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DemonDaddy

DemonDaddy

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DemonDaddy
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  • @Exxodus21 said:

    The wording of the changes to mori's seems like the devs think using mori's when you have a known toxic player in your lobby is toxic in-and-of itself so they're basically removing them, but the toxic behaviors like teabagging, flashlight spamming, loud noise spamming, and holding the game hostage by refusing to exit are all fine and need no changes.

    What a joke.

    The developer comments always sound like a victimized survivor describing the justifications.

  • I'd rather earn a mori with perks like devour hope. This change just looks like an excuse to give survivors another base kit perk (a strong meta one at that)

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203761#Comment_3203761

    So you drag games out for like 20 + minutes? That seems... unnecessary

    Why is it on me if the game drags out that long? I'm not running slow down gen regression perks and the only time I'm buying myself is what it takes for their teammates to find them due to knock out. It's up to the survivors to do the gens and if there's no setbacks other than being downed and needing to be picked up again it falls on their altruism to keep things moving.

    I'm essentially encouraging team altruism while just going for chases. It's rare for a Survivor to die in this manner but that's entirely up to their teammates.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202178#Comment_3202178

    You mean... you don't like properly advancing the objective...Ok?

    I don't like hooks; the time sink of transport, the counter measures for safe pickup, the opportunity survivors have to kill themselves, or managing hook #s and locations to prevent dead zones.

    I'll slug and go for chases, if anyone dies it due to poor team altruism.

  • I don't like to use hooks and instead prefer pressuring survivor altruism. Using Knockout in place of a hook based regression perk provides the chance for more chases and some strategy.

  • This ruins killer for me, I already despise using the hooks and now I'm not even able to play killer in a way I find enjoyable.

    100% solo survivor once this goes live.

  • @Halloulle said:

    Don't get me wrong, I'm somewhat sceptical too. --- I think it's a brilliant solution to the whole slugging-for-4k / to prevent hatch from ever spawning. - But I don't know how it affects mid-game scenarios where hooks are sabo-d or "never hook builds" with knock-out or condemn Sadako and the likes. But you know what? We will see. And how about we all keep our speculations to ourselves and reserve judgement until we actually tried it?

    And please both survs and killers, do try as many different approaches during the ptb as possible so that we can all get the full picture.

    Thamks. <3

    Don't need to try it to know the devs just destroyed the only way and reason I still enjoy playing killer. 100% solo survivor after this goes live.

  • Garbage change, this pretty much only leaves me with solo survivor for my play options.

  • I try to bait survivors near the TV with knockout. Still, even with the focus being entirely on condemned, it's just so easy to counter. When survivors die to this I can almost always easily point to the moment they screwed up.

  • It's a recommended starter perk and if you know little of the game it sounds good.

  • @Rise432 said:

    Before the core buffs and perk overhaul changes, killer queues was on average 3-5 minutes at day time, while at night it was always instant.

    Now queues for killer can be almost 6+ minutes on day time and 3 mins night time in the EU region.

    There has been a few times killers did have BP incentive but you only saw it for one match then it was instantly back on survivors.

    And dont give me that "4:1 ratio" bs, in that case BP incentive would be around 25-50%

    People are just playing SWF, cause soloq has been stated as "unplayable" when its really now, soloq is just a gamble if you get good team8s or not, if u dont trust a lobby, just dodge and look for another, its not like u as survivor have to wait more then 10 seconds to get a lobby.

    Either revert the BBQ + WGLF changes, or buff soloq to the point they are on SWF level so I grind BP as killer again. IDC MAKE GENS 40 SECONDS, GIVE SURVIVORS 200% MOVEMENT SPEED I JUST WANNA PLAY KILLERS AND GET MORE THEN 2 bloodwebs worth of BP again.

    I been playing so much survivor just trying to level up my Huntress, Billy, Nurse and Twins to prestige 20 while also mix-max spending BP on survivors for items and prestige 3+. I am losing my sanity

    My guess is the BP incentive remains on survivors because of all the swf groups; mm needs those solos to plug groups and adjust the sbmm rates.

  • @whampyri said:

    In the last 25 games straight my hex was put out in the open where they literally couldnt miss it. Are they ever gonna make it fair

    Hexes died with boons, totems belong to survivors now.

  • Lethal is not that much to worry about. A 25% chance for an immediate chase if the killer is close doesn't warrant a counter perk slot in my loadouts.

