Avatar

DwightOP

DwightOP

About

Username
DwightOP
Joined
Visits
0
Last Active
—

Comments

  • I really have the feeling that doctor just exists to piss off players. Same with struggling and wiggling. Just exists to piss off players.

  • Doctor is my most annoying killer to go against. The screaming, the noises in madness (this weird whispering), my screen flashing all time, fps drops...

    Everything is wrong about doctor and I wish this killer would not be in the game. At least he is a garbage killer and therefore not much seen in red ranks. But still, I hate every single second going against this annoying 4head.

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/937407#Comment_937407

    No, I stated that a very minuscule part of the players can use the info in the way you're trying to make it sound like. Yes, everyone on a party HAS the ability to talk, but most of them dont use it in the way you say.

    You're trying to paint a picture with broad strokes, when it's literally less that 4% of groups that are even like that.

    My point stands, stop trying to exaggerate and incite this side vs side bs.

    It's like saying "well every survivor has the ability to loop, but not everyone does it"

    Who cares if not everyone does it? It's a potantional and it's used by tryhards and experienced players.

    Btw, where did you pull out these 4% lol

  • Who cares about pipping in close 2020, omg what is wrong with some people...

  • @Nhekii said:

    in total $4000+ since I started playing.

    Is there even 4k $ value in the shop??

  • 0 (zero)

    Not planing on doing it in the future

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/937897#Comment_937897

    How would a totem counter not help SWF? I’ve watched plenty of SWF on streams who get hit with Devour or NOED because they forgot how many totems they got.

    Plus all of these are terrible for killers. Chase indicators on the HUD, totem counter, auras for fully healed slugs.... yikes 😆

    That's on them not counting/forgetting. When I play with friends I'm always able to write them via steam how many I did while being hooked.

    Optimal swf with a healthy brain and good short memory wont care. If it's there: good. If not: no difference.

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/937675#Comment_937675

    SWF don’t get all the info Kindred gives. It gives you a lot of info easily. Even try hard SWF groups would have to have detailed lightning quick info and awareness to communicate the same information Kindred gives you.

    This idea that a game can be balanced around coordinated SWF groups AND solo players while giving killers an equal chance against both is an adorable pipe dream. People fail to realize any buff for solo players will buff SWF also. So again, whine to BHVR to bring SWF DOWN to solo, not solos up.

    That's wrong.

    Here some buffs that will NOT buff SWF at all:

    - Totem counter in the HUD

    - Chase indicator in the HUD

    - showing a fully recovered survivor in dying state with a different aura colour

    - Showing perk loudouts in the lobby to create synergies with randoms

    Just to name a few. All of this won't make swf stronger at all

    I agree, kindred would help swf aswell. But it would help them just a tiny bit, while solos will benefit muuuch much more. Ultimately, the gap would bridged a lot.

  • @FancyMrB said:

    https://forum.deadbydaylight.com/en/discussion/comment/937521#Comment_937521

    I have missed your point, and that is why I asked for reason why Kindred should be base kit...

    Your original post implies that Kindred should be base kit since Solos don't have the communication that SWF do... yet when I suggested open coms for all (which address your post's issue) you say it's not about giving solos coms. Hence why I asked for clarification.

    If you are too 'lazy' to have a discussion. Don't start a thread in the discussion forms.

    If you open coms for solo, then the devs will say "hey, our job is done. Gap is closest. Use voice coms so you can still compete against the killer in solo Q. Oh, you dont want to talk with randoms or don't have a mic? Well, screw you. We haven't done anything to balance swf and solo outside of voice coms. Deal with it."

    Hopefully this little thought experiment helped explaining myself.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/937548#Comment_937548

    Solo doesn’t mean anything. If I am playing against four really good optimal solo survivors I will probably lose, as will most killers who aren’t playing Nurse or Spirit. Any good players is going to be able to keep the killer occupied for a while. SWF isn’t going to change this. Most SWF groups aren’t even good.

    Giving a second objective to power exit gates just for an off chance you get decent survivors isn’t the way to go.

    My point is that you don’t need a second objective to power exit gates when most players aren’t that great.

