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Icaurs

Icaurs

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Icaurs
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  • Lots of players have a sense of entitlement. There are good maps for killers and good maps for survivors. Imagine how boring it would be if survivors just gave up every time they got Midwitch. Its a real narcissistic attitude. . As those same players will say gg all around when they win because the game was in their favour.

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2922031#Comment_2922031

    1. callouts 100% matter. They know where the threat is and when it is coming. They will know which gens are safe and risky to do. You do not have this in solo q. Baring bringing perks. This works in conjunction with 3. So if they know where the killer is they know which gens are safe to work on, and if theres a possibility of a bad 3 gen the person being chased can lead them to a part of the map that will let the team prioritize that gen.
    2. I have no idea how you came to the conclusion that locking down a 3 gen is a bad tactic. Its invaluable if the team is slamming gens. It is always a constant to keep in the back of your head while playing. A 3 gen strat is a powerful position for a killer to be in since they will always be in the area to lock it down and pressure it. So in order play into this you lead your chases back to that area, hook in that area, and use your gen def perks on those gens. corrupt is only an early game solution to trying to lock down a 3 gen. Thats a bad point considering breaking up a 3 gen will be done later in the game not near the start. Also for this theres another argument favoring swf over solo q. Heals can be coordinated away from the 3 gen and with COH in play they dont even need 2 people to heal. So chasing the survivor back to the boon will let the rest of the team finish a gen and staying at your 3 gen to defend after a hit will let that survrior heal up by themselves and get back in to finish the gen. Rinse and repeat until the gen is done. All coordinated by a team most efficently through coms. They will all be aware of which gen has what progress on it and when to greed and stack a gen to finish it. Which in solo q you have to roam to figure it out or call out where the totems on and the team can decide with each other where the best placement for that totem can be. This isnt even taking into account that a swf on coms will prevent the solo q survivor breaking totems so that the one bringing the boon cant place it when they need it in that scenario.
    3. This is a constant talking point with good teams as they will have designated builds to do specific roles in the group. This prevents builds that clash with one another. In fact the only time you face a competent sabo, anti slug, or protection hit squads is done through communicating who has what perk. Which is not possible to reach worth while efficiency if only 1 person is doing these things. Once again coms are the only way to coordinate these things. However the worst of this is exactly what you were kind of trying to say with the meta perks. They will have designated booners savers runners and gen jockeys. Also being in a swf with coms will open up perk slots since they have no need for information perks. Which those slots will be filled with stronger perks. I myself playing solo q usually run at least 1 info perk like kindred to give me an idea of what my team is doing.
    4. yes because the killer isnt allowed to secure a kill in the endgame. Your bias is showing hard here.
    5. i only mentioned 2 on this category there are so many more things that hurts killer here. A callout on their perks so they have premeditated responses to the killers build. A good player will slowly learn these things over the corse of the match, but a swf will learn it faster through coms. Lo pro chains are so good that its ran as one of the better hillbilly add ons during tournaments. Its better then you apparently know. Them not knowing, outside of being hit, there is still a chance that they eat a hit the killer wouldnt have normally gotten. If i know that the billy is running lo pro chains i know now which mindgames that i should be favoring against him.

    i dont think any of your arguments do anything but prove my point that coms give a huge advantage to a swf regardless of skill level. No matter the skill level it will still elevate those survivors past their capabilities in solo q through the info gained by coms.

    Just so we're clear on something. I never said SWF ahs no benefits. It does, no different then any online game. I always said it is not as significant as people say it is.

    1. There is no argument here as to why a survivor cannot learn this information himself. All the examples you gave are things any player can learn for himself. Do you learn it faster as SWF, obviously but there is no reason why you as a player cannot figure out which generators are good or bad without a friend telling you. Where the killer is will always be the go to example, but here is my question, if knowing where the killer is, gives such as major advantage as you say, then why is the first case against swf always the hardest? If knowing where the location of the killer gives the advantage you say, then in theory the first chase that starts off with nobody knowing where he is should be the easiest. Yet we constantly see the opposite. The obvious answer is individual skill is far more advantageous then any communication you can give out. But I'm sure this will be ignored. As for leading the killer, come on that's basic DBD skill. IF you need swf to avoid generators then you need more practice. is that your plan to force it form the start. This is why you are clearly inexperienced at killer.

