbase affected is null and void.

    As long as you keep this "we can never do ANYTHING because even to dare discuss this would hurt the playerbase" attitude, killers will keep leaving.

    I do agree there is a Killer shortage in the game, but I really doubt everyone is leaving because of SWF Squads.

    Also, let me tell you this:

    If you think rework Nurse is terrible, then you clearly have only been playing her because she was the strongest Killer in the game rather than playing her because she was your Killer of choice. I used to main Nurse, and I don't think her rework is terrible. It's a welcome change for sure, and my playstyle for her already fits the rework mold. So I haven't had much issues playing her when I play her from time to time.

    And if you were dependent on OG Hex: Ruin, I'm sorry to say this, but you were not a good Killer. Hex: Ruin was something you should never be dependent on, because it made the game more about protecting your Hex rather than about protecting Generators.

    I knew someone who didn't have to depend on Ruin to play Killer back then, and they mained Freddy, in Rank 1, so obviously it was possible for someone to still play competitively while playing the worst killer in the game, even back then. I even have proof of his build he sent me a while back.

    https://us.v-cdn.net/6030815/uploads/781/381210_20181230192511_1 - Copy.png There was an error displaying this embed.

    The only players who relied on Ruin were the ones who couldn't be bothered to pressure survivors themselves, and Ruin trivializes that by creating a hard skill check for most Survivors to pass everytime that regresses the generator if you can't pass it, while also make them waste time looking for the totem.

    It obviously had to go, even as someone who plays Killer more than Survivor I admit it was far too powerful of a perk, even as a Hex perk. Because it's free pressure without the Killer doing anything about it, and it's not something the Survivors can just obviously turn off like reworked Freddy's Dream World. If the totem is hidden in the perfect location, Survivors will never be able to find it, ever. And that's just free pressure. Which is why the devs decided to rework it so the Killer has to work to get it to work.

    I am actually a fan of the reworked Hex: Ruin, especially combined with Surveillance. It helps me spend less time kicking generators and it can give me map wide pressure with Surveillance.

    The reason I am telling you this is mainly because of something we both know all too well:

    The Matchmaking is broken, and you're getting matched with Survivors far more skilled than you are. Organized Teams can be annoying to play against, especially if you as a Killer shouldn't be matched with the kind of players you play against. The players who are way above your skill level. But they definitely aren't unbeatable.

    I'm sorry you really have a negative experience with SWF squads, but most people just want to play the game with their friends. That's it. They don't have a nefarious reason to want to bully you (even though some do), and some people, like myself, like to play as optimally as we can when we play this game.

    There are a lot of things that are unfun for both sides, but that doesn't mean they need changes. Because what is and isn't fun is subjective to everyone.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280380#Comment_1280380

    Oh god imagine stacking the two healing bonuses on top of Self Care. Could be a funny build(more like degenerate lol).

    Botany Knowledge, We'll Make It, WGLF and a Purple Medkit.

    I wonder how much the healing speed will skyrocket.

  • I hope it's something altruism related.

    Basically Botney without the Efficiency bonus. Though that may make Botney rather irrelevant if that is the case.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280364#Comment_1280364

    To be fair, this would at least make Chests somewhat worth (in regards to Toolboxes). Even with a Commodious Toolbox the time someone spent to search a Chest is longer than the actual benefit from the Toolbox.

    In general, Chests ingame are pretty much something to be ignored, unless the Survivor is running Plunderers or is injured and needs a Medkit.

    Honestly, I feel the only buff Ace/Plunderers needs is to prevent opening a chest only to find out it's a Brown Item/Add-on. Again. Over and over again.

  • @Traslogan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280338#Comment_1280338

    I'm sick of that excuse. Every time on this forum that SWF is brought up, it's the exact same pathetic excuse. "not all of them are bad so we cannot do anything about it at all". You'll happily let killers experience cheating SWF all the time as long as one single SWF team isn't cheating out of all of them.

    Wait times are already awful for survivors, the longer survivors keep up this pathetic excuse the worse it will get. More and more killers are quitting or refusing to play without mori.

    So you would rather the game die off because most people who play SWF stops playing the game?

    The devs are working to make the Killer experience better, hell they've proven that with the recent map reworks, but they cannot touch SWF because that's where a huge chunk of the Survivor playerbase is coming from.

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1280170#Comment_1280170

    For some people he is fun. I like to play against him but i dont like to play with him because he doesnt fit my playstyle.

    That's why the majority of the complaints against Freddy and Spirit exists tbh.

    Because they both don't fit the playstyle of the majority of the playerbase, so rather than adapting it, they complain.

  • I don't typcially fear players with Cosmetics, unless they're a P3 Claud, then I just get annoyed because they tend to be some of the most immersed Survivors I will face and play with.

  • @Drippie said:

    lol you've only been playing for 5 months. If you don't like the game after only 5 months, then just leave. Nobody cares if another baby Claud leaves dbd. No need to make a big attention seeking post to try and get sympathy. If you genuinely didnt't wanna play anymore, you'd just leave

    And this is why this community has a bad reputation to new players.

  • I very much enjoy playing Killer.

    It can get frustrating yes, but the majority of my games are rather chill.

  • I'm going to be guessing Candyman mainly because I don't think it's gonna be Jason. I would love it to be Jason but his licensing legal hell is more torturous than Jason Goes to Manhattan.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1279575#Comment_1279575

    Thats interesting i see most people say the opposite because of how bs apparently freddy and spirit are lol

    I personally find Survivor to be rather dull if I'm not being constantly chased.

    So these two killers definitely make up for it with how strong they can be during chase.

    The reason I dislike Trapper is because he can basically end a chase before it begins, which is not fun.