    U never know what you verse since the devs still refuse to show an indication after the game ends if you versed solos or swf.

    But if remember correctly, the majority is playing solo Q, so it can be a conclusion.

  • @Perelie said:

    Why should survivors get kindred in basekit if killers aren't allowed ruin or any similar alternative? Survivor is already easier than killer, you don't need that big of a buff on top.

    Another one who doesn't get the point. Gg lad, gg.

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/937523#Comment_937523

    What a truly enlightening argument that counteracts my points. Just because I disagree doesn't mean I'm not allowed to have an opinion. Nor does it mean your argument is more solid when you refuse to refute me.

    Leave me alone already, I don't want to discuss with you if you don't understand the basic ground of the topic.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/937528#Comment_937528

    Needing a secondary objective to open exit gates would be a bit much don’t you think? As a killer I already win about 85% of my matches. I don’t want to have my matches be predictable and boring.

    Adding a secondary objective similar to cleansing totems wouldn’t be a bad idea.

    Sitting on generator is boring so adding a secondary objective is a great idea. Having it be a MANDATORY objective for opening exit gates would be a little bit much. Players really don’t realize that as a killer they win most of their matches (if they’re good).

    Probably cuz 85% are solos players lol

  • @Majora said:

    camping is a legitimate strategy, this would be big nerf to it. not gonna happen.

    Imagine if killers got NOED basekit, ruin basekit and BBQ basekit then.

    What kind of camping? After all gens are done, or last gen is right next to the hooked person at 99%?? Yes, that's absolutly legit. And Kindred basekit wouldn't make a difference in such a situation cuz survivors would swarm around the hook and around the 99ed gen anyway. Exposing your position by kindred wouldn't make a difference in such a legit scenario.

    On the other hand, an insidious facecamping Bubba in the basement at 5 gens up with ruin and noed for later... Is Not a legit strategy in my opinion. This shouldn't be working and should be able to be punish hard by solo survivors like it's punishable hard by swf groups.

  • @MegMain98 said:

    https://forum.deadbydaylight.com/en/discussion/comment/937471#Comment_937471

    I dunno how that will work out though. Remember the Hallowed Blight event in 2018 when every survivor was killing themselves for the petals? It was boring to play killer because you just destroyed everyone and frustrating for survivor because everyone killed themselves for the petals.

    If a secondary objective was added for survivors, it can’t be a huge objective or matches will be super boring and predictable.

    That's not a good examples. Them flowers were needed to unlock cosmetics + it wasn't needed to do in the first place to open gates. Obviously, people abused it to farm vials afap

  • @LordRegal said:

    I still have yet to see anyone say what four perks are so important, so core to the survivor experience, that no one is willing to trade ONE of them for Kindred. Because ultimately that's what you're saying if you want it basekit. "I am unwilling to change a perk off for Kindred, but I also REALLY like what Kindred does and would like to be able to have and use it."

    The devs have said that a second reason they don't want to make it basekit is it would buff SWF too. Which it would. No need to waste time telling each other where everyone is if you can...you know, spin your camera and see it all yourself in a fraction of the time. I've run it in a 4 man SWF in 2017, long before the buff, and it was genuinely beneficial to do so. So I'm sorry, but I'm really not seeing the part where SWF isn't impacted by making it basekit.

    Buddy, stay in your bubble and stop annoying me. Thanks.

  • @FancyMrB said:

    https://forum.deadbydaylight.com/en/discussion/comment/937226#Comment_937226

    I personally (and I think many others who play solo a lot) dont want to the game balanced around voice coms. It shouldn't be needed/required to talk, just to be able to enjoy the game and be strong in a team.

    The whole reason people want Kindred Base kit is because some people are on coms, and some are not. No? So how can you say 'don't balance around voice coms'?

    What is the argument for Kindred Base kit then?

    If we do as you say, and this discussion isn't about communication, and just having information readily available, then you are just asking for a 5th perk slot... which is why the Devs are not keen on it.

    Apex legends for example: no voice communication between solos, yet they found a way to give them tools to combat others who are on voice coms. Are these tools 100% equally strong as voice coms? No, on some aspects weaker, in other aspects stronger. But it's the main thing needed and provided to balance and it works.

