GoshJosh
GoshJosh
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Basement Bubba wants to be nice to four-man SWFs.. yep, everything checks out! Nothing to see here, folks!
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@konchok said:
Let's talk terminology. low skill floor, means easy to use. That'd be bubba. low skill ceiling means that once you know the basics, there's nothing else to learn.
Are you honestly saying that once you know how to bump into a wall turn and then hit a survivor there's nothing else to learn with Blight. Because anything that's more complicated with that would suggest that the skill ceiling extends beyond that. What about accurately aiming your rushes, rushing at the correct location in order to give yourself an opening on the next rush, planning several rushes ahead. Or even not even using the rush ability at all until the oportune moment in a loop. What is bump logic if not an additional skillset, or what about know how to correctly hug tech at a specific loop. Yes obviously those are all things that suggest that Blight has a low skill ceiling.
Maybe you misunderstood and thought that they referred to skill floor. But even so, wouldn't skill floor be more relevant to a killer that can instadown and then keep a survivor from escaping? To me that seems about as low as you can get as far as skill floors go.
I guess I have different definitions than you. To me, a skill floor is defined as how much one needs to know to have a basic handle of the killer’s kit. A skill ceiling is the maximum amount of learning one can do to master the kit. So every killer has a skill floor and skill ceiling, with varying amount of time and practicing needed to get from the floor to the ceiling.
So to OP’s post, Blight really doesn’t take much to pick up and go. You move at base speed, have a standard terror radius, a highly mobile power that is also lethal, and very strong add-on options. Not to mention that you can use just about any perks on him effectively, particularly meta ones. But of course you’re not going to know it all in 10 hours of gameplay.
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@Stroggz said:
https://forum.deadbydaylight.com/en/discussion/comment/2920545#Comment_2920545
bleeding out does not credit to rift challenges saying "kill by any means neccessary" so it possible that it does not credit towards MMR.
Never knew that! That should constitute a bug report, honestly.
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@tenoresax said:
https://forum.deadbydaylight.com/en/discussion/comment/2920547#Comment_2920547
Who do you think has the highest skill ceiling then?
It’s probably a pretty close tie between Hillbilly and Nurse. Honorable mention to Huntress.
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That map is garbage design. Aside from a strong middle, the shack, and the main building; almost everywhere else on the map is giant dead zone. And it’s a bow tie shape, meaning three gens are very common, and/or killers camping one side of the map. I want it entirely reworked. It’s really not fun for either side most of the time.
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Blight (yes, I said it).
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@Sludge said:
Does bleedout raise the killer's MMR?
I would assume everything that kills does. A kill is a kill, no matter how it’s achieved.
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Tenacity and/or Unbreakable (and/or No Mither if you’re feeling daring) if you want to counter it yourself; Empathy to help watch out for others.
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What a thing to shadow nerf.. really dude?
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@NemmyMan3000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2919155#Comment_2919155
I would rather learn and experience a new killer POV than to have an exploit rob me of my power tbh
What is the exploit? Survivor camera movement is a base feature of the game.
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All positive, survive or die!
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@Basement_Bubba420 said:
Pls give Bubba a hat too.
Didn’t you hear? Bubba only gets head cosmetics removed… 😕
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Nurse!
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@Rooftopper said:
https://forum.deadbydaylight.com/en/discussion/comment/2920078#Comment_2920078
no bad manners just did gens and searched chests, the player in question did couple of hook saves but when it was time to leave she blocked the switch at 99 and stood there while the killer was within reach already. i would have gone to the other exit gate but by then the plague had us pinned and all of us almost died because of the player (who left us to die btw)
Yeah, sounds like intentional toxicity of working with the killer for no reason. Reportable, if you care to go through all the rigamarole.
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Did you do any BMs during the match? Or maybe they were being toxic just because. Reportable offense, by the way.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/2920068#Comment_2920068
Does any new content release tomorrow I thought it was always on tuesday
Nope, all Wednesday. They changed it up this time!
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Wednesday.
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@Killing_Time said:
https://forum.deadbydaylight.com/en/discussion/comment/2919521#Comment_2919521
Ok see this is the BS I'm talking about. Blight DOESN'T NEED A STUPID BASE SPEED NERF. Nobody needs more killers that rely on powers to down. This is the main reason nurse is locked away to the elites only.
