HeroLives
HeroLives
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- i feel like it’s needed for killers who try their best but just need that extra boost at end game Bc they got gen rushed at the beginning. I feel like it evens out a match at times.
- it feels like overkill on killers with actual skill
- it feels like a slap in the face when you get a 1-2 hook total campy killer and they win the match Bc of it. It can be absolutely triggering.
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Going against any full build optimal spirit feels like a one sided farming match. That’s the problem.
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@AngryFluffy said:
First, I'm totally in with buffing weaker killers, especially Legion, Trapper, Wraith and Doc.
Buffing solos? Maybe? I dont really care, even though I sometimes play soli myself.
But please in heaven no ingame voicechat ever.
The day this is implemented is the day I probably will stop playing completely. I do not want to hear people scream or rant the whole game. I do not want to hear anyone's mom yelling in the background. I do not want to hear people talk in a language I don't understand because this would just distract from the game and not give me any information at all. I do not want to hear toxic people yelling at me. I dont want to deal with anyone's bad mic quality that is hurting my ears. It would destroy the game entirely and probably be abused.
And I also do not want anyone to hear me and I don't want to speak english everytime that I play, especially not when I play with a friend, just that some random teammates could understand us. I want to talk with my friends about private things, and do not want anyone to interrupt or listen.
If this is is ever coming, it needs an option to be turned off completely.
I don’t understand why this is a thing, if you don’t want randoms or don’t want to be the random join a community and swf I mean THE OPTION IS THERE. Adding in game voice chat is a waste of the companies time and resources which could be put to much better use.
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I’m just going to say I play solo to avoid talking to people, so that’s a no from me. If they did this I’d mute the people 95% of the time for whatever variable most likely
- someone is blaring or playing music
- it’s some hot head head screaming and nerd raging
- it’s a kid
- I can hear their game through their headset and in mine
- I don’t feel like talking
- whatever noise going on in the background is getting on my last nerve
- we would be right back where we started which is here
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@humanbeing1704 said:
I prefer if teammates tap rather then fail skillcheck after skillcheck
Same if they are missing them over and over again, I’d rather they gen tap if they know how to do it correctly.
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Pyramid head
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/808790#Comment_808790
show me where they say this
They’ve said it a few times on the forum here and there when it comes to data pooling things that they don’t count games that include dc’s when they are looking for numbers for something that pertains to balance. You can ask @Peanits to verify. I’m also fairly certain they said they take out games that include Moris as well.
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@SteelDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/807425#Comment_807425
overperforming is because most matches with spirit have a DC, making the game a insta win for the spirit because of 3v1 from the getgo
The devs don’t count dcs when they look at match results to determine balance. Those are automatically thrown out.
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@brokedownpalace said:
Post here once it hits PS4 for you, plz
It’s out
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/795601#Comment_795601
Sorry about your syringe. Finally there's a bit warmth in this cold war. :)
Right? I never wanted this war I just wanted the lower tier killers to be buffed to handle the incredibly stupid op ######### survivors had. All the people calling for nerfs to addons and items perks and killers don’t realize that by the time everything is said and done it’s going to make the game itself very bland for both sides imo
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/795579#Comment_795579
No...the war will last till eternity. Nothing to stop the bad word load of biased people.
Sorry about your nurse.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/795242#Comment_795242
That comes from a player that got no idea of the nerf and the maths behind it.
https://forum.deadbydaylight.com/en/discussion/comment/795258#Comment_795258
Sorry for interrupting you sir. Excuse me please.
Before you leave, do you think the nerf war will ever stop?
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/795192#Comment_795192
But a major nerf to nurse? And a buff to healing speed? Just sayin' if you didn't noticed.
Excuse me sir , we are in mourning over here. Don’t you have your own funeral to attend?please stop harassing the friends and family of the deceased.
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That was truly beautiful. RIP old friend you will be missed. may the great spirit of the entity be good to you in the sky😢.
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@NoShinyPony said:
No, but the opposite happens to me: When I know I'm facing a Pig, I get jumpscared by every survivor urbaning around the corner.
That gave me a genuine laugh. Good on you. I’ve looked over thinking pig is some urban survivor just to jump to realize it’s pig like oh #########. On a quick swivel like oh it’s just a nea coming , turns head back oh that’s a pig! Oml that new cosmetic makes her look like a survivor.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/793494#Comment_793494
Maybe. It was always in a different circumstances so couldn't make sense of it. They seem to prevent killer picking them up, but I didn't see the point of that in any of the games.
its always different
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@twistedmonkey said:
It has ben done twice in the past for survivor and each and every time it just made finding a match at high ranks take a silly mount of time.
