DemonDaddy
DemonDaddy
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- DemonDaddy
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It's all good in my solo games
👍devs
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All is good in my solo games
👍 devs
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🤔Might be useful for detecting the smurf in a swf
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3068788#Comment_3068788
Since camping as a strategy got stronger, solo q is definitely going to be weaker. To say it won't be worse off is just incorrect. 50 seconds of generator time added with no additional hook time = buff for camping, plus killers got the 2 stacks of save the best for lest which will make hook defense a little easier too
Free bt + camping is counterable without perks = I'm not concerned. Solo or not, same situation when failing to escape a chase.
The hit recovery still allows for another loop/pallet to be reached even with full stacks of save the best. Individual environmental awareness goes a long way in preventing being out positioned.
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From the changes listed and tested, I have not seen anything that will make solo games more difficult for me.
Perk changes- nothing I relied on, plus a meta perk for free and the perk itself buffed
Gen time- war of attrition favors survivors with regression being a fraction of solo survivor progress
Killer changes- even being Slightly faster, this did not prevent reaching another loop/pallet
Does this update make some killers better? Yeah I'd say so and would hope so since it was intended, but I haven't seen anything that dramatically impacts my solo experience.
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@Alcuin said:
https://forum.deadbydaylight.com/en/discussion/comment/3068788#Comment_3068788
The devs said themselves that the update is geared towards increasing kill rates. Whereas gens have been nerfed and killers have received significant buffs, solo survivors have been put on the back burner for the rest of the calendar year. Solo survivors are objectively worse off.
As per usual, the changes look like the devs are playing it extremely safe. I find that Gen time is nothing given the war of attrition is survivor favored. Have yet to see any hard evidence my survivor games will be tougher.
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I'll stick to solo que, swf continues to be the worst way (for me) to experience survivor.
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Breakdown in tears, looking to the sky and shouting "why... did I spend so much on this!?"
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Just focus on yourself; farm off of their incompetence, rack up BP, and just out live them.
If you feel they just lack knowledge to act accordingly then there are perks to provide helpful indicators; coh highlights healing zones for them, better together (I think that's the name) shows them the gen your on, kindred helps in hook situations
Still, even with a team focused build, you can't control what they do. Best option is to do you and make use of the escape chances given to the final survivor.
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TV placements are horrible, I usually end up with many in complete dead zones.
Condemned is a passive joke which can almost be completely ignored and unreliable even when trying to force it.
I like her stealth mechanic but other killers can do the same if not better.
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Solo is no worse off with this update.
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Wishmaster
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Don't blame solo for slow gens. Being objective-phobic is not a solo issue, it's a bad player one.
More than once I have been left to gens while the 3m swf is goofing off.
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Quentin, he has been shunned from all cosmetic love.
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That's nice🥱
Meanwhile I'll stick with coh so the rest of us can be productive
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Gg= good game
Don't turn a good-mannered abbreviation into something twisted only to have it blocked by the chat filter.
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Survivors are all expendable, killers are where the story is at. Make it an anthology series with each episode focusing on a different killer and rotate the Survivors being hunted.
Can't help thinking of it like a saw movie; i don't want or care to know about the people, I just want to watch them meet memorable end.
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There's immersion and then there's that. Could be a spiteful duo or they could be waiting out the other survivor for a hatch chance, either way I agree that it's something the devs should look into.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3059547#Comment_3059547
I think the data is bad. Hackers are very prevalent.
Because 4 man SWF are the only ones at higher MMR is skewing the data as well. The devs have a lot of bad data and throwing darts at survivors.
At this point, if they don't already, devs should be able to track whether survivors are swf or solo.
I find it unfortunate that the devs continue to undermine their own efforts in closing the gap reflected with their flawed data. Their design changes like safer pallets did nothing to address the informational advantages which in some cases can completely ignore killer aspects/builds that a solo survivor must overcome.