  • More: Spirit & Freddy

    Less: Trapper

  • @timidluke said:

    Does sound like a good idea at first, although the more I think about it the more I feel like changing my mind.

    It would promote using the same top things leaving others to be never used which I think is different from items just being unpopular

    People already only use the same offerings/add-ons over and over again. People won't use something that won't help them win

  • @GoodBoyKaru said:

    Contrary to popular opinion, you can play within the so-called "Survivor Rulebook" and succeed. I've made it to rank 1 by doing this without Hex:Ruin, and while it wasn't easy, I didn't feel bad about anything I was doing.

    I did this because I played both sides. I know what it's like to be first hook moried, camped, and tunneled, like I know what it's like to be tbagged and genrushed. I can get up to rank 1 by doing neither of these things.

    It's a matter of getting lucky with the map spawns and RNG, and playing right. I won't pretend like I'm a god killer- I wouldn't even call myself good- but I don't get why everyone says it's impossible when it isn't.

    It's challenging, but it's worth it.

    Of course you can, but you're handicapping yourself. While you can sympathize with how it's like to be kicked off the game first from a mori, a camp, or being ruthlessly tunneled, that doesn't mean you have to play suboptimally

    • Yes, mainly because by then you have to REALLY TRY to get your DS to proc for you. No need to waste 2 health states either. You're just wasting you and your teammate's time that both of you could do on generators.
    • On the fence for this one, mainly because the best thing to do when you use DS is to use those 60 seconds for something productive, like generators. I personally wouldn't want that removed. Even when I play Killer.
    • No, I feel like "Tactical Grabs" take a monocume of skill to achieve (Unless you use Lockers). I feel like it should stay.
    • Again, no, the Killer can easily put the unhooker in a dying state. Especially right during their unhook. This would make DS way too situational and have too obvious of a counter.
    • I do agree that it is powerful in the endgame, but to that I say you need to eat those DS stuns early into the game rather than let it fester around the endgame.
  • If you're always running into this situation, run DS+Unbreakable. Sorry that sucks :( But that is Solo Queue for you. Your teammates are more often than not the true killers.

  • You can play fair. It's called playing within the rules of the game. Playing with every advantage you can get as long as they are within the rules of the game. As long as you play without the intention of ruining the game for the other side by not playing the game.

    What you're talking about is the "Survivor's Rulebook for Killers". Discard it.

    What people call toxic and unfair tends to be the other side playing as optimally as they can, ignore them.

  • I've recently been getting horrible queue times for Killer.

    So it could be due to Rank Reset, but prior to the rank reset I also have been getting instant Killer Queues and horrifically long Survivor Queues. So it's possible the former is true rather than the latter. It's easier to assume that there are less Killers rather than Rank Reset being the primary problem contributing to long queue times because it has been more consistent that Killer Queue times are instant while Survivor Queue times are long.

  • @PigMainClaudette said:

    https://forum.deadbydaylight.com/en/discussion/comment/1278940#Comment_1278940

    Eh. If I get a good Pig mojo going, then those generators didn't go by quickly and at that point I've spent 70% of my time crouched. That last generator that went off has also lead me to the last survivor (or second last, leading to endgame) and I've probably set up a 3-gen. I can also easily do this as Doctor, with his large amount of detection.

    4/5 Gen wins are ok at times, but honestly just smashing a group doesn't feel that great after a while. I've even slowed down games and let the last one or two get a generator, just because they deserve a little something. And if someone has DC'd, leading to that outcome, the last person gets out. If anyone DC's then I let at least one person go. It's just not fair on the rest of them.

    I guess we both have different definitions of what is fair.

    To me, playing fair is playing within the boundaries of the game, and not going out of my way to ruin the game for others.

    I don't think giving Survivors second chances or letting a couple of generators pop because someone decided to leave and ruin the game, or if they have not been doing generators is fair. If there is someone who left, I just want the game to be over as quickly as possible and move on to my next match. At that point the whole match is just void. If they haven't been doing Generators, then I have been doing my job as a Killer to keep the pressure up and keep survivors away from Generators.

    I know it is a common courtesy to let the other side get some hits/hooks or pop some generators, but I play this game rather competitively so I will take advantage of every mistake my opponent makes, no matter what side I am playing on. I'm sorry if you're not having fun facing me, but I play with the intention of getting a 4k (or a 3k if the last survivor finds the hatch). I'm sure you'll find other killers to be more fun to play against, but I'm not that killer.

  • @PigMainClaudette said:

    GG.

    To which I normally reply "No, not really." and get called salty. I'm not wrong though, it wasn't a good game. It SUCKED on the survivor's side, and to be honest, they do feel pretty good as killer, but I actually prefer when they get down to 1 or 2 gens left to finish, and this is coming from a Pig who plays specifically for the stall.

    I personally would rather not have the game reach that point if I could as a Killer.

    Because that means they're close to winning, and if I haven't killed anyone by then I'm not performing well.

    Personally, and I know this is just me personally, my best games tend to end with 5 or 4 generators remaining. Not because I am dominating (Dominating just basically means the other side loses without effort from my end), but because they spent all game under my thumb by going for hook saves, going for slugged saves, feeling unsafe around generators, etc etc.

    If I did lose with 5 or 4 gens remaining though whenever I play Survivor, I just say gg and move on to my next match. I admire a Killer that can keep pressure up to the point where no gens gets done. So, giving them props is just a given.

  • @Dead_by_Gadfly said:

    I swear every time this happens one of the survivors messages me telling i suck. It never ceases to amaze me

    I once had someone tell me I was the worst Killer in the game they've ever played against.

    It was a 4k with 4 gens remaining.

    I will never understand the logic behind these players.

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