    3 gen.png

    x is generators o is pallets.

    Your plan is to force a 3 gen. Now the chance of all survivors spawning on one side of the map is extremely low. So they will figure out where the gens are fairly fast even if it is in solo Q. So to force a 3 gen you need to remain on the bottom half of the map. By constantly defending those same 3 generators, the only way to do is to abandon chases that go above the safe line. If you try to force the 3 gen artificially you rill create this. When playing killer you want to be able to force the survivors into situations where they have nothing to defend themselves. What killers create however when this is not done properly is match that looks like this. Yes lets say you manage 3 gen, lets say you do even better and create a 4 gen, you leave the survivors in a position where all the resources sit on the unfinished gens. So any time a survivor attempts to do a gen they have two choices, loop you at one of the unused pallets or fall back to the safe zone. Survivors can take as many attempts at gens as they want, and can keep falling back. It does not take a swf to do this. You yourself created this entire situation. Now of course you have less ground to cover, but 3 gens have a simple counter. The only time they fail is when survivors get hit and instead of going back, they go forward into your zone for you to capitalize on this. In this situation you are not versing good survivors. Do SWF make it easier? Sure, but its hardly something that SWF can exclusively do.

    3 Designated builds is an extremely rare thing, and something I encourage. As I said any team with players running non meta, in mind are fantastic. Players with distinct roles, let's say sabtour can be dealt with because they are forced to give up meta perks to fill a role that may not even occur. The point is your idea of designated roles is so extremely rare, I wonder what game you are actually playing? Who is reasonably giving up iron will or ds or BT or spine chill to run open handed windows? Or sabatour. On the other side lets say your right. So... your reason for why SWF is is frustrating is perks combos that literally do not work without coms can now potentially work. That's the big advantage of SWF... the game actually working. Yeah... you definitely don't have bias.

    4 The fact that I never mentioned the circumstances of camping, and yet you went to the situation that makes killers look the most favourable as possible so that you can pretend that your not bias is extremely blatant. What if I was talking about a killer that camps at 5 generators. Or a killer that camps at 3 generators. You don't know because you jumped to a conclusion and created the weakest argument possible. Guess what I have no issue camping at endgame. I recognise that with no objective for the killer to go to it would make sense for them to defend the hook, especially if no survivors were dead at this point. You clearly have bias and your lack of awareness is astonishing. But fine, lets say you are right, again so the big advantage of swf is to counter camping/tunnelling... and you object to this? Have to nerf SWF, because might be able to get the rescue. Yeah... no bias here.

    5 Again, this what separates a good and bad survivors. Bad survivors require a killer to demonstrate directly in front of them what they are running or need teammates to as you say give callouts. A good survivor however know what a killer is potentially and likely to be running and is aware before the addon is even active. Your example of lo pro chains is a possibility on all Hillbily's. As a survivor you should be are of this from the beginning and on guard before he even broke the pallet. By your logic going up against SWF should result in the first member of the SWF getting hit by it or at least very likely and yet they are rarely are compared to solo q. The reason is because most SWF are good players or at least far more likely, on an individual skill level. They can predict individually what is likely to happen before it does and avoid. Obviously you learn things faster, however if this is what separates SWF from others, then players would simply play killers that ignore this (Nurse) yet nurse struggles just as much, because the players are individually all skilled.

    Your argument is communication is what gives SWF the edge, and yet communication is not meta, because while communication does have its merits, it is far less then to the already base meta that offers none of this. By stripping communication away they should be significantly weaker right? Well no, because even without communication they are far stronger then solo Q because their individually skilled. Killers want to say (I only lost due to communication) So they can simply ignore any loss they have as (unwinnable).