It would be nice but in practice it just hurt the game.
Honestly
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@Cetren said:
https://forum.deadbydaylight.com/en/discussion/comment/793620#Comment_793620
What map were you guys playing on?
The temple redwoods, good map for him/her/it?. They did a really good job at portal placements, and ending chases at a decent pace. They also were downing and portal patrolling at a good ratio that was uncommon to see. It wasn’t the normal demo play style. Rocked the whole teams #########.
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@KrazyKat1011123 said:
Can we make it harder to rank up maybe. MAYBE
red ranks?
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I got absolutely wrecked by a Demogorgon the other day. I mean absolutely wrecked. I was in awe of how well this person played them, Bc I was starting to think they were a little weak, but boy in the right hands straight demon.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/793574#Comment_793574
Yes the hatch mechanic was horrible before. Killers just have to get out of the mindset of considering 3K + hatch escape as a defeat. It would be nice if the emblem system didn't reward slugging for the 4K though.
Yeah that would be a lot more realistic as far as how games have been panning out since the new endgame timer mechanic as far as gameplay.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/793532#Comment_793532
Yeah, I haven't seen people use that signal for camping lately but it's interesting because that used to be what that meant back in the day. Moving meant "killer is facecamping, don't bother" and staying still meant "please come get me". Now it's basically the opposite in my games. I wonder how that shift even happened... but we're getting off topic, lol. Don't want to derail the thread too far.
In brown to yellow I take it as being camped, and confusion in green ranks. Purple red up it’s usually come get me.
it does go back and forth as you gain rank.
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@YaiPa said:
Except that survivors have free escape (hatch spawning with still 5 gens).
Also, the pip system is pointless, as killer you have to play not optimally/ throw the game.
Do you really want to leave the last survivor to do two gens alone or hide until found again? We’ve been here before. It’s that or waste 30+ plus minutes looking/ waiting for them to get to three. So might escape through hatch , but also forced on a timer. As a survivor it was ridiculous having to work down gens alone and evade the killer simultaneously to be able to have the opportunity to get hatch. Or even the staring contests. I much prefer this new implementation to the former.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/793486#Comment_793486
That said, I can see merit in the ideas many have had of adding a totem counter to the game, and/or baking Kindred into the survivor basekit, just to help buff the solo experience a bit. Of course, it's a bit more complicated - the former would still be a minor buff to SWF because in my games, there's a lot of forgetting how many totems we've cleansed, or coming across a cleansed totem and being unsure whether it was one a teammate said he'd cleansed or if it was done by the random solo survivor. And the latter is perhaps unnecessary, since we already have ways to signal "FFS someone please come and unhook me" without the use of voice coms.
Right exactly, would those be nice solo buffs of course. However, there’s still tools if you find either an issue. I always see some other solos waving their arms and I’m always confused on if they’re signaling they’re being camped or come get me. It’s not reliable Bc people use it for both. As a solo I’m hardly EVER caught first so get a save , then save myself. I do love seeing kindred light up it’s super helpful as a solo with others while ranking up.I imagine even as a solo using it.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/793457#Comment_793457
Absolutely. I've never had the misfortune to actually be a part of one, but I don't imagine it would be much fun. I just enjoy playing with my friends, whether they're new to the game and I'm teaching them stuff or they're veterans and we're messing about, even if I get frustrated with them sometimes for not communicating things very well. And there's something very fun and rewarding for me about doing crazy things to save my friends - especially when it works! I guess my point is, I definitely agree that fun comes before efficiency, both in theory and in practice, and in most cases the former comes at the cost of the latter. And I expect most SWF players feel the same.
right Bc when you’re playing with veterans there’s not much to communicate. And when you’re playing with friends and teaching them it’s like “listen when someone is on the hook and you’re getting chased by the killer and already injured without borrowed time don’t try to unhook them” or “umm can someone get that hook save im across the map” we don’t have to ask or tell about chases we can see when you get slapped. Where you’re at is irrelevant; otherwise we’d hear you, we have ears. I can hear the heavy jukes. “God pallet is down” insert the rest just people talking about the weather.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/793424#Comment_793424
At red ranks? Maybe.