  • @MDRSan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3183691#Comment_3183691

    I wouldn’t want that. In the 1-2 months I’ve been DCed twice. I know those 2 instances were considered my DC because everyone just kind of ran in place and I was stuck in the initial unhooking someone process a min or so before it kicked me out and showed the 5 minute ban. (Oddly, both times were right as I was unhooking someone)

    Since there’s no good way to differentiate between a legit crash or internet hiccup and someone purposefully quitting there has to be some level of forgiveness at a lower, non-habitual level to fairly accommodate things outside the players control.

    When I say increased penalties, I mean for repeated dc. Pure and innocent internet issues shouldn't be frequent enough to worry about, but the intentional Dc'ers can eat a fat one on timeouts.

  • I'd be fine with the devs upping the penalty. Just seems petty to bail for any reason other than emergency. Dc because of killer is the same as messaging them to say "you don't get to play when you pick what you like"

  • @scawyxd said:

    title, just want to know why you guys think that is? and when do we start crying about it like dead hard?

    It's not or atleast I don't see it. It's a really bad perk to begin with though.

  • @SimplyPixelated06 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180488#Comment_3180488

    Eh, i wouldn't say so. Match making does need to be addressed. But there also needs to be other mechanics put in place for solo survivor.

    @_VTK_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180488#Comment_3180488

    It's just matchmaking? LMAO and you still believe in Santa Claus and fairies, right?

    Any specifics? Other than communication, what are solos lacking that swf has?

  • If the devs ad it then fine, but it better come with the option to mute everyone pre-lobby.

  • Don't see a reason not too. As rare as some claim it is; when playing solo ive seen what a functional solo team is capable of. Survivors lack for very little mechanically when personal mistakes aren't putting us in bad situations.

    Even when it feels like I'm the only survivor playing with a brain, the matches don't seem like I have no options. Worst case is I just have to do better then my teammates for a chance of escape for free.

  • Solo survivor is in a good place balance wise, it's matchmaking that needs to be addressed.

  • Pressure is relative to the performance of the survivors. Slowdown is more attuned to the killer's performance.

  • I only play survivor solo. None of the killer changes prevent survivors from taking options that existed before the update. At best they reduced the amount of bad movement allowed to reach said options.

  • There was no "killer" patch, my survivor games are same as before.

  • @Rogue11 said:

    Why do the devs create perks that only exist to make solo queue players want to uninstall?

    It's a great perk, what's not to like?

  • Survivors suffer from matchmaking; which is not a balance issue related to play mechanics

    Solo survivors can excel in every aspect other than outside help from comms

  • Now I only let them go if a survivor martyrs themselves for true altruism in a 4k scenario.

  • @PaintedDeath said:

    I would shut it off. I like soloq, I don't want to coordinate on comms.

    Thank you very much.

    Same here, I prefer the ambient sounds over static and chaotic background noise.

  • Id say make some adjustments to condemned;

    Make it more of a pressing matter to manage by reducing the benefit of using tapes

    Remove the instant condemned gain from picking up a tape but increase the passive gain to make the action more dangerous with high stacks

    Require tapes be placed in a deactivated TV to aid map mobility in exchange for the full effect, active TVs would still turn off but offer less condemned reduction

  • 12 hooking becomes less of a reality the better survivors get. This base bt will manifest its own issues for survivors that rely to heavily on it and those that use it too well.

    I think we are going to see far more killers limit their hook attention to just 2 survivors while slugging the others for pressure if they attempt body blocking.

  • Nothing selfish about them. I enjoy facing a good nurse and no those matches are not unwinnable.

  • Play kyf mode and don't drop into live matches until you cover basic and common situations.

  • The devs feel the need to shelter the really bad survivors that dont react to the info icons popping up on screen.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146434#Comment_3146434

    Super good SWF teams make up an iota of the playerbase though, no? SWF is always given as the reason why solo queue cannot be buffed but there’s no evidence these tournament-level SWF teams every killer main on this forum claims to face are common. So I guess the options are to leave solo queue alone or risk strengthening SWF. Either way it goes, DBD cannot survive without a robust population of solo queue players. MMR brackets had to be expanded because so many people, at one time, have stopped playing as solo queue survivors. That doesn’t appear to be changing.

    I look at it like this; survivors are all the same strength at the individual design level.

    What makes swf "stronger" than solo is one part the communication. The ability to relay information instantly not only increases efficiency but can also eliminate elements of a killers loadout.

    The second part I would say is the reliability factor. Swf has the benefit of always knowing with whom they are playing and what situations they are capable of acting in.

    Common or not, I don't see much reason to improve individual capabilities outside of communication. Swf already proves that survivors have the potential in combination with skill to dominate on every killer in the game. I'm not against any future changes survivors may need, I just prefer they are added in ways that don't further make an issue with swf.