  • I would agree to make him 115 on one condition, make it so that he is forced to stop and do a hit animation whenever he injured a survivor. The ability to keep using his power on survivors, even after he hit them, is far more powerful then making him 115. Would be more balanced as well TBH

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921928#Comment_2921928

    Do you enjoy gaslighting people? You offered no good arguments against any of mine. Most of the topics i listed completely eliminate whole categories of perks that solo q uses.

    OK

    1. They will always know where the killer is if 1 person sees them. Yes and no. It depends on the killer, map perks available ect. Lets give it the absolute worst scenario, a deathslinger on say coldwind farm. He's slow with cornn blocking his vison giving survivors the edge as you say. Well As the match progress, the distance he needs to cover gets shorter and shorter. Callouts don't really matter if he's remaining on one site of the map. because the distance tis too small for to have a real impact, especial on generators that are placed in dead zones. The killer is either going to be near enough for you too see him or close enough that a callout won't matter.
    2. They can coordinate what gens to do so that they can split up a 3 gen. Isn't that what corupt was designed to do? How can survivors split a 3 gen when all the gens on one side are blocked? If they are wasting time waiting for the corupt to wear too avoid the 3 gen then they are giving you time you need to apply pressure. Even if you don't have corupt relying on 3 gens is a really poor way to play. If your fall back if you pick one side of the map and designate as (your area) then the survivors will simply remain in the other area whenever they need to be healed. Also here the thing, its not difficult to figure out what side of the maps generators have been done. Most gen spots are predetermined, and while they rotate placements, you won't find one anywhere. If survivors big advantage is gen placement then I will give that up, any day of the week for basekit BT.
    3. They can synergize 16 perks to all work together. Completely wrong. Come one lets be serious here. In theory yes you could build some interesting combinations for some really strong fun builds. But any build you can think of is inherently inferior to BT/DS?DH and COH. (COH is its own problem). The point is these perk synergies will always be inferior to the basekit meta. As a killer I would love to see 4 man perk combos, because it would be far more interesting to go against that then another round of meta. I can work around a sabo build, a flashlight build. Windows of opportunity with open handed ect. But they never do, and regardless of SWF or solo, they will always be the strongest build.
    4. coordinate risky saves. I'm not even going to challenge you on that. Let's say you are completely right. Wow what an amazing advantage they can counter camping, how gamebreaking. Have to nerf SWF, because killers want to be able stand in front of a hook and get kills.
    5. They can spoil any surprise element the killer brings so that it only works on one of them once. aka spirit fury enduring, low pro chains. Again it depends so much. Like spirit fury enduring, sure I would agree too that. But lo pro chains? If you are surprising more then 2 survivors with that, then the survivors are not very observant. Surprise abilities only work once per survivor and any competent survivor should be able to figure out what the killer is running fairly quickly.

    Here is the big problem, everything you said is easier with SWF. However almost everything you said can be achieved through solo q, if players were willing to put in the effort. Of course its easier to do things with discord ect, however there is no reason it cannot be done in solo q. So why is it rarely done? Because the real and only strong benefit of SWF is guaranteed competent teammates.

  • @Impalpable said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921930#Comment_2921930

    The thing is that you loose those 1-3 gens no matter what after you first chase. Now survivors have done completly chilled and brainless 30-50% of their objectives right at the start and you have done 8%. You are already straight away now under big pressure and in a loosing situation, dare you to make a single mistake from now on if this is a group which is playing efficiently for their win or share the glimpse of a moment for a fun interaction.

    The general time it takes to complete all gens without brand new parts or toolboxes but gen defence perks is from my experience between 4-10mins depending on the strength, sweatiness of the team and how favorable the map is.

    Tell me now how many hookstages you want to go for in 4 minutes when you play a low mobility killer. When to travel from one side of the map to the other takes already 20s and the average chase time lies between 30s-1m30s (non sluggin/camping/tunneling vs pre leaving gens + hold w + pre dropping pallets) and hooking people takes 10s as well.