    Apex Legends is a Battle Royal... Dead by Daylight is an Asymmetrical Survival game. What works for Apex will not work for DBD. That is comparing Apples and Oranges.

    With Apex every team has the same objective, they just have to out perform the other teams. With Dead by Daylight the Survivors have their own objective, and the Killer their own, which contradict one another.

    I know Survivors don't like camping and tunneling but that is just part of playing killer. Killers don't like looping and stuns, but that is just part of playing survivor. That is how Asymmetrical game are

    The game was designed for lack of information on the survivor part. Having swf changed it a bit but it's not enough to be a bother. I am not saying they can't be powerful, but most swf are just chatting and playing together, not going full pro team.

    You missed the point I was trying to make, but I'm kinda to lazy to explain myself a 3rd time. Read again what I said, maybe you understand it

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/937349#Comment_937349

    There's no possible buff that the killer can receive to offset the free flow of information between SWF without breaking the game in their favor - the proposed plan of buff solo to SWF levels and then buff killers is never going to happen in the game's lifetime.

    The best you'll get are band-aid fixes to perks which still leave solos at a disadvantage, as they are forced to give up build variety to 'be on par.'

    Let's pretend that SWF and Solo are now magically on par (I dunno how) - How do you bring killers up to a level that combats all this freeflowing information while still keeping the game balanced, fun, and worth playing?

    2nd objective is the one most important buff killers need

  • @justaSpirit_phase said:

    https://forum.deadbydaylight.com/en/discussion/comment/929305#Comment_929305

    Because when I applied the broken status to them they ran up to a hook and pointed at it. So I just audibly sighed and went off to another survivor but he kept following me so I didn’t want it to seem like I was working with him so I slugged him so he wouldn’t get in my way so then after a bit he dced :/

    Well, that's obvious. I personally never encounter these obvious signs of hook suicides. They just do it after I downed them

  • @justaSpirit_phase said:

    Just... just dont hook them! Or at least slug them, if they aren’t on the hook then they’ll have time to think about it. Or they might just DC and get the penalty. I’ve done this twice to people wanting to kill themselves and they ended up dcing because I didn’t let them die easily.

    To clear something up I was playing legion with his new pin add on that brought survivors into the broken state and some people didn’t want to go against it and they wanted to leave their team, THATS why I didn’t kill them. I put myself in the perspective of the other survivors and thought “man that’d really suck if my teammates wanted to purposely die”. So either they’d decide to play normally, or dc with the new ban. Thanks for understanding.

    Maybe I'm missing something but... Why should a killer care about hook suicide? It's beneficial for the killer to get hook suicides, it's making the match way easier and chill. The only players who suffers from hook suicides are the remaining survivors in that match

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/937320#Comment_937320

    Yes, the developer who has been unable or unwilling to buff killers to a balanced level will suddenly now be able to get it done just because they give all survivors a massive buff. Makes sense.

    Again, what game have y’all been playing the last few years? 😆

    The reason why they are unwilling to buff killers to be able to combat sweaty swf groups is this: solo survivors exists and are the majority. If they would buff killers to combat swf groups at current state, you know exactly what's going to happen to solo Q.

    It's 2 issues going hand in hand, and they can only be resolved if we fix both of them (at the same time).

  • @Well_Placed_HexTotem said:

    https://forum.deadbydaylight.com/en/discussion/comment/937296#Comment_937296

    Yes, SWF is broken and breaks the game. We all know that. Where the logical ones are confused here is how exactly does giving every single survivor all of that info for free basekit make the game any better for anyone except survivors.

    But you miss this important key point: having solos closer to SWF allows muuuch more buffs for killers in order to finally combat swfs. Otherwise we will be stucked in this unbalanced mess (sweaty tryhard swf groups making a complete joke about killers, sweaty tryhard killers making a complete joke about solos).

    Seriously, NOONE is winning if we don't do this step. The onky group which keeps laughing is swf. They are the power role and will remain it, unless we finally fix this big issue between solo Q power potential and swf power potential.