And she's still getting nerfed.
Who says Nurse is getting nerfed?
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@Skysair said:
https://forum.deadbydaylight.com/en/discussion/comment/2918056#Comment_2918056
Five. Fractured Cowshed, Torment Creek, Rotten Fields, Rancid Abattoir, Thompson House.
You are correct! I will correct my post.
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No. I don’t want to automatically die later in a match on my second hook because other survivors managed to get hooked earlier on.
Not accounted for either is what happens if a survivor is left on hook until the struggle phase and/or what would normally be death. As those technically don’t count as hooks.
I would rather versions of BT and DS be made base kit before anything like this.
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Niche, very situational, or more often than not.. negligible.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2919054#Comment_2919054
25 seconds of consecutive gen time is a bit much, when the killer is aggressively defending a 3 gen, its no more the survivors fault as it is the killer for not committing and advancing the game state. Of course for the ones that truly dont want to do gens, the one who progresses the least should most certainly be revealed by crows. There's just certain situations in which the killer can force you off a gen quickly, but wont do anything beyond that.
Ive had to spend exorbitant amount of time trying to win 3-gens (because for some reason randoms who arent gen jockeys dont understand that doing all the gens on one side is the most foolish idea ever)
Let me state that if its just me and one other survivor, half the time i just end my life if it means i can get to another game with more BP to offer. This of course if the other survivor actually isnt trying, which is usually the case. If i dont want the other survivor to die for me, I also do that. But then the killer can slug and now its just an additional 4 minute timer in which the survivor is hiding. Its a lose-lose situation honestly.
That’s the point: a three gen situation is a result of survivor mistake (whether one individually or multiple corporately). So why does a killer get punished with immersion when they played their role efficiently, and killed two survivors before the gates were powered? You may give yourself up, but other survivors often don’t.
At least in the case of slugging, you will bleed out after four minutes. If the killer won’t let you, you repair gens. But immersion by two or more survivors can hold a game (and more specifically, a killer player) hostage indefinitely. Assuming the killer doesn’t want to lose their BP, Rift challenge progress, and get a DC penalty.
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@Annso_x said:
A button to trigger EGC would be abused by killers, (equip EGC build => down 1 or 2 people => trigger EGC => ez win), and crows wouldn't be very effective to stop survivors from not doing anything bc as long as they move they won't get them.
However i think it's a really cool idea for actual afk survivors, I ignore them until loud noise notifications starts bc they're too annoying to ignore, and walking across the map to hook an afk survivor feels like a waste of time so the entity manifesting at some point and killing them would be great.
https://forum.deadbydaylight.com/en/discussion/comment/2919054#Comment_2919054
As much as useless teammates and survivors trying to hold you hostage annoy me, 25s without doing gens means you can't boon, unhook, heal, open gates, do a totem or a chest, or even getting chased without risking getting crows. If you mean 25s without doing any action besides movements or entering a locker it still means survivors can't hide while the killer is looking around their gen, group up to do a risky rescue or wait for their teammates to be safe during the end game before opening the gates.
The idea isn't bad but 25 seconds is way too short tbh, make it at least 1 minute of not doing any action (besides locker interactions)
The thing is, killers have no reasonable base kit way of tracking healthy survivors outside of repairing generators. It’s just up to game sense, perhaps hearing breathing, and maybe luck. And even while injured, they can evade the killer if careful enough - especially if running Iron Will. That’s why it doesn’t matter if they’re doing stuff with totems, chests, or lockers: you have to force them to generators in some way to ensure the game isn’t held hostage by them.
By providing a three-minute window, survivors are allowed plenty of time to do many other things besides repairing generators. Totems, hiding, healing, looting, etc. are all way briefer than three minutes - even a combination of all of them. It simply ensures the game has to keep progressing as normal. Think of it kind of like the storm in Fortnite: you can choose to hide, but will eventually need to move as the game draws closer to an end.
I chose 25 seconds because it means a generator will have one more piston moving than the last time a killer patrolled it. It doesn’t give away the survivor’s exact location, but is a sure sign they were recently nearby to hunt for them.