You’d be surprised
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@Mr_K said:
So we don't need to buff solo survivors now, right?
As someone who solos the majority of the time , I don’t think there’s anything they could buff to solos that would fix solo issues. Which is mainly just totem knowledge of how many are left, or for ######### sake someone come get me off this hook. Those are the two main solo issues imo. Which you can bring perks for both being deliverance and small game/ detective’s hunch. Map awareness? Alert, bond, empathy, aftercare, premonition, spine chill. Whatever you feel like you need even just one of these makes your life worlds better as a solo by adding it to your build.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/793400#Comment_793400
Again, I'd be interested to know how much SWF you yourself play. I play SWF quite a lot, and my experience has been much more aligned with Peanits'. Every SWF player I've seen on the forums and in this thread also seems to have that same experience.
I'm not denying that in the hands of an expert, and I mean like top 0.5%, player, voice coms can be a significant advantage. But for the vast majority of players, that's not really the case, because they don't have the game knowledge to take advantage of it. Although potentially people could be going "I found the killer's ruin totem, it's in the north-west corner of the map behind the T-wall, and I'm looping them about 50 metres away", that's not really how it happens in practice. Most of the time the conversations in my game run more like this:
"I found the ruin totem."
"Awesome. [Thirty seconds later] Have you cleansed it yet?"
"No, I'm in a chase."
"... Okay, where is it?"
"It's uh... kind of near the middle but also not really... behind a tree somewhere."
"Thanks, that narrows it down. I'll go look for it, then. [goes to cleanse totem, runs straight into killer] I thought you said you were in a chase?!"
"Oh yeah, no, I lost him."
That is, if we bother to communicate about what's going on in the game at all. And I'm betting that 99% of SWF players have a similar experience.
The other thing is, a lot of people who like to complain about the unfairness of voice coms don't take into account the disadvantages of playing with friends as opposed to solo, such as the impulse to do dangerous things you know you shouldn't do, like go for a hook save against a facecamper, for the sake of saving them. They're small, maybe, but they can and have cost me a lot of games.
To reiterate, I have never denied that in the right hands, SWF with voice coms can be a problem. I'm just saying that it's unrealistic to assume, as many seem to, that teams like that are anything more than a very small minority. And as Peanits said, there is a degree to which skilled and well-coordinated players will always be skilled and well-coordinated, regardless of the tools they are given to communicate.
Oh look the majority that actually plays swf agrees with the majority that plays swf. I don’t like playing with the sweaty com groups do you? I find them incredibly annoying as personality types. I like to play with people who just know how to play that I get along with , or actual friends even if they’re crap at the game Bc I just got them to buy it so we can play together. What about you?
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I chalk that up to being inexperienced or a survivor play
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@Grimbergoth said:
Here is a thought , especially for those talking about the numbers . First , how can they tell what swf groups are using voice coms and who are not ? secondly when talking about solo vs swf polling numbers is that by rank or by player base ?
If you are polling the entire player base there are more lower tier survivors playing solo then swf , also less organized players in those brackets . at red ranks , where most of the complaints about it come from what are the numbers ?
IMO , a red ranked survivor who got there playing solo is probably the far superior survivor then someone who relied on voice coms and organization . So if you put 4 player who got there solo into a organized swf with voice coms or even not they will probably do great , but if you take the swf and voice coms from the player who relied on it to get there and made them play solo they probably will not do so great .
Voice coms are a issue , the choice of using them or not aside , they can bring in chaos and unwanted childish bs , but they offer a whole new level of gameplay as well . Before you debate that , here is a perfect RL example . Why does spec ops use coms (yes they do go radio silent but also use hand signals in its place at that point) , to coordinate and to their advantage . Now before you say well that is a military special forces group , a small town county sheriffs offices uses them for the same reason but on a different level of skill . This is no different here , 4 players with a high skill level and voice coms are the spec ops of the game , your mid levels are the county sheriffs , and well trolls will always be trolls .
So if the devs are playing mid to low end matches with voice I can see them not being so different . Its only really a huge issue when the player work together and get organized .
A lot of killers give the last survivor hatch, does that happen in a large majority to throw off overall data of kill rate, no. It’s called a variable.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/793229#Comment_793229
I try to be balanced. I do sometimes play as a filthy survivor.
We all do it or have done it at some point in time. I just try to be wholesome for the most part and do my best without actively trying to actively grief the other side.
