I_Cant_Loop
I_Cant_Loop
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The devs said that buffs to survivor was to help encourage more people to choose the survivor role because the queue times for killer were so ridiculously long last time around. So we understand the rationale behind why this is being done. I think it will still be fine for the killer side because there were so many useless survivor teammates who refused to touch gens during the first 2v8 release. Gen repair speed buffs don't do anything when people altogether refuse to repair gens.
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Most of the time I get disconnected by the server, I don't get a penalty. It's relatively rare for that to happen, and that's why you get one "freebie" a day where your penalty is only one minute. If you don't DC for rage-quit reasons, then it shouldn't be an issue for you.
If servers are kicking you multiple times a day, then I agree it should be BHVR's responsibility to fix and they should disable DC penalties until the issue is fixed.
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Distortion was used too frequently so it got nuked and then launched into space. Now killers are going to use aura reading perks even more heavily because they know it can't be countered anymore. This is a giant middle finger to anyone who enjoys playing a stealth playstyle.
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@Jock21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811944#Comment_3811944
Maybe survivors should be the ones to learn how to last in a chase instead of relying on braindead anti-aura perks.
OK why don't you show us all how it's done?
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I found it to be quite survivor sided unless 1) killers were coordinating on comms and obviously skilled players, or 2) most of the survivors didn't ever bother touching a gen. My matches early on saw most survivors escape very regularly, and then as time went on I found #2 to happen pretty frequently. Another testament to how busted matchmaking is - the more you escape, the more useless teammates you get matched with LOL
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I'm mostly worried about the game-breaking bugs that typically accompany every patch. I guess the last one wasn't too bad, so maybe there is hope for this one as well?
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Why do people believe bloodlust should be removed?
Because they have never actually played the killer role and thus have never had to suffer through maps with busted tiles and groups of strong tiles strung together.
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@Paternalpark said:
Bloodlust is a bandaid fix to infinites.
Now that those don't exist, they can remove the bandaid. Wound healed.
This is it right here. It is only necessary because there are still some extremely busted tiles and groups of tiles on maps that most killers can do nothing about without bloodlust. Fix maps and then bloodlust is not necessary.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810330#Comment_3810330
Agreed. BHVR needs to find points to create solutions instead of ignoring everything and just sale sale sale.
Then again, if sales are flowing, there's no need to fix anything. Business 101.
THen that would leave it to the players to fix it. We won't.
So, this is it. This is the dbd we all created together. Wooo!
Yep, exactly. We can complain all we want, but if people are still playing and spending $ on the game, they're not going to make any changes because there isn't any reason for them to.
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Everybody knows that the SBMM system doesn't work, not even a little bit, and that it's the main reason that solo queue is so unfun to play. I am a solo queue player and with >2,000 hours in the game and I am still getting thrown into matches with brand new survivors (I'm talking <100 hours) on a very regular basis. It's to the point where I feel like BHVR is intentionally trolling me. Even if I manage to escape a few matches in a row, do I get rewarded by getting matched with better and more experienced players? Nope! More baby Meg and Dwight teammates for you! The only thing you can do is keep looking for a lobby that isn't full of newbies.
I've long since given up hope that this is going to get fixed. The devs went all-in on this busted SBMM system and they're not going to admit that it's broken. We can complain on the forums as much as we want, but as long as people are playing the game and spending $ they have no incentive to devote any resources to making changes to it.
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Tombstone is the most busted add-on in the game by far, but it's the only reason that people buy Myers DLC so it's never going to get nerfed. It's super unfun to go against unless the killer will refuse to hook me because he wants to mori me - those matches can be hilarious. I played a match yesterday where I was the last survivor and Myers refused to hook me for like 30 minutes. He'd pull me out of a locker, get me to wiggle out, and I had Lithe so I'd always make it back to a locker. After about 30 minutes he had enough and finally hooked me. I had way more fun in that match than he did 😂
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@wnxq said:
An unbalanced killer, her ability is too strong, she does not allow the survivors to play adequately.OK well let's see you post some of your gameplay using Plague to stomp survivor teams if she is so OP
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Apparently it's not possible to program this kind of stuff out of the game, because after 8 years this still hasn't been fixed…
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Apparently there is no possible way to program this kind of stuff out of the game, because after 8 years it still hasn't been fixed
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@tubalcane said:
it should support maximum matchmaking speed. Sometimes a newer player should go up against pros. Sometimes a pro should clobber new players. If anything, queuing is too long now, the lobby should be 20 - 30 seconds max.