  • @Boss said:

    https://forum.deadbydaylight.com/en/discussion/comment/937009#Comment_937009

    Sooooo....

    • Buff solos some
    • Buff Killers some
    • Buff solos some more

    😅

    Yeah sure, baby steps should do it do the impact isn't extreme from one day to another. Sadly, we haven't seen any baby steps nor plans.

    Devs keep saying "Yeah yeah want to balance solo/swf" since years but can't even do simple stuff. They just recently removed seeing rank in lobbys which makes solo a bit more painful and frustating again. Especially since matchmaking is so broken that yellow and red ranks can be mixed.

    Idk, these devs... I feel like the only way they finally man up and fix this game is if they felt in the pockets.

  • @thesuicidefox said:

    https://forum.deadbydaylight.com/en/discussion/comment/937152#Comment_937152

    Because it's pretty obvious that if you give every survivor full aura reads on all other survivors AND the killer that it would be overpowered when you consider that they all have 4 free perks slots.

    Like explain to me how it would be balanced. You can't. There is no need for this. If you play solo then either ignore the guy on the hook and finish a gen or take the risk the killer is camping and go for the save.

    It's really not hard to know when you should and should not be going for a save. If you are on a gen, and see another survivor take a hit that's usually a cue for you to go save.

    Four top tier survivors in a game do not NEED Kindred. Not in the slightest.

    https://forum.deadbydaylight.com/en/discussion/comment/937161#Comment_937161

    This won't work, you're just ruining the already delicate balance of the game to account for SWF. Yes, SWF is an advantage, but to build that strength into the game would just break the game. You get power creep and eventually everything is so powerful that the game is no longer fun for anyone.

    The goal should not be to make solo as good as SWF. The goal should actually be to limit SWF in some capacity such that it's more of a challenge for them. It makes more sense to bring down the strong stuff than to make everything overpowered.

    Probably the absolute best way to do this would be to say "only 1 instance of a perk in an SWF". This way you don't get games where everyone runs BT/Adren/DS/DH. Everyone would need their own build and they would have to spread out the powerful stuff. That is a very simple balance solution to SWF, and as a survivor main I would be totally okay with it.

    Killer shouldnt camp, simple. No need to handhold camping killers so they can keep abusing it against solo survivors.

  • @FancyMrB said:

    I know I am on the unpopular opinion side but I don't think it is a simple as Kindred Base Kit = SWF.

    At the end of the day you are giving survivors a fifth perk slot that solo and swf benefit from. Everyone now has automatic information without communication.

    I think the better solution is to just add coms instead of making perks 'base kit'.

    There is also always the option to just run Kindred and/or party up with other people.

    I personally (and I think many others who play solo a lot) dont want to the game balanced around voice coms. It shouldn't be needed/required to talk, just to be able to enjoy the game and be strong in a team. Apex legends for example: no voice communication between solos, yet they found a way to give them tools to combat others who are on voice coms. Are these tools 100% equally strong as voice coms? No, on some aspects weaker, in other aspects stronger. But it's the main thing needed and provided to balance and it works

  • @thesuicidefox said:

    Sorry but base kit Kindred would be pretty game breaking. In it's current form (and even previous form) it is actually very powerful. Their reasoning makes sense. How you can't see it would be way too strong is beyond me.

    I'm very thankful that none of you are on the dev team.

    If it's gamebreaking, then so is swf. We can't delete swf. So what's left? Kindred basekit, balance the game accordingly (killer buffs). Simple math, it's the only logical way to balance this game

  • @Troman said:

    https://forum.deadbydaylight.com/en/discussion/comment/936739#Comment_936739

    Stats reflect how deadly each killer is, based on the kill rate, but they don't reflect the experience during games. 4-man SWF team can humiliate the killer the entire game and when one member is hooked when all gens are done, the game can easily snowball, because SWF don't want to let their member die. For me that's one of the biggest reasons for this "contradiction".

    And to be honest I'm very surprised that the difference between randoms and 4-man SWF is just 7%, it looks very strange to me. For those stats DEVs admitted that they had errors in that data for red ranks, maybe it influenced solo vs SWF stats too, I hope we will get new stats concerning solo vs SWF.