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Mercy has no place within the killer's I face, and that's how I want to keep it
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3059547#Comment_3059547
If you read these forums every match it’s a 4 swf death squad, so solo escape tends to 0
That's why I disregard those comments as bias or lacking experience, otherwise my every escape never happened. It always looks like a child's tantrum when I see survivors claiming the impossibility of what I'm able to do as a solo.
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dc deserve potatoes, why should players that dc gets competent teammates? Let the rest of us that complete matches play without the interference.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3059473#Comment_3059473
It is not my fault killers are grossly overpowered. When a Blight has pounded 3 survivors and everyone is already been hooked twice with 4 or 5 gens still up there is no reason to struggle.
Solos can't win when the killer has a couple of working brain cells.
🤔...
Yet the core data devs balance around shows that the underdog survivors are escaping far more than they'd like. This data is the route devs are clinging to (although I think the data vastly ignores most context of a match)
Survivors have all the tools to succeed, the skill to utilize them is a different matter.
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With the exception of farming events, killer que is always near instant.
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@Zephinism said:
https://forum.deadbydaylight.com/en/discussion/comment/3057546#Comment_3057546
"Solo is alive and well." next line you say "get better at chase and grab some friends."
Are you that unaware?
Getting better in chase is something an individual can do as a solo. The grab some friends is for those that rely heavily on team support to reach egc and dislike the random solos sbmm pairs them with. I referenced swf as the last resort for those that feel stagnated in advancing their own skill through solo play.
I have no grievances with how solo currently plays.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3058471#Comment_3058471
The punishment for a survivor being downed after the first chase is... being hooked. Going after that same survivor right after the unhook is basically punishing them again for simply being thrown into that situation unwillingly. You know overall I've seen 2 kind of killers play this game. The kind that see the opportunity to tunnel a survivor and choose not to feeling its wrong and unfair, and those who do it anyway and don't care at all. Those who do it anyway I feel like take winning in this game way too seriously.
We can all take it as a factor of Empathy or lack there of, but I don't think we need it to be mandated for killers. When the killer gains situational control it's their agency as a player to use it however. The very premise of the game is facing off against merciless monsters. Unless completely dominant, every act of mercy by the killer is an overall hindrance and counter productive.
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@KateMain86 said:
https://forum.deadbydaylight.com/en/discussion/comment/3058453#Comment_3058453
Being downed right off the hook isn't the survivor failing to escape every chase. Its the survivor being thrown into a situation where the odds are heavily in favor of the killer. Again this goes back to the idea that survivors are supposed to have this general idea of how to run and loop killers like the high MMR players do. Most survivors just hold down the run button and the expectation that most of them should do more than this is not realistic for this game. There is nothing fair or a failure on the survivor's part for not getting out of a tunnel situation.
It's on the survivor for failing that first chase. Every survivor gets 1 hook as a result of their individual effort, the other hooks are potential chances given by teammates. Getting hit off hook if a survivor failure in that the teammates not only made a risky unhook but also left you exposed to be downed again. A single teammate can usually cover long enough for a loop to be reached.
The bar for looping a killer is extremely low; in most cases just reaching a pallet can ensure enough time to reach the next. Multiple loops on one tile just comes with knowledge gained through play.
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Solo is the best survivor experience (for me). Swf just removes too many aspects of intended gameplay to be entertaining. I have played in some great solo groups which shows me its the sbmm to blame when paired with potatoes.
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Death by tunnel means the survivor failed to escape every chase. It's not the killer's fault if a survivor can't succeed without a full reset once off the hook.
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There's too much focus on potential chances that survivors don't get and not enough on the one they do. Focus should be on objectives, avoiding attention, and successfully escaping your first chase.
A survivor gets 1 hook as a result of individual efforts. To get any additional chances falls upon teammates (Not the killer) to provide. Camping or tunneling does not guarantee the kill as they are counterable by coordination alone.
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Solo is alive and well. If a survivor wants consistent and reliable counters to camping or tunneling, get better at chase and grab some friends. There's nothing wrong with a killer making it difficult.