  • @spiritsLeftball said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146395#Comment_3146395

    Match making is only one part of the many issues plaguing solo Q, they loosened the MMR to compensate for the survivor imbalance. But there were a multitude pre existing issues. Not to mention the advantage swf have with comms

    That's all implied and impacted by matchmaking. The fact that they try to average teams and plug players when ques overwrite individual mmr all contribute.

    Aside from the action icons previously mentioned by the devs, swf and solo will always have a gap due to communication plus the consistency of reliable teamwork. Past attempts to grant solos a boost resulted in low use perks acting as band-aids or adjustments to resource interactions which even swf could further benefit from. I'm hard pressed to think of design changes which only solos could benefit from.

  • @WeakestNurseMain said:

    Am I the only person that thinks she should be the first and only killer without add-ons, I think if maps were shrunk a bit she would be in a nice spot, she would have the best anti-loop in the game, but the mobility of an M1 killer and would have to play very well to earn her spot at No.1

    I'm guessing your not one of the players that proves the statement false. Believe it or not, even nurses have matches where they struggle.

  • I'm on console and the recoil in combination with the sensitivity makes his power annoying, so no.

  • Can we all stop labeling this as a solo que issue and just say fix matchmaking. I'm concerned that constantly saying solo needs the fix will confuse the devs into more band-aid fixes and survivor buffs that only further the gap swf has.

  • @ThiccBudhha said:

    I do not know, I often lose to killers I feel much better than just because stealth is not an option once you head on their fragile egos. After that, you are done for. They REALLY don't like it and will stop at nothing to get you. Lol.

    Can't argue against that, if a survivor is doing something to become the primary focus a killer is far less likely to chance dropping line of sight. Best thing we can do is look for strong tiles and take any opportunity where they don't just brute force the loop.

  • @Johnny_XMan said:

    Imagine thinking stealth is viable. Maybe in the bottom parts of MMR… maybe.

    ”Breaking chase is possible…”

    Not even sure what that one means, as I have never seen a survivor “break” chase.

    Not saying that part of the reason why solo Q is bad is also survivors who are at fault, but let’s not pretend like there aren’t things that are missing. Such as a Ping System… Load out information from each survivor, Voice comms.

    Also let’s not pretend like these two playstyles (Camping and Tunneling) aren’t problematic for the health of the game and also unbalanced.

    Not everything is about someone “getting better”, it’s also about having an equal chance of winning.

    Stealth is viable at all levels. All killers suffer time loss when transversing the map and then forced to search. The absolute best scenario for killer is to move from one chase to another.

    Breaking chase- not surprising its a foreign concept to some. So many survivors are convinced that the only option available is to run a killer until downed. It's been widely pushed for years now that looping until downed or the killer abandons chase is the best time buying tactics for teammates to do gens. There is another option though of Breaking line of sight, misdirection, and even stealthing out of an active chase. Yes it's hard and some killers make it even more difficult, but your versing a human being which is susceptible to confusion and mistakes.

    If you want fair win conditions then the community itself needs to urge the devs away from their "Casual" idea for balance. Trying to balance mechanics around players consistently making mistakes leads to imbalances when those same players eventually get better. Top down would mean any failure on both sides is from mistakes not mechanics intended for newer players.

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143822#Comment_3143822

    That is the FAREST THING, from asymmetrical if killers are now constantly getting 4K's whether or not survivors make a slip up or not. Survivors don't have to slip up and still get avalanched due to them not being able to make enough distance, due to certain killer perks that put them in an extremely oppressive situation from the start; just due to anything on the killer side, honestly.

    The only THING that's hard for killers right now, is when survivors bring Prove thyself to get gens done quicker and still fail at it because the killer, unlike before where i'd actually argue things were more balanced; is alot more powerful and capable of downing them in less than a minute.

    What you're expecting is that the survivors will take every loss gracefully and reflect on what they could've done better while constantly de-pipping and rolling on to the next match where, chances are; the same play will happen, just with a different player, perks, map and teammates.

    I'd genuinely argue that pre-patch, things were more balanced, excluding dead hard. Now, it's much harder to win as is or do even basic tasks as a survivor since the killers are able to put much, MUCH more effective pressure as a whole and it doesn't feel like the win is given survivors but killers. In the past two weeks, i've been facing nothing but back to back, consistent losses. Death before the 2nd gen even pops, or before 4th gen pops, and I'd consider myself a decent survivor, good at looping, stealthing, doing gens, going for saves; all the like, yet here we are.

    You keep mentioning survivors not being able to make distance, so I'll just state 2 things and leave it at a disagreement.