    I mean, nurse felt from her killer rate around 7% aswell (from pre nerf to after nerf). She became from one of the deadliest to one of the weakest killers according to statistics. 7% doesn't sound much, but from experience it's actually very impactful

  • @Liruliniel said:

    https://forum.deadbydaylight.com/en/discussion/114566/the-reason-behind-no-kindred-basekit-is-stupid-imo

    Kindred not being basekit is the same reason BBQ is not basekit. While both have advantages they are weighed out by the disadvantages.

    Remember the Devs also support Camping and Tunneling as legitimate tactics despite being openly unfond of them.

    Bbq and Kindred basekit aren't similar mate. One buffs the killer, while the other buffs mostly just solo survivors

  • @Boss said:

    The way you wrote it makes it sound like they acknowledged that SWF has a power they find to be too powerful.

    Yes, that's basically what the devs admitted secretly. That's why killers NEED to buffed on swf level to be balanced. But making this game balanced around swf in CURRENT state would make many (me including) quit playing solo Q, cuz they would be so much left behind that it can't be fun anymore.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/936673#Comment_936673

    Given that there's no possible buff that the killer can receive to offset the free flow of information between SWF without breaking the game in their favor, the proposed plan of buff solo to SWF levels and then buff killers is never going to happen in the game's lifetime.

    The best you'll get are band-aid fixes to perks which still leave solos at a disadvantage, as they are forced to give up build variety to 'be on par.'

    Step 1: Kindred basekit

    Step 2: second must do objective

    Step 3: more HUD information

    Step 4: individual killer buffing

    Step 5: tweaking


    If the devs really wanted, they could do that in 1 year. But they don't want to.

  • @arslaN said:

    The gap between solos and swf's will never close if their solutions will always be in perk forms.

    This!!!! After 3 years, devs still think they can fix the game with perks lol

  • @Haku said:

    Strange did they said that's the reason ? Because for me the powerful part is you can see where everyone else is and what they do. You can basically go help them with a gen or see where gens are on stupid maps like hawkins, you can see if someone needs healing or even where is the killer is if someone is running. It is a lot of info. Seeing the killer when is camping is last on the list. It is really great but it is just another kind of info that you don't wana need to use if I can say that.

    They could've implement reworked version of kindred where it activates after some time. For example if the killer spend 15 seconds in some yards of the hook in the next 30 seconds his aura is revealed/similar to the current emblems punishment/. He leaves for 5/10 seconds and the aura is gone. For the survivors auras they can use the Rancor auras where u can see only location and you can't tell what is everyone doing. For example something like a ping every 5-10 seconds you see location auras so the survivors know if someone is going atleast for the hook

    Yeah ofc, that's powerful aswell. But it's needed aswell. It's a need coordination. Otherwise 3 mates waste time running for the unhook... OR 3 mates stay at gens thinking someone else will unhook and the hooke guy gets 2 hooked

  • @Rin_is_my_waifu said:

    If ruin becomes basekit then why not

    Better idea: 2nd must do objective

  • @laurelstroodle said:

    If I need tbh nurse's kill rate dropped cause they increased their skillcap cause she was easy af to play with addons, you just had to play for a complete day and you already are decent playing her and say welcome to the 4k party.

    And if I remember most nurses I faced relied on omega blink or 3 blinks so since they nerfed those addons all of them quit playing nurse.

    My question: why not nerfing just them addons and keep her basekit then??

  • @GrootDude said:

    They do play killer, this is a proven fact if you watch Almo, Peanits, or most other devs play. If you’re going to make that claim, please prove it.

    More than half the player base plays both survivor and killer.

    Almo and Peanits aren't the leadership tho :/

  • @mistar_z said:

    Bhvr can have really absurd reasoning at times.

    Like the whole making perks for solos and for swf is stupid and is a waste of their time and resources to do, when they can just have everyone have the CHOICE of joining in game voice coms. Solving the whole bullshit with swf having perks for free and killers having crazy swingy inconsistent matches because solos take twice as long to do things. And also lighten the chances of killers dodging survivors because solos and swfs would play relatively similar to each other if htye can just communicate.

    regardless on what's being discussed on is a positive or a negative thing, trying to talk to them about anything swf related is like talking to a wall.

    https://us.v-cdn.net/6030815/uploads/863/D6JCCZZO4M1C.jpg

    I rather have the game balanced around no-voice coms (small gap between voice or no-voice), because otherwise I would feel the need to talk all the time while I enjoy playing without talking (or hearing randoms talk).