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@DrDeepwound said:
If someone is downed, and their teammate is healing them , but they are not healed back to get up, DS stays active right?
Just had it happen and thought if they were healed it could deactivate?
I downed 1 coming out basement, I chased the unhooker across map. Downed them, hooked them, went back to the downed slug, they were being healed, chased off the healer - picked up slug, got DSed. Literally chased two others, hooked another, they were getting healed, and people think DS is fine.
Just curious, I have been paying more attention and recording matches lately due to all the hacks/cheaters doing subtle things. Just want to verify if thats how it works
Outside healing does not deactivate DS. Only self-healing with a medkit, Self-Care, and/or Circle of Healing. Inner Strength and Second Wind are exempted.
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@CashelP14 said:
Can I just ask something and I might be completely wrong about this since I never played as old or new Billy that much.
Is the only real nerfs to him the overheat mechanic and basically removing the charge speed add-ons?
From what I've vs'ed his overheat mechanic doesn't seem to be that big of an issue. Personally feels like everyone really misses the charge speed add-ons (mainly Carburetor Tuning Guide).
I could be completely wrong but can someone politely tell me what other minor things have been changed that make him so much worse to play.
It’s not just the loss of good add-ons. He mechanically feels miserable since they nerfed him. Like, what would appear to have been a connecting chainsaw hit before the nerf now just rubs up against the back of the survivor. Janky turning after beginning a chainsaw sprint than before the nerf too.
I am glad they added overheat as a countermeasure to camping. Doesn’t bother his regular gameplay at all, plus has add-on support.
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@Piruluk said:
https://forum.deadbydaylight.com/en/discussion/comment/2919487#Comment_2919487
Yeah even if he switches last second, the killer or one of the survivor can leave during loading, so game is cancelled
That is why as long as DC penalties are active, should apply to mid screen leavers as well. And give priority requeue to all the other players.
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I can’t get over his clunkiness since the nerf, I only play him for a 60k ritual (mori) or when absolutely necessary for a Rift challenge. Shame, considering how much fun I had playing him in the glory days. Not to mention those stinky add-ons.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2919169#Comment_2919169
6s swap, I do that with all items. Usually from a firecracker so the animation is more subtle. So never dodged by killer or teammates. Alot of the time the killer does not slug for the 4k and it's a nice escape plan. You hit the ruin undying tinkerer blights / nurses and such with solo Q and there's usually no chance, so I am not usually bringing in builds that even pretend there is unless I am memeing or don't care about dying that day.
There are also a few characters left who it is extremely hard to see the key on, so naturally I play them too.
Even if it didn't reveal hatch, the wallhacks addons are still both extremely useful. Blood amber is still super strong, both in loops and outside of loops.
I’m genuinely surprised if you never get any lobby or loading screen dodgers doing last second switching. I’ve had killers DC mid-loading screen for last second firecracker switching! Firecrackers!
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2918438#Comment_2918438
Because I don’t have fun walking all the game.
If you’re walking all game to preserve Sprint Burst, you’re using it wrong.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2919455#Comment_2919455
Gen regression has been weak since its addition. It takes just over a second for a killer to kick a gen, 320 seconds for the gen to fully regress, and a mere touch from a survivor to stop it from regressing. Gen regression does not stop gens from being 99'ed in the slightest.
And once again, you're ignoring my point completely. In the scenario I presented, leaving the survivor is an option, but it is a bad one because they'll finish the gen that they're waiting next to. Waiting out the DS timer or eating the stun are also bad options. Because that's the point I'm trying to make; There is no good option for the killer to take. No matter what they do they'll be punished for it.
Saying that "You should just go for the other survivors" isn't addressing my point.
I advocate for a 5% base damage when kicking a generator, but that’s not the point of this post.
You don’t seem to be understanding what I’m saying. You hook a survivor, you go patrol that 99 gen right away. You don’t wait until a hooked survivor who you suspect (and don’t know) may have DS is unhooked, and given time to traverse to the area. You immediately begin applying pressure to that gen and other survivors. And you’re going to lose at least some gens as killer in a regular match; it’s simply a reality for any killer player. Survivors wouldn’t play the game if they couldn’t ever repair generators.