Every survivor gets 1 hook based on individual skill. You want the additional 2 hooks then teammates have to provide them.
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Strongest killer that still loses. Considering how many survivors complain about a good nurse, it's odd that they don't offset her extremely poor kill rate or maybe the full 40% is just from good nurses.
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The "it's not common " argument for the imbalances swf brings holds no substance. It doesn't need to be frequent to still be a problem.
Swf doesn't need to be removed, but solo survivors need to understand that when they get buffed to that level so follows killer buffs to deal with them.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3044027#Comment_3044027
why do you say that I love getting her attention.
I see alot of survivors that have no clue in chase when standard looping isn't an option. Even with that understanding, players have to know whether or not they are out positioned for a chase.
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Dc is always a petty sore loser move unless from a legit disconnection or emergency.
Penalties should be longer. Even better would be to take it further by tagging frequent dc players and forcing them all to play together. Make them earn some humility points by playing those matches to completion before rejoining the rest of us.
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100% yes👍
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"Survivors that dont like killers to try could kill themselves."
Personal experience proved to me there is no "we all just chill" mmr bracket.
It's just not a solid idea for either side. This Game is competitive by design and there will always be players that would rather win. Players that want a chill party game experience need to collect friends for the kyf mode or accept the disappointment of no mercy. That's not to say the game requires no adjustments to balance issues, but accepting loss will always be a factor.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/3052963#Comment_3052963
Experienced teammates are a myth in solo q though 🥸
🤔 Then I've played with some true legends
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3052948#Comment_3052948
nobody is surprised when a bubba starts camping
it's just annoying because there is nothing you can do about it apart from gens
at least 80% of the cast BT actually works against them
Ultimately it's on the survivor that failed the chase. Whether it's getting outplayed or personal mistakes, everyone gets 1 hook for their individual efforts.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3052934#Comment_3052934
If you're coordinated sure
I'm always solo so I can only coordinate myself. Still, experienced survivors know how to respond in those situations.
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Amazing how some survivors still refuse to avoid and treat bubba as a guaranteed camper. Clinging to gens til the last possible moment or engaging in unnecessary chase, but still surprised that the killer will try to secure an early elimination.
I don't think any save should be safe unless the killer is on the opposite end of the map and camping teaches a valuable lesson about underestimating the danger of a killer's presence before or after chase.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3052919#Comment_3052919
The typical plague strat:
Run corrupt and an infection time addon
Go to all 5 unblocked gens and puke on them
Survivors now are forced to either be infected or not do gens - both of which are good for the killer.
Or the smart option of accepting the delay for corrupt to run out and avoid touching infected gens.
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I see more survivor improvement than anything else. They called bt meta, gave everyone a free version, and then buffed the meta perk. I might even start using dh now since it gives a speed boost.
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I don't see this being a problem except for inefficient survivors. Plague provides instant heals and a warning when she uses the pools. Good survivors split when it's a legion to limit the power and injuries. It's also extremely common for survivors not to break totems or just boon them.
They might be great combos but doubt I will see this effective first-hand.
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Sadly even if action is taken, it's never enough. Most happily gloat about their "ban" like a badge of honor and are right back to it the moment the temporary punishment ends.
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No such thing as a stalemate with gens. This only happens when survivors are too scared or slow to tap the gen once the killer starts to walk away. Survivor repairs out pace regression. Even with only 2 Survivors, if both tap the gens furthest from each other the killer cannot stop it.
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It was only higher for me during the event. Now it's back to long survivor ques and instant killer.
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I find solo to be balanced just fine. All the tools needed to do well are already there. Complaints about teammates or coordination is not a balancing issue but a sbmm one. If you are really better than your teammates; then out living them is frequent and always get a free chance to escape.
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Trapper- naughty bear
Artist- winged harpy
Oni- troll
Dredge- hydra serpent
Doc- flesh draped robot
Legion- demonic possession
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If it acts anything like the practice bot, it will be a disaster bad survivors would be happy with.