    Your not accounting for one thing (pressure). The first 1-2 generators that go at the start occur due to the killer having no pressure at he beginning. Those first 2 generators will always go way faster then the others. Once you as the killer put the survivors in a position where they are constantly trading hooks states, wasting time healing this will slow down the other generators. When you use those times are you accounting for the fact that the generator speeds, should slow down once you get your downs/ injures ect. Or are you saying that generator speeds do not go down at all?

    Also this is where I think people really struggle to understand how DBD works, you will not be versing peak, survivors and killers every match, it is a mixed bag. Yes 4 top survivors vs one top killer is in the advantage of survivors. but in reality, the skill of each survivor is far less consistent. However if you are going into matches with a comp mindset it only makes sense you should verse comp survivors or killers.

  • @KFChris18 said:

    Killers can no longer afford to spread hooks these days. With first chases costing at least one, two or three gens if you're unlucky and circle of healing rendering injuries moot, killer have to commit to the tunnel or lose any pressure they might gain. If games weren't so fast then there would be less overall tunneling, but until the game slows down, expect lots of tunneling and camping. Thats just the reality of DBD right now.

    .... You should be losing at least 1-2 generators at the start... that's balanced. Do you not understand how killer works?

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921853#Comment_2921853

    you must be new here or play at a low level. There is a mile difference between a solo team and a swf. They will always know where the killer is if 1 person sees them. They can coordinate what gens to do so that they can split up a 3 gen. They can synergize 16 perks to all work together. coordinate risky saves. They can spoil any suprise element the killer brings so that it only works on one of them once. aka spirit fury enduring, low pro chains.

    Yeah... no. The real and only consistent benefit of SWF is good teammates. Whenever killers say "communication" and then complain when single survivor loops them very well, shows how the importance of individual competence is really what maters. Communication has merit but its not really all that impactful. Which why I said if they were too add callouts for survivor, that would allow for the same information that swf has right. Well not exactly because information if secondary to the only thing that really matters "personal skill". So when killers say they don't like SWF, what they really take issue with is survivors of equal skill.

  • @Blueberry said:

    It's because the devs don't want to balance for high mmr. They force tunneling to be necessary.

    Is that true? Or is it because the tunnel someone out of the match "strategy" is extremally effective. I understand tunnelling to a certain degree, however a lot of killers will use this strategy at 5 generators. The reason is because it most effective the earlier you start. Now I'm sure you going to say "but killers know the game is unbalanced and that is why they are faced." If that is truly the case, then why are you playing? If the game is so far beyond your control that you have to use this "strategy" before the match has truly started then why do you play killer?

    The reason, is because killers don't camp because the game forces them, but rather because of its highly effective nature. If the game was perfectly balanced killers would camp just as much. The truth is DBD is fairly balanced. The only time its not, is when 4 meta survivors vs a meta killer, which is the only clear indication that the game is somewhat in the advantage of survivors. In practice however, due to the massive amount of addons, perks ect, with players being able to run different gimicks that may not be as strong but still fun, the game is fairly balanced.

    People pick their loadouts before a match has started, and neither side has any real idea what the other side is running, so those who were planning to "Sweat" were going to regardless of 4 man swf or 4 solo q.

  • Maybe, but most players seem to support the idea of giving solo survivors the ability to communicate though in game macros.

    I'm being chased, going for saves, ect. If communicaiton was so important why does nobody feel like these would be a massive advantage. I have seen swf and usually, little communication is needed. So I don't feel like SWF gives the massive advantage everyone says it does.

    @DyingWish92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921786#Comment_2921786

    Lmao are you kidding me? Comms, sabo, spreading out on gens because of comms, body blocking, synergizing perks with the whole team.


  • Why, what specific advantages do swf have?

  • DBD is more... thrilling with a horror theme attached.

  • I don't think they will change them... because they are fine the way they are and are working as intended.

  • Simple DH fix, remove the invulnerability. That way it can only be used to gain a short amount of distant quickly, but cannot be used to dodge a hit.

  • @Leachy_Jr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917409#Comment_2917409

    Id flip that last statement on it's head, if you get downed by a trickster in a decent location you misplayed.