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@JawsIsTheNextKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/793192#Comment_793192
You want me to "get a grip" for suggesting that being able to tell people to stay on gens is an advantage?
No, but only pointing out advantages like that makes up for skill or compromising a match to try to keep a buddy alive in situations you know are highly likely to spiral. More like reality, the full picture and not just the pieces you choose to leave out ,or have no knowledge of Bc you only see through killer perspective. Idk your playstyle honestly, and won’t assume.Coms swf Isn’t as big of an issue as people make it out to be and that advantage isn’t big enough to warrant any kind of change about it. 7% survival difference, and that was 30% overall last year before all the balancing changes. So I mean if swf was that big of an issue on a grand scale (knowing most play with coms) that number would be more like 50%^
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@JawsIsTheNextKiller said:
The biggest advantage is simple things like, "I'll do the rescue, everyone else stay on gens". A solo can achieve this using Bond or Kindred but its a perk slot used that could be used for something else.
I don’t use either of those I run wglf , prove thyself, distortion, and iron will or a healing perk as solo, and I can say still not that big of a difference on my escape to death ratio. I have no need for bt since I don’t go for unsafe saves as a solo.
on Swf same but wglf turns into borrowed time Bc now I have to risk myself since that’s my bud on comm and I want them to live longer even if it’s a game changer. I’m coming for you buddy in the basement against hag!!! Oh what’s that you got a 4K Bc we’re swf, when that wouldn’t of worked against competent solos once they read you?
Honestly get a grip it has major rewards for killers too. It has advantages and disadvantages. Then majority that actually favors killers Bc actual swat swf are few and far between.
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@JawsIsTheNextKiller said:
In solo games you will often be on the hook and can see the auras of your teammates doing nothing. They don't know who is going the save or where the killer is.
Even if you are goofing around, in an SWF only 1 person will go for that save, nobody else will just be crouching.
The efficiency of communications give you should not be dismissed. I don't care what the official stats say, we can all see the huge difference it makes.
Nobody denies it gives an advantage , but you can’t force the killer to not chase down Susie who isn’t that good at running. I’ve been on really great solo teams who just beat the killer Bc we surveyed the environment. You don’t have to get that close to a hook to see if the killer is still in the area get back on a gen, or see if another survivor is closer than you are for the save . It’s really not rocket appliances to easily close the gap btw the difference of with voice coms and without. Solo you’re just more likely to go through hook phases, or end up with ppl who dc. it all boils down to game competence and how much each person has on the team.
here’s the real kicker though in all of my swf matches with coms the best survivors with the grossest builds are top ranks who also play killer. Most purely survivor mains I know don’t have but 2/3 of the skill game knowledge that the unbiased players do. Bc they see and have experienced all the killer weaknesses and know how to play around them to their benefit, but also know what survivor moves will completely bone you as a team.
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@Raptorrotas said:
Theres a flaw in that argument.
- As solo, he apparantly is playing to win, or atleast do as best as he can
- With his buddies, he's goofing around.
Of course there wouldnt be a huge difference then, they're not even trying nor using the tools theyve given themselves.
"The fact that most people goof around instead doesnt invalidate players using it effectively." Gonna remind all folks that this concept is getting killers nerfed.
Just dedicate an entire month where half the time you play solo survivor, and the other half you join random swf teams of all varieties and you’ll see for yourself. You can do just as well as a swf team as you can as a team while playing solo. Count the number of people that die each match. There’s not a large difference. It’s really just knowledge of in game mechanics and how competent the survivors are vs the killer at task prioritizing.
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@Elk said:
https://forum.deadbydaylight.com/en/discussion/comment/793054#Comment_793054
For me, it is like what he is saying. I play mostly solo, like 95%. The games i had on mic, with very close swf. There were little knowledge. My friends had music on, making jokes and not playing 'right'. We were playing to have fun no matter what. Very distracting. However, playing with swf, with @GrootDude it was same silliness, but we got more work done.
I also played with a swf team who were very....um 'sweaty' always had meta perks, never wanted to try something knew, only wore dark clothing and only cared about pips and give the killer a hard time. Gave me a hard time if i wanted to try a new perk, wore bright clothing and if i didn't do what they say. We won a lot, but i didn't have fun.
Personally i wouldn't mind it at only pre-lobby/before the game start for survivors. During game play...eh. What he is saying is that, if you give survivors mics in-game. They won't magically work together or be amazing.