    It's possible, a great example is Apex legends.

  • @ZoneDymo said:

    Ok so number 1, saying a person isnt stupid but everything they do is, is kinda still calling that person stupid.

    But (nr2) dont shy away from that, I as well find that baffeling logic, the entire reason kindred was considered to be made basekit/mechanic was to make solo and SWF closer so they could balance better around it..... so yeah...

    Where did I say that everything the dev did is stupid????

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/886753#Comment_886753

    It'll be automated. Unfortunately this doesn't apply to legacy as our data was not as detailed when the game first launched, so we aren't able to determine who had earned which pieces of legacy.

    I assume the event cosmetics won't come back this year right?

  • @Jukenobi said:

    https://forum.deadbydaylight.com/en/discussion/comment/935375#Comment_935375

    I did the challenge on my Third try. Run bond, or any Aura perk that helps you see survivors and what they are working on. You don't need to be in Four places at the same time. And lets be realistic, you are not going to have 4 survivors on all those gens completing them at the exact same time. 

    Dgeeg you are so lost. U can't see how this is luck based can you?

  • To often I got killed by the EGC timer because of an 4head team-mate opening the gate while I had the killer on me. Obviously, the killer took full advantage of that and chocked me on a spot where I couldn't leave. And if that isn't stupid enough, the teammates weren't even trying to help me out with bodyblocks or leaving so I can get hatch. No, they buttdance at the gate and I die.

    ALWAYS 99 gate till you know everyone can escape.

  • Because Depipping is actually a reward. You stay a bit lower in the rank which gives you less stronger opponents (in theory) and faster lobbys. I really don't understand the complains about Depipping for free, it's the best gift you can get.

    And no, I'm not sarcastic. I'm very serious.

  • @Jukenobi said:

    You only need to compete the gens, you do not need to do them start to finish.

    You can't be at 4 spots at the same time buddy.

  • @Mr_K said:

    Same thing on both sides. We need a working DC timeout/ban system.

    That's not fixing the issue. Everyone can dc a few times a day till it escalates to much. But these few times are already destroying matches. They need make rage quits count as escape/sacrifice.

  • I remember it being buggy for me. I had additional hours after having a week break.

  • @arslaN said:

    I would have been so mad if the killer disconnected when I was doing the dark sense challenge

    I think I would have deleted dbd in that case

  • @PistolTimb said:

    Survivors are doing the same thing to killers. I've tried the basement challenge 7 times and have failed every time because somebody always dcs.

    In that case it should count as a basement sacrifice aswell. This toxicity of rage quitters shouldn't affect challenge to this degree. Especially those "in one trial" challenges

  • DbD is already very repetitive, the same stuff over and over again, nearly no customization (I'm talking about mods) for the players to spice things up... And Now no event again.. Dbd becomes more and more boring. I thought the rift/tomes would spice the game up for me again, but it didn't. In fact, some challenge made me very frustrated.

    An event would have a great impact, even if it's just menu music/theme and some fire crackers. But we have gotten nothing.

    This is a very sad time for DbD, ngl. Im currently playing less and less, even black ops 2 zombie mode feels more refreshing atm. Besides the fact that I can run this game on 100+ fps im highest settings while dbd is creeping around 60 fps on lowest settings..

  • Can we have the same data update for Oni, Spirit and Nurse please? They all got changed aswell recently and some data would be quite interesting :)

  • @S_Panda said:

    https://forum.deadbydaylight.com/en/discussion/comment/934539#Comment_934539

    Hey I'll take that change, if it means if my grab animation starts it'll pull the survivor from where they ran into my grasp because on my side I clicked :P

    That's actually something which should take higher priority aswell. Good that you mentioned it, I might do a separate post for that aswell

1 … 33 34 35 36 37 … 40