    Trickster and Huntress are not the same killer, and how you play them are different. Huntress requires game knowledge, and her power requires experience to be played at a high enough skill level to. Trickster is one of the killers that are very easy to play. At most loops an opportunity to throw knife should be available at most turns for the killer (shack is a good example). As a result looping trickster at most tiles is actually a bad way to play against him, instead you should pick a direction and run for distance.

  • @randonly said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917573#Comment_2917573

    Exactly, both sides have their problems and the killer will feel a little more and take it personally because even if the game gave a 90% winrate to the killer, someone would always complain about feeling more pressure on the killer's side, no matter how strong the role was, exactly because the game is asymmetrical (1vs4) and all the major events that occur in the match always depend much more on how the killer behaves and reacts.

    That's actually a valid point, part of what makes killer inherently more stressful the survivor, is due to the Asymmetric aspect of DBD. Regardless of the match outcome is how the major events in a match turns out, killer will always be under more stress. Imagine there around 10 or so major events in a match, that could result in either side gaining a significant event. Perhaps one survivor hooked, and if he can just down this one survivor nearby he can capitalize on it. These sorts of events happen every game. The difference is generally out of these 10, it will only affect 1-2 survivors per event, at the end each survivor may only encounter 4-5 of these events per a match. However the killer is involved in all 10 of them. The killer will always be under more stress, even if the game was perfectly balanced.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917558#Comment_2917558

    Maps with 8 pallets in total, which can happen, is also a huge problem.

    Also, that type of RNG you can try to work around having map knowledge and using stealth preemptively in case there is a huge deadzone, while with 4% luck you don't know IF it's gonna happen, and if so WHEN it'd gonna happen. You don't know.

    There are a lot of things in DBD you have little too no control over. I just find it silly when people say, you didn't deserve that win, you just got lucky. Meanwhile praise themselves for how good they are when the game the game blocks the good window, or gets very unlucky with hook placements. Luck is luck. While some somethings people may have a little bit of control, its still a substantial amount for both survivors and killers. At the end of the day (survivor or killer) if I get lucky, I'm going to capitalize on it, as most players will.

  • Doubt it, if I'm facing a leatherface 9 times out of 10, they don't go any more then 32 meters from the hook, and if so, I usually just tab out until the match is over.

  • Because Myers was designed around fun, instead of power. If he was created today, he would be basekit tier 2 and a teleport ability. Far stronger and fairly balanced, but nowhere near as creative or interesting.

  • @XANA7274 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2917562#Comment_2917562

    https://forum.deadbydaylight.com/en/discussion/comment/2917566#Comment_2917566

    Other Gen Slow downs that can be used instead: Surge, Thanatophopia, Oppression, Eruption, Call of Brine, Hex: Pentimento, Dying Light

    Some Skill-check inhibitors: Hex: Huntress Lullaby, Merciless Storm, Overcharge, Unnerving Presence

    So not sure what you're talking about that there are no other slow down perks but Ruin, Pop, and Corrupt? Expand your horizons man...

    And Face camping doesn't work most of the time - you camp one guy on hook, while the other three knock out 3 gens (if they are smart). Killer Face camps the 2nd hooked survivor and they finish the last 2 gens. Boring game, but easily counter-able and will not result in a 4-kill match.

    Yeah, if you took out the killers best anti gen perks, killers will just replace them with the second best anti-gen perks. AS you said (call of brine, eruption, deadlock)ECT. The only difference is these perks are not as effective and survivors will be able to do generators at a speed, that killers cannot compete with. Combined with the threat of DS/BT being removed, they will resort to camping and tunnelling more so. This has happened before. So... yeah my point is still the same, and a better solution would be to make certain perks baseket on both sides.

  • Leatherface is one of, if not he most, overperforming killer in DBD. He is far too oppressive for how easy he is to play and is probably the worst designed killer in the game. You seem to not understand how DBD works. You are not an overwhelming force of power, where you have to put in little effort to feel powerful, you need to practice and learn, to have the skill needed to play the killers at a high enough level that only the top survivors have a fair chance of beating you.