I would rather play 2 good matches in an hour than 4 soul-crushing matches in an hour. I personally don't care if my queue times are longer. There should at least be an option in the game for players to prioritize matchmaking accuracy over queue time.
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I would rather play 2 good matches in an hour than 4 soul-crushing matches in an hour. I personally don't care if my queue times are longer. There should at least be an option in the game for players to prioritize matchmaking accuracy over queue time.
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@dwight444 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809061#Comment_3809061
well, there is a difference between playing how you would like them to and playing in a manner that's detrimental to the objective and team - to put it nicely
I had a game this morning on eeryie. I loop for almost 3 gens before going down, nice, go team (seriously, go team). Somehow, it was still a 4k. After those 3 gens popped initially, not one of the 3 randoms touched a gen until I had the last gen 90d (meaning I did the 4th and most of the 5th gen alone), at which point 1 of the 2 remaining randoms hopped on with me, only to immediately hop off because killer was carrying the other guy to hook. We finish that gen if they stayed and can salvage at least a 2 out because the killer was not great imo. Like at one point I was looking for a gen to do and saw all 3 of them in chase, literally all 3 running together, not to bodyblock, just running as a pack, against BUBBA. He didn't snowball that which goes to show that he was not that great anyway and the game was winnable had my team's effort not fizzled out.
so yes, I agree you can't expect people to play how you want but surely it is not much to ask for them to not be completely inept.
Yes, this. And players with minimal hours are much more likely to be completely inept, which is why getting matched with new players constantly is so frustrating and demoralizing.
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@Grigerbest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808675#Comment_3808675
Sorry if my message seems like I'm asking the developers about this issue. But I'm not.
I'm talking to Players. The developers already gave us what they could in this regard - DC penalty. Now it's on the players.
I'm not the part of this community (I don't believe so) - but I do believe, that this community is full of people with high standards regarding a good sports in games.
I actually would prefer that ragequitters continue to DC so that they can get perma-banned and not be a problem for us anymore :)
(Note that this is NOT encouraging players to DC, but rather a statement that I would rather have them do it to the point of being perma-banned than having them not be banned and still be able to do it occasionally!)
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808372#Comment_3808372
It 100% is holding the game hostage, Devs have said so many times. Avoiding the objective (gens) when the hatch isn't available is reportable for holding the game hostage.
https://us.v-cdn.net/6030815/uploads/YHT3VA8UM45D/image-2024-08-14-213152145.png
https://us.v-cdn.net/6030815/uploads/RZXFT5UNSE8Y/cf218859-6bbc-4cca-9bab-2d0eb9d22e57.jpeg
It is definitely holding the game hostage, but the problem is that there's no way to prove it with video evidence. Survivors can always say "I was trying to fix the gen but the killer kept getting close so I had to hide". Even if the devs are actually banning people for this, it's ridiculous that the solution the devs have chosen is to put the burden on players to go through the tedious and time-consuming video evidence reporting system rather than incorporating a very simple solution in the game that would eliminate the problem.
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What bugs need immediate attention that requires prioritization above everything else? As far as I know, there aren't any game-breaking bugs in the game right now. Is this related to a specific killer or perks that you want to use?
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Players who continuously DC do get punished - they get banned for matchmaking for potentially a very long time depending on how frequently they do it. What else can the devs do about other than I guess make the punishment more severe for less frequent DC's?
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@Marc_go_solo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808396#Comment_3808396
As you say, all that does is feed into the cycle. Dodging lobbies just because of worries your survivors may not be as experienced doesn't mean that they won't be any good. I have had many trials with P100s who have been absolutely terrible, and who had hundreds to thousands of hours in-game. Likewise, I've been with less experienced players who play really well.
Preconceived opinions are not helping. Sticking to the lobbies you're in and allowing those results to dictate who you play with will get you there in the end. I don't dodge and more of my trials are favourable than not. Can't just be coincidence.
Yes, "less experineced" players can be better than P100's, but survivors with less than 100 hours in the game are universally not good based on my own experience. There's a big difference between someone who is "less experienced" with maybe 500-1000 hours in the game and someone with less than 100 hours which is basically a brand new player.
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It's not difficult to see why the game struggles to obtain and retain new players. This game is one of the most new-player-unfriendly games out there due to the insane amount of content that new players have to learn how to use/how to counter. I played with a group of friends a few years ago and most of them quit very quickly because of how overwhelming the game was to learn. It has only gotten much more overwhelming since then. I can barely keep up with the new content and I am a long-time regular player.