Right the majority of people aren’t sweaty swf. Most of us are just friends playing together not out to ruin the killers day. I solo most of the time too, but have a few friends that I play with now who are chill, most even newer to the game(and not even that good that I’m irl friends with).
the only thing swf really does is ensure you don’t die on your first hook, If anything if more people solo’d the survivor experience would be a ######### hole , Bc solos prioritize themself over the team at the end of the day, where I’d make much riskier moves playing with friends.
ive played a lot of solo matches where the team does better overall Bc of the lack of communication and allegiance to the team so everyone is at the top of their game and knows what move will throw the match so yeah you just let that one dude die for the overall sake of the team, Bc the snowball could be game changing. Swf does not give af they will throw the match to get their pal most times spending more time trading hooks than helping with survivor progression.
anyone who plays a decent amount of solo , and swf with different groups knows this, and know most swf groups are not that well organized, or don’t care Bc they’re just playing to have fun and do their objective the best they can, not ruin the killers day. If anything swf gives the killers more hooks due to more reliable altruism.
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remove the option to leave the match once it’s started. I promise people are a lot less likely to dc. Make them pull the power cord, and reboot to get out. If it’s an honest emergency it would be np, Since they are shutting down anyways.
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@Nekoo said:
https://forum.deadbydaylight.com/en/discussion/comment/792827#Comment_792827
Maybe, but rn red rank just became a farm fest
who cares about teammate escaping.
if you got hook. You’re a gold coin in my eyes
But it hurts your pipping with unsafe unhooks, and you get an extra 500bp for safe ones. That’s an extra 2k added if you unhook 4 times safely. I used to work my way to reds each season and stopped Bc the amount of straight farming that occurs. I like to hover around purple, survivor heaven imo. Both sides seem chill for the most part in purple.
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That’s Bc from rank 20-8 most killers lounge around the hook area making saves riskier I’m sure. High risk high reward.
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/99196/remove-public-ready-option
This was made like this cause of SWF carrying a full team of flashlights or toolboxes, if ya'll carry different objects I'll keep my loadout, if I see a full flashlights or toolboxes SWF as I said, I'll bring Franklins Demise + RUIN + NOED. As simple as that.
Another example from the other side is that I'll pick my loadout as a solo survivor based on my team's rank, character level and objects, if I'm in a group (as I solo, I repeat) with people with less than 4 perks available or low ranks I'm gonna change to the most OP build I have to help the team.
WE NEED THAT TIME, I'm sorry you have to stand with AFK people, but not all of us take so long to ready up because of being AFK
Same. I change a lot of stuff around as solo once I see who I’m teamed with. If I see a bunch of items I take mine off, mixed with lower ranks I put on bt instead of unbreakable. Too many of the same character or dressed alike I change myself around. It really just depends. Sometimes I’m grabbing a beverage between lobbies. Not to mention the separation bug when you end up in a lobby without your friends Bc someone didn’t connect through.
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@Centrum said:
https://forum.deadbydaylight.com/en/discussion/comment/792160#Comment_792160
I say 'I'll say it again' because if I don't, I get people who say 'You said that before' right after they reply to what I said while ignoring part of my argument.
It was not a sly jab; it was me reiterating what I said because you continued to argue that W.Ward should counter Franklin's in spite of all the problems it would cause to do so.
It’s honestly unproductive to go back and forth about this so let’s just shake hands and agree to disagree like good sports 🤝
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@Centrum said:
https://forum.deadbydaylight.com/en/discussion/comment/792131#Comment_792131
Dude, chill. I did not give you an attitude. I discussed my view on your idea, the downsides of your idea, and backed it up with facts.
If someone disagreeing with you gets your hackles up, maybe you should not post your ideas on a public forum? I mean, people have every right to post their views on your idea when you post it here.
It's not me that should not 'start nothing'.
Or maybe you shouldn’t reiterate yourself in an undermining statement such as “I’ll say it again” even though I stated previously that I understood before, and I wouldn’t of escalated to saying you don’t corner the market on opinions. You aren’t slick, it’s very passive aggressive.
had you not said that, I would of been much more relaxed with my response. Sly jab for a jab. To get respect you have to show respect.
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@Centrum said:
https://forum.deadbydaylight.com/en/discussion/comment/792072#Comment_792072
So then you drop your item and run away, and a Survivor sees that item. They are now trying to pick up your item. They are not getting a prompt, so they keep moving around & trying to pick it up, and get caught because they thought the game was bugged.
This is what White Ward says:
'"Burning this Offering grants you protection against the loss of your Item and its Add-ons in the event you die."'
When an item is dropped, it is not YOUR item anymore. It's an item with no owner. 'Your item' is whatever item is in your hand.
You could go in with a flashlight and die carrying a Medkit; the Medkit is 'your item' and you keep it.
I'll say it again; this same subject was broached a few months back. Devs said White Ward should not, does not, and will not ever, affect Franklin's.
1) Too many problems arise from it.
2) They don't want a consumable addon fully countering a perk.
Listen man we can have a difference of opinion , and I know what the game says. I know the reasoning behind not changing it. Yes if I bring a white ward and I get hit with franklins and that means some other teammate can’t jack my ######### or pick it up to ensure I keep it and it wouldn’t get duplicated that’s OKAY WITH ME. I said what I said , you said what you said. I understood you, it still feels like bs though. That’s my opinion. You don’t have to like it, you certainly don’t corner the market on opinions Bc that’s just “how things are”. enjoy your day, don’t start nothing won’t be nothing 🤙
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@SteveyTheExEevee said:
https://forum.deadbydaylight.com/en/discussion/comment/792052#Comment_792052
If it was? i wouldn't blame them tbh.
If it is, then that’s on the developers to incentivize playing survivor since it’s 4v1 to stabilize lobbies and player base to fit the premise of the game where majority plays survivor to fill the slots. Which I’m sure is very obvious. It’s a fine line though just Bc you need less killers that doesn’t mean their role is any less valuable or critical to keep the game stable for consumer satisfaction. It is Asymmetrical pvp.
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@Centrum said:
https://forum.deadbydaylight.com/en/discussion/comment/792065#Comment_792065
Except, if W.Ward worked on dropped items, what happens if you drop/get Franklen's(d), someone picks it up, and you die while they escape?
Do you keep your item AND they keep it? (Could be abused to duplicate items)
Does it take it from them? (Unfair for them)
Do you lose it because they took it? (Unfair for you)
So W.Ward CANNOT work on dropped items, be it dropped by you or by a Franklin's Killer. It's working as intended to prevent a whole mess of problems.
Or just put in a code where a white ward item can’t be picked up by another survivor, so it automatically gets returned to you without duplication if left on the ground(obviously so since it wouldn’t be able to be picked up by anyone other than you). I understand why it is the way it is, but I still think it’s bs, that you don’t keep it with white ward active regardless. I obviously wanted it hence bringing white ward.
dont pretend if there was some loophole that caused killers to lose their black ward addons they wouldn’t feel bamboozled.
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@BlindMole said:
Why should you still keep it? It makes no sense.
The item is no longer in your hands, maybe it was found by someone else who escaped.
It’s kind of bs considering there’s no survivor perk to knock a killers addons protected by black ward off to ensure they can’t get them back. Just playing devils advocate. It feels real cheap to lose your item after using a white ward due to franklins and it’s lost or another player picking it up after and running off with it.
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@SteveyTheExEevee said:
Survivor shortage.
The game has been increasingly killer biased lately even more than it should be so people simply hopped over to killers meaning less survivors to find and bigger ques.
The player count didn't drop so people simply swapped sides.
Actually since this same time last year approx 1.5 thousand players jumped ship in the mean time. So those could have been survivor mains, and then an influx of swapping for killer. By no means am I saying the game is dying, Bc 21k player base is still pretty solid. I’m just giving stats Bc over the year consistently the numbers have been higher on a month to month basis this year over last year considerably. Idk the killer to survivor ratio. I wouldn’t say the survivor community is dying though.
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My favorite thing would probably be the variety of : maps,killers, and perk abilities.
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@Mochan said:
It's clearly not fine, it's in a really bad state and almost nobody does it. The only times I see it done are usually when someone has a daily. It's very rare to see someone actually go into a match thinking, "Ah today I am gonna sabo." You can tell when they equip the toolboxes and add-ons and bring Petrified Oak.
Me and my friend Sabo’d with toolboxes and empathy we’d go to the area they’re working on gens and Sabo all the hooks to 99 then complete gen, move to next area. It was VERY EFFECTIVE. The other survivors saw and would run to where they were 99’d it worked like a dream. Sorry you don’t have the same experience :/
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when I solo I don’t want to voice chat. I also don’t want to have to repeatedly mute people Bc it will just feel bad.