    What you described is a power fantasy type game where you load up as the killer and completely dominate the others , with little skill of your own. These games do exist, however they have all failed where DBD has succeeded. This part is less fact and more theory, but the reason why DBD succeeded where others failed is due to DBD not relying on a single player to determine the match. If a killer can as you say " if he gets you, and wants you dead, you stay dead." Was the staple of a match, then at any point, the killer can take you out, and there is nothing you can do to control this. The killer then has the responsibility to ensure that he uses his oppressive powers in a way that allows for all sides to have fair and fun matches. Its pretty obvious, from the countless failed attempts at this, people cannot do this. As you stated, leatherface is the closest killer to this, which is why he needs a massive rework, as his power is simply terrible.

  • Both sides are just as stressful. The reason you feel less stressed as survivor instead of killer, is you do not feel the pressure to fully perform in a match. In the event that things go bad in a match of DBD for survivor, all you have to do is simply get up and walk away. You can effectively choose when to end the match for yourself at any point.

    However when you play killer you feel the pressure due to when you give up, its a sign of overwhelming defeat, and are forced to remain in the match until the survivors are satisfied with their victory. It seems like you put more value into your matches as killer itself then you do survivor, despite the fact that when you underperform as killer you only affecting yourself, but when you do as survivor your entire team is affected. There is nothing wrong with this, but some people feel the opposite, and some people feel both, and some feel neither.

    I'm glad your feeling less stressed and I encourage you to play whichever side you feel is most fun, however its incorrect to say killer will make everyone feel the same way.

  • Do you want to know what would happen if they removed meta perks for both sides?

    Survivors will do generators at speed that no reasonable killer can keep up with, due to the killers lacking anti gen perks to deal with it. To compensate killers who sometimes camp, will start camping even more because they no longer have the threat of BT/DS and know there is no penalty for using this playstyle. A better idea would be to make certain perks on both sides basekit and seeing what happens.

  • Instead of luck, the unhook should be based on other factors. Such as how long the killer ahs been with x amount of time near a hook, or if the survivor has gotten a certain number of unhooks or generators completed.

    However if you are complaining about luck itself as a factor, would you also be complain when survivors spawn with the minimal amount pallets a map can have. Would complain when the tiles for survivors are really bad, or there are massive dead zones, or would you say well bad luck and move on. Luck in DBD is a pretty big factor for both killers and survivors.

  • So.. they attempted to play a match with party streamers. You wanted to farm and they didn't.

    You then changed and tried to play the game and they were to good so you gave up.

    You then instead of leaving afterwards you stayed because... I'm not sure. Then stalked their twitch streams.

    This is all because they flashlight clicked and teabagged. Yeah you're in the wrong.

  • Because Trickster does not require any skill to play. He is extremely easy for a fairly oppressive killer. Let's say you are a good Huntress. As a survivor you have more control over a a chase against a huntress due to her power being perfectly designed at tiles. Done correctly both the survivor and killer can use game knowledge to avoid, bait or predict one another. Trickster however does not allow for this due to him having far more knives then he needs to get a down. If you cannot get a down as huntress it is possible the survivor is just good. But if you can't as Trickster you are the problem

  • Most people don't play Hag because her power is primarily designed for camping. Chasing survivors in a 1V1 style is a very bad way to play her. She can be played in a "Hit and run" style, but even that is not that strong. So to use her effectively you get a down, and camp the hook. Not facecamp, but rather leave attempting to get hits, but always returning for when they trigger trap.

    This sort of style is frowned upon and is extremely frustrating to go against, and some killers (not all) but some don't respect this style of playing DBD. This is why she is less common.

  • I personally like the idea of survivors starting the match in the dying state.

  • Players complain about NOED, because he robs them from feeling satisfied. Most players take no issue with losing, but how one loses is important. A good example of this was spirit. Spirit was objectively weaker then Nurse post nerf and yet players felt more frustrated playing against a spirt then a Nurse. This was due to her lack of counterplay and survivors inability to have real input in a chase.