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There's nothing you can do about it. Your choices are 1) spend an hour looking for the survivors, 2) hide in the corner and let them win, or 3) DC. These are the choices the devs have given you. They know it's a problem because it's been complains about many, many times on this forum. There is a very easy fix - start periodically revealing auras when two survivors remain and neither have touched a generator for 5 minutes. Incredibly simple to fix, but the devs have refused to do anything to address the problem.
They will say that survivors hiding and doing nothing for too long is reportable, but there is no possible way to prove it with video evidence, so reporting is not an option.
It's very frustrating to see this continue to get ignored while they prioritize other things that nobody is asking for like the mori changes and certain map/perk reworks.
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@Marc_go_solo said:
So, if @Grigerbest is right about what Mandy has said, one easy solution is to make it harder to dodge lobbies. Not necessarily "punish" them with time bans, but maybe either a) once someone enters a lobby, they then have to stay in that lobby, or b) exiting a lobby sends you to the main screen. Personally, I'd prefer the former.
Frustratingly too, people who kill themselves in-game also end up messing up the mmr. It's very tricky, given so many ways somebody can effectively opt out, so to fix an mmr system by making the mmr tighter ended up creating longer wait times, which people also didn't like! Really, it's hard for them to win!!
I'm not sure there is one true way. The problem is partially with BHVR because - as you rightly point out - there should be someway of putting less-experienced players together, away from the very experienced ones (such as maybe a trial lobby, where -when you start - you can only play with players of a certain experience in hours). However, it's also the playerbase which needs to own their part too.
Until matchmaking gets fixed, the only way I have to avoid getting matched with brand new survivors is dodging lobbies. So it's kind of a vicious cycle - someone leaves a lobby, I get thrown into it with brand new players, so I have to leave the lobby, and the cycle continues. The only way to stop it is to make it impossible for experienced players to be matched with newer players. Or at least give people the option to choose longer queue times to avoid being matched with people way outside your MMR range.
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We wouldn't have any "us vs them" posts if everyone actually played both sides. The "us vs. them" come from players who only play killer or survivor exclusively. You all know who you are.
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I'm not a killer "main" (I play both sides about equally), but it's really difficult to answer that question because it depends on many different factors in the game. I'd recommend watching some educational YouTube videos for advice about how to chase and tips for deciding when to drop chase. For me personally, I will usually only drop chase if I know the survivors is likely going to be able to continue looping me through a series of strong tiles chained together without using pallets. Other than that, if I know I will down them eventually while also forcing them to use pallets, that helps give me a better chance to win later on.
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All survivor players around the world got together and conspired to be extra toxic just for your matches today. What, you didn't hear about that?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807915#Comment_3807915
I've seen some good hiding spots in Lery's.
https://us.v-cdn.net/6030815/uploads/29X8VC2VDL3O/kkvh6polxap71.png
Yeah there are definitely some good hiding spots, but I would say a vast majority of the spawns are not great to downright terrible (e.g. the ones that spawn right next to gens). Seems there could be some easy fixes to at least prevent totems from spawning close to generators or way out in the open away from any walls/obstacles.
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@GoodBoyKaru said:
…have they ever tried to hide them?
Yeah, agree. Seems like totem spawns have always been pretty bad.
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Yes. I just posted earlier asking if the devs ever gave a reason for why they are doing this. Sounds like "no". If this is true, it's very frustrating as it's another example of elements of the game being worked on/changed when nobody is asking for it while other elements of the game that are commonly complained about have yet to be addressed.
I hope the devs rethink this one because it seems to be getting almost universally negative feedback.
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I started playing Nemesis for the first time recently and I can tell you first-hand that decent survivors have no problem stomping me. First of all, his tentacle is very easy to dodge and the hitbox seems to be very inconsistent (not sure why this has been an issue for so long…). He has no map pressure unless you get good RNG with the zombies, and even if zombies happen to wander into "good spots", I still see them glitching out all the time. His only real strong point is anti-loop at pallets and windows, and that power can be easily dodged. Someone also mentioned in a previous comment that crouching can avoid his tentacle, which is yet another way survivors can counter his only decent power.
I have fun playing him as killer (as long as it's not against coordinated SWF where I regularly get stomped) and going against his as survivor - seems like he should be one of the killers least deserving to be complained about.
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@mysticalCat said:
okay before you all lose your mind about watching matches, just forget about it the real issue here is slugging and tunneling when not needed. The end. You all probably don’t want matches watched because you all are the culprits lol 😂 most of us can just send our report the hard and current way with the video footage. 🎉🤯
OK so who is going to be the all-powerful judge who declares when the tunneling or slugging was needed or was not needed"?