The way you’re talking about it is as if that survivor is the only one who can repair that gen after they are unhooked, when that’s obviously not the case. So go regress and protect it while they’re hooked, or start putting pressure elsewhere.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2919446#Comment_2919446
So according to you killers are just expected to just, stop gens from ever being 99'ed? In a real game where both sides know what they're doing this is nigh impossible. No amount of regression and stall perks will stop this. Not only that, but there's 0 reasons why a survivor with DS active wouldn't run towards the gen with the most progress the moment they're unhooked. They are, after all, completely unpunishable until they commit to a repair. So do you expect the killer to stop this from happening to?
Damaging generators was added back in what, 2017? So yeah, there’s no real reason a gen should be left 99 by a killer, when they have the option to regress it (regardless of perk selection).
Again, you have up to three other survivors to go for, besides the recently unhooked one. Why are you not immediately going for one of them and patrolling gens, after hooking a survivor?
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2919443#Comment_2919443
I already went over this. If you went for a different survivor then you'd be leaving the survivor in the locker and allowing them to easily repair the gen. There's just no good option here.
If you allowed a gen to get to 99% with a survivor with active DS nearby, it’s on you. You have Ruin, Undying, Pain Resonance, Tinkerer, Pop Goes The Weasel, and I’m not even going to list the rest gen defense perks.
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@SirCracken said:
https://forum.deadbydaylight.com/en/discussion/comment/2919431#Comment_2919431
Regressing the gen wouldn't solve the problem in this scenario. The survivor in the locker will still be completely untouchable until they start repairing. Forcing the killer to knowingly leave a survivor directly next to a gen, waiting for 60 seconds, or eating a 5 second stun and losing the survivor are all bad options no matter how many regression perks the killer has.
Hey, you forgot the other option.. the elephant in the room. Go for the unhooker, or another survivor. There are up to three others at any time.
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Removing the additional wiggle progress from great skill checks is not ok. It gives survivors no reason to try for the great skill checks apart from additional BP. I don’t mind if it reduces their gain a little or anything, but flat out removing it ‘because perk’ doesn’t fly.
Edit: meant to quote @Valik ’s post above mine, and this was a direct response to it.
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@Valik said:
I, personally, REALLY like this!
My one issue is, I've been playing the game for over 1,400 hours.
Newer players are going to feel like abject trash if this comes out, because their variety is in the dumpster - and so the pool of perks to challenge new players with is relegated to the sucky ones mostly.
'Play a Killer match with Monstrous Shrine' is going to be the bane of every good-willed killer in the game and train a lot of new players to both hate the perk and camp the basement.
Until the base perks get substantial reworks, I cannot see something like this having a positive effect on newer players.
Well again, the challenges would be optional, so no harm no foul at least giving them the opportunity explore perks and how they feel/function. Others above said they prefer just equipping the perk vs. using it optimally, which is understandable.
And while there are still some pretty bad base/free perks, the general perks are actually really not too terrible at all! Could also make an option for one re-roll like daily rituals!
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@GreenDemo said:
May be that:
His power is harder to dodge than huntresses.
You can't bodyblock his power (it will just help him build Main Event faster and mow you like a lawn mower)
That's... all i could think of. In fewer words Trickster is a more boring and harder to counter huntress.
(I guess getting injured by his power feels bs rather than being shot by a hatchet or the deathslinger's harpoon, because with hatches and harpoons you are like "nice throw" or " I could've dodged that". But with Trickster it's just Ughhhhhh sound effect.)
Huntress or Deathslinger don’t get the closest thing we’re gonna see to a Gatling gun/Overwatch limited time ultimate built up that is best utilized by face camping near full charge. Huntress is punished far heavier for missing with only five to seven hatchet opportunities, same as Deathslinger with only one shot between reloads. Their powers can’t be modified with add-ons to go through survivors, explode around them, or go around walls either.
And above all, their design and appearance aren’t absolute cringeworthy and unwelcome in Dead by Daylight.
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@GamerEzra said:
Let Victor vault windows, break walls and snuff out totems / activate Hex: Pentimento. Myabe let Victor break pallets as well.
He’s too smol to break pallets. The rest is fine though!
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@Jivetalkin13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2919187#Comment_2919187
I wouldn't go that far, but who knows. Maybe if Charlotte gained a 5% increase to movement speed while separate from Victor it could incentivize using her more.
That was my main idea as well, although I advocated 2%. 5% might be a bit, but I’d take it over nothing.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2919163#Comment_2919163
They are definitely still useful. All too often I find myself as the last survivor alive and keys are way more reliable than camping a door with wake up.
Solo Q teams fall apart pretty easily and it's very nice to have a plan B with left behind.
Just curious, if you’re willing to share: do you reveal your key beforehand, or last second switch? How often are you dodged by teammates and killers? I feel a key is a red flag to both sides even post-nerf, but probably more-so for survivor because of what they mean now (‘I must be the last remaining survivor in the trial if I want to use my item for its primary purpose’).
I almost exclusively run a hatch offering and key strat myself in DbD Mobile solo queue. Killers can’t switch their load out after queuing (nor can the survivors). Additionally, the hatch and key nerfs aren’t live on there yet. But I will probably continue to do this even after they come, as you can get some real potatoes on that platform. The matchmaking is wonky.
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All the existing aura reading add-ons are beneficial, even to SWF. But that’s not usually a good enough reason to bring a key since the hatch and key nerfs. I wouldn’t mind if they replaced Gold Token with the WoO effect, and upped the radius of Eroded Token to 36m.
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I came in here expecting @Nos37 had made another satire thread - this time about Stridor.
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@Sepex said:
https://forum.deadbydaylight.com/en/discussion/comment/2918747#Comment_2918747
We call them Twizzlers in 🇨🇦
We got those in 🇺🇸 too. ‘merica!
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Wouldn’t that mean more mouse/controller turning needed for the killer? Sounds like shooting yourself in the foot! Maybe I’m missing something though.
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@JordanMalicious said:
Lots of people in here seem a bit triggered because my opinion bothers them. It ain't changing, see you next time.
I dunno; you’re the one who came to the forums to write an essay about a nonissue. See you tomorrow!
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2919050#Comment_2919050
There's only 1 perk that directly increases the time to wiggle out. Iron Grasp.
Agitation and Starstruck do not increase the wiggle timer by any means, but Starstruck can keep survivors from body blocking (or give you a free down if they do) and Agitation helps you reach farther hooks.
Mad Grit technically doesn't increase the wiggle timer, but pausing the duration upon hitting another survivor does kind of do the same thing.
Yeah, which is why I worded my comment the way I did. The others don’t directly increase the timer, but help counter wiggling nonetheless.
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Giving the killer an option to concede defeat is nice (in case they need to leave, have cheaters in their game, or genuinely give up after 15 minutes), but a really poor way to end these predicaments. It shouldn’t come to that.
Survivors need to get idle crows if they don’t work on gens for 25+ consecutive seconds after three minutes. As it is right now, survivors can avoid idle crows by the smallest amount of meandering around. It can make them unfindable on certain maps and/or with certain killers. It’s a joke.
So both idle crow improvements and a give up option for killers are needed changes in this game.
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No. There’s a perk for that. Really, multiple.
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No thanks to removing stuns. Killer stuns, especially while carrying survivors, are already situational and limited as it is. Plus it would screw a survivor out of a WGLF token, and they’re not always easy to come by.
It might also be busted if it lowered basic attack cool down, as it would stack with STBFL. But it might be ok.
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@aravis said:
Also, I think it would be smart for them to bring it back temporarily to promote the new and final season.
The creators have confirmed there will be five seasons, so this isn’t the last.
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@VegasRalphie said:
https://forum.deadbydaylight.com/en/discussion/comment/2918916#Comment_2918916
Not so. They can create separate queues. Maybe killers (and other survivors!) would like the option to not play with SWFs. Why not not test the two-queue idea? It can't be worse than the recent MMR tests. We might find that it works swimmingly. (We might also find that no one wants to play against SWF and that queue is dead. Which is not something a lot of people want to hear, but it's an important bit of data nonetheless.)
Splitting an already dwindling player base just for playing with friends is a terrible idea and will kill the game, as several others have already said above. No killer will choose to play against SWF if given the choice, not even for faster queue times. The fact people are asking for an option not to play against SWF should be sufficient evidence of that.