    1. Killers by design have chase advantage and the devs want chases to be finite, this encourages a flow of interaction between players and encourages attempting to break chase before being downed.

    2. It has been tested and proven that with percentages far exceeding the buff that was actually given to killers (can be done with current live perks & addons); survivors can still make it to the next available pallet/tile when not outpositioned in dead zones. The increased % only minimizes the room for bad movements.

  • @AvocadoPablo said:

    https://forum.deadbydaylight.com/en/discussion/342187/survivors-are-frustrated

    The issue is survivors have to play nearly perfect and do everything right to even have a chance to escape.

    Killers can make several mistakes, take a bathroom break, answer a phone call for work, and still easily 4 kill.

    It's not balanced.

    I am nowhere close to playing perfect games, but escaping by objective is a collective effort. Survivors can go down quick in chase and the team still finish gens. Hatch escapes are just a matter of outplaying teammates.

    If your referring to chase mistakes, it goes both ways. A bad decision by the killer can extend chases dramatically to the teams benefit. A bad play by survivor results in a short chase.

    Outside of chase mistakes play similar roles. Survivors prolong the objective where a killer's mistake decreases the time to complete their own.

  • @SaltyNooty said:

    https://forum.deadbydaylight.com/en/discussion/342187/survivors-are-frustrated

    more ignorance, ignoring the major issue as to why survivors are giving this much backlash and receiving this so GODDAMN poorly. I really wonder why they're taking this so poorly ( Killers proceed to get constant back to back win Via 4K's since Survivors can't even complete their basic tasks, like....i dunno; SURVIVING? or doing gens, without getting someone downed?)

    But, sure, go ahead, feign ignorance and see how far that gets you. You'd think for a person who has that many posts ( and I'd assume hours that exceed my own.) you'd understand both sides......

    Not ignoring issues or feigning ignorance, both side have tough situations. Survivors can fail as a collective even when an individual exhibits peak performance. Killers can lose because they encounter the most efficient survivors first. That's just asymmetrical, teammates are as much a liability as an advantage.

    I consider when a killer 4ks, that's a reflection of the team's actions in combination with the killer's efforts. Yes, we can be the best solo survivor on the team, but a teammate can still grant killers an advantage over us that would not be present in a standard 1v1 situation.

  • @Man_of_triangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143778#Comment_3143778

    DbD is one of the most unintuitive games ever made. People aren't going to get better no matter how many matches they play. Game won't even let them practice the maps.

    If someone doesn't learn from their mistakes, that's a personal issue which doesn't need to be addressed by game design.

    And yeah you can practice, it's with friends in kill your friends mode. Probably the most chill way to gradually improve and learn tiles against the full roster of killers. But I'll admit a solo bot mod would be my first choice, especially if I could customize the oppositions loadouts.

  • @Junylar said:

    Another "git gud" trolling attempt, as if the recent update didn't happen

    Getting better never hurts, I'm aware I always have room for self improvements, but mainly just suggesting self reflection before blaming balance is bias against survivors.

  • Well yeah, your basically removing the rng of teammates. If I know there are teammates that will actually do necessary actions then I'm not gonna use certain perks and that frees up a lot more individual potential.

    Aside from the action icons that were mentioned, I doubt there are many changes that can be done to solo without making swf even stronger.

  • @Man_of_triangles said:

    Yeah, just "get good" and beat the 8 nurses in a row in the game throws at you.

    Nurse is strong, not denying that, but she is not unbeatable. She does suffer from a weakness all other Killers have as well though.

  • @Rogue11 said:

    " just 4 solos that understand the situations as they appear. "

    Gee, if only matchmaking consistently, or even half the time, gave me 3 teammates that could do this. I can count on one hand the number of times I get a full team of solos that are competent.

    This is the true power of swf btw. Avoiding the garbage matchmaking random box of chocolates teammate lottery.

    I agree that mm can be a lottery. Given that teammates are beyond control I prefer to focus on what I can do for myself and by myself.

    I do often see some posts confusing solo balance with mm issues though. And while mm does have an impact on survivor's experience, I think it's important to separate the two inorder to better define problems for the devs.

  • @ImNotBobDylan said:

    OP please record your solo Q gameplay and show us even a 5 game win streak.

    What would that prove? Anyone could show you any number of clips from any big-name streamers and there will always be something somebody can point out.

    Mistakes will always be made on both sides, point isn't that everyone needs to make a perfect run.

  • Flashlight is worse because it can be set to macros. Do that and it becomes far louder, heard from further away, and drowns out all other sounds. It can literally block out the sound of a 99% gen that is at kicking range.

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