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The only people who complain about tunneling and slugging are those who have never bothered playing the killer side. They have no perspective to understand that these strategies HAVE to be in the game because they are the only tools that killers have to fight against coordinated teams who repair gens in the most efficient way possible (which tunneling can counter) or are always in perfect position for a flashlight/pallet save whenever a teammate gets downed (which slugging can counter).
These strategies exist and are necessary because BHVR will never do anything to address the reason why they exist, which is the unfair advantage of survivor coordination on comms. So if survivor players want to continue enjoying this advantage, then they also need to accept what the other side is going to do in response to it.
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@joel84 said:
https://forums.bhvr.com/dead-by-daylight/discussion/428019/how-do-survivors-want-killers-to-play
Survivors want to rush Gens in peace. Possibly loot chests or make totems (this is only a small part, the majority is too lazy for this) and best of all the killer should stand in the corner and wait until the exit gates are open. Then the killer should come to the exit gate so the survivors can teabag the killer and then write EZ GG in the endgame chat. Yes, I think that's how the survivors want it.
I don't think all survivor players feel this way, but based on what we see on the forums, it sure seems like some do. These types of players likely have never played killer so they have no concept of what the other side is experiencing when they ask for killer powers, perks or playstyles to be nerfed.
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Some people like it. I personally have no interest in it and would much rather play 2v8 which has been by far the best modifier so far IMO.
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Just report these people and if the reporting system is working as the devs say it should, then they will be banned.
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I wish they would have spent money on updating the DbD game code instead…
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There are only like 10 people in the world who are upset about this. Everyone else is rejoicing and hoping that she stays deleted forever.
Skull Merchant was a massive failure and this is BHVR's way of getting rid of the problem without having to admit that they made a big mistake by releasing her.
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@k3ijus said:
Literally its always the same analogy
“I cant go 20 seconds without a gen popping”
Ive actually had to watch painstockingly gameplay on how they played and i will quickly jot down key points
-they get mad at 1st gen popping
-cant seem to get much value from power/perks
-to many pallets
To explain this, firstly expect the first generator to be repaired fast, the start of game is the strongest point for surviviors, it’s expected it will pop early. If you arent using a supressive killer expect it to be popped or something of equal value.
“”Cant get much value from power/perks”, if your power is skill based like spirit, practice it. If it is more reliant on surviviors input like trapper, casually pressure them towards that area, this can be accomplished by hooking in the region or chasing towards it.
“To many pallets”- this is the only way surviviors can fight against you, you do not have to break every pallet, and you arent required to chase anyone at any pallet. If its not worth it dont do it. Try to chase surviviors near other surviviors objectives to multitask. And the most basic rule is if a survivior juices you once, dont chase them again, it may seem impossible to kill them until you realize they have no protection against hook trades and having half their team dead
EDIT: Before the killer mains mention swfs, what happened to the game being balanced around the average player? And make sure to mention the official escape rate of swfs bhvr documented, will be very interesting
I play plenty of killer and I don't think that the game is necessarily survivor-sided. I think it's more accurate to say that it is survivor-sided high MMR end of play with coordinated SWF and it can be definitely killer-sided on the low-MMR/solo queue end. As killer, there's really not much you can do against a good coordinated 4-man SWF team. It's just mathematically impossible unless you are on a very killer-sided map with few good loops/pallets. Maybe you get one kill if you focus on tunneling someone out and maybe 2 kills if you do that and then also get lucky catching someone at the exit gates.
On the other end of the spectrum, I also play a lot of solo q so I know how frustrating it is having a non-functioning SBMM system that puts you with brand-new and/or terrible players who hide all game, get downed 10 seconds after chase starts, or will prioritize self-healing over finishing a gen that's almost done.
It feels like the only time the game is well-balanced is in solo queue or 2-man SWF teams when you have killers and survivors of similar skill level matched against each other. Unfortunately these kind of matches seem to be rare.
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Given the fact that this seems to be one of the only games where optimization gets worse and system performance drops with every patch, I can confidently predict that adding weather to the game would literally cause players' consoles/PC's to catch fire.
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@nam said:
https://us.v-cdn.net/6030815/uploads/KWE1JJ3MFSQP/image.png
This is a solo Q video I saw from the Asian server. The 5 gens finished in less than 5 minutes, the killer got two hooks, and the total chasing time is 73 sec, with the pallets and accelerate perks I believe it's pretty fast. The killer also takes Pop and Pain res, but how could a 20% process reduction slow down the speed?