    NOED is similar as it feels like players are not losing to a skilful outplay or screw up on their part, but simply because the killer equipped the perk and got a down. There was nothing to learn, nothing to improve upon. This is despite of hte fact that NOED is a fairly weak perk.

  • As survivors lose, more and more of what they can dob you start to create a game that everybody suffers. Firstly survivors suffer as they lose a strategy of playing the game. Its already hard enough with the maps being shrunk, but the hooks not being decreased to compensate, but you want to remove this ability completely? You are removing potential strategies that make a game unpredictable.

    Even worse however is how killers are negatively impacted. As survivors have lost potential strategies, there is only one way to play DBD. To do generators as fast as possible. Toolboxes and keys have both been crippled and as a result, its actually quite time wasteful to bother looting chests. As hook sabo has become harder, far less people bother. Its these ideas that have forced survivors to focus solely on generators and your idea that you should take more from them will only make it worse. Survivors need more strategies available to them, not less.

  • I'm confused... why you want flashlights changed? They require skill to use and honestly need addons to be really viable. There are also multiple techniques and perks to deal with them. What I really dislike about this is what the devs did to toolboxes was dreadful. As it currently stands looting a chest for a toolbox is a complete waste of time, unless it a green or higher. I believe brown and yellow actually will result in more time lost then will be gained using one, meaning that you have to bring the item every time to get value. As it stands there is no value in keys, only a little value in toolboxes, the only thing left are flashlights, and they already can be countered.

  • @SilentShepherd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906019#Comment_2906019

    this person gets it.

    Bubba is ridiculous. Yesterday I played against a Bubba who was swinging his chainsaw as he mindgamed back and forth around a rock. He could control Bubba so well DURING THE CHAINSAW SWINGING that he was able to double back and double back over and over, trying to mindgame me until he finally was able to get a good angle and then just insta down me due to how much ground he covers while swinging.

    The real issue is the ability to instantly down. If it was a two hit I think he would be fairly balanced, however the fact that he can put straight from the healthy to down state means you are forced to drop the pallet early every single time. Then he uses the fact that his chainsaw can break pallets allowing him to break it and get right back into the chase with no penalty and can use his chainsaw with only a penalty of I think 3 seconds. Either they need to make it so his chainsaw cannot break pallets or it doesn't instant down. Preferably removing the instant down, because the change the devs made to him did not fix camping bubba at all.

  • Simple buff to Hex totems, the totem is only lit, once the perk is in affect. (only exception is Haunted ground obviously). This way totems can't be taken out until they get some value, however minimal.

  • Boons are fine the way they are. The only issue with booons is COH. For example do we need a timer for COH? Absolutely. Do we need one for boon dark theory? Not really, and I would consider it the second best boon behind COH, although that is slightly subjective. Fix COH and you fix boons.

  • In terms of priorities speed of a lobby, takes priority over anything else. Connection, location ect. If a match is balanced then that's just a bonus. The devs stated and I think they are correct on this, it would be possible to create a balanced match 100% of the time. However people would need to be willing to wait 15-30 minutes per match. That's why matches are rarely balanced.

  • Corupt. Imagine blocking half the hooks for the first 3 minutes of a match. It would be insane.

  • @Kepler_22b said:

    https://forum.deadbydaylight.com/en/discussion/comment/2909436#Comment_2909436

    Yeah I kind of neglected that didn't I. Blacklist aura reading addons, boom. And yes stealth really isn't that good, but that's ok because the survivors are meant to be caught. Also, for BHVR to add a NEW gamemode would be unprecedented. That could cause some talk and reinvigorate players who left to at least come back and try it.

    The bigger issue is you would be splitting the player base. Depending on the time of day, wait times for matches are already fairly long and splitting it further would make it worse. Especially for game mode you created that is basically made for killers to have a dominating power type match, that requires little skill or input as oppose to base DBD that requires a lot of focus just to stand a chance of wining. DBD really afford to lose any more killers. Not that your idea is bad, but rather, its the same reason why DBD can never create a comp or casual game modes.

  • Incorrect. DBD is mostly balanced. Just because you can't 4k every match does not make survivor unfair.

  • Won't work. Stealth