I believe this proves how crazy surv's upper limit could be and how terrible the killer's life is, the match ends in only two chasings. Survs don't need to know how to loop or cast off chasing, they just need to pull killer from the gen to let teammates finish the rest of the gen. This is even just a solo Q, in most of my games, I get the 1st hook with 3-4gens left. This also proves that in low MMR, killers get 4k not because killers are OP, but cause survs don't know how to cooperate gen rush. In high MMR, killers can't afford any missing M2, they have to end a chasing in 60s, they also can't afford to be disturbed from hooking, even when they are carry person, gens are also processing, and this is why I'm always saying killer need to play Slugging. And with SWF, it could be worse.
In a simple word, when against skillful surv, killers stand for no chance to get even 1k.
This sounds like a SBMM system problem. You're getting matched against survivors who are way above your skill level even after getting stomped repeatedly. This is because the SBMM system is effectively non-functional.
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@letsgobrandon24 said:
As a killer main with probably decent mmr it’s an absolute nightmare trying to pick up a survivor. Every single time you do there’s three flashlights coming at you from every direction. Is this not toxic? Is this how we’re playing the game now? Don’t get me wrong, flashlight/pallet saves are awesome and I respect it. But when you have one survivor already ignoring the game just to follow you around, now all survivors are ignoring actually playing the game just to beam you is this not against the gameplay?
I understand your frustration, and as I've been through many matches like that myself, I've learned how to deal with it. First of all, if you see a bunch of flashlights in a lobby, you can either equip perks to counter them (Lightborn and/or Franklin's), or you can simply choose another lobby. If the survivors don't bring flashlights, then you're getting helped out in the match if they are wasting time looking for and opening chests (and even then there's a relatively low chance of finding a flashlight) because they're not spending time on gens or rescuing/healing teammates.
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@Jay1283 said:
nah hatch is gameplay. We all get the same perk amounts etc. sometiles every game you play has a miller / survivor with this gameplay style. It guarantees a kill on all survivors IF they dont let the one who should have doed first survive. Playing like this means there is no way you can win UNLESS…your the survivor they choose to let win.
killers have as much chance to hear a hatch as anyone. And if you do go help the downed survivor 98% of the time the killers lurking waiting. Somwhy would you save them to all die anyway. But then if the survivor gets a chance they sell you out. Which is also crap. Uts fun because you have a chance to win. It’s not when killers do all they can to make sure they win! And its every game you play. Why bother?"hatch is gameplay" - OK, well so is the killer doing all the things you don't like. It's all part of the gameplay. You are just choosing to only complain about the gameplay that YOU don't like and making no attempt to view things from the other side's perspective.
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I'm fine with basekit unbreakable if pallet saves and flashlight/flashbang saves are also eliminated from the game. As long as those exist, slugging is 100% justified and necessary for killers to have a means of countering them.
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I hate playing against Chucky because it seems like he gets free stealth hits that are impossible to counter. You can't see him coming like you can against GF or Myers and even Wraith if you're looking closely for the distortion from his cloak. So there's basically no reason to play any other stealth killer because he does it by far the best with no downside. Am I missing anything here?
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803634#Comment_3803634
It is punishing people for playing with their friends though. Is slapping them with debuffs not punishing them for playing with their friends?
Some people are going to perceive it that way. If someone perceives reducing a major advantage as "punishment", I can't do anything about the way they perceive that. But by perceiving it that way, you're only looking at it from your point of view. Whatever side you're on, you're being intentionally dishonest if you claim that coordinating on comms, especially on a 4-man team, is not a significant advantage. Debuffs are one potential way to help offset that significant advantage.
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@Grigerbest said:
You can't nerf swf without indirectly nerfing soloq.
You can't buff soloq without indirectly buffing swf.
The only way to "nerf" swf - adding any communication program (such as Discord) to prohibited programs while you play the game. Because the ONLY PRON of swf over soloq - communication tool\program.
But… It's impossible.
This simply is not true. You can make repair speed lower for 4-man SWF teams, for example. Solo queue and even up to 3-man SWF would not be affected. That's just one ideas. I'm sure the devs/community could come up with plenty of others.
We all know it's never going to happen though because 4-man SWF having easy matches where they can coordinate to knock out gens quickly and/or bully the killer is a big part of what keeps this game popular. Killer players are willing to continue playing the game because 4-man SWF are not a majority of matches. So they deal with the occasional unfair match or try to identify and dodge 4-man SWF in lobbies. As long as there are enough killer players willing to play the game, there's no reason for BHVR to change anything.
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Yes, there are plenty of ways to nerf SWF. But if you even dare suggest this, people will claim that you are "punishing people for playing with their friends".
Removing an unfair advantage is not "punishment".
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Good. I hope she gets deleted from the game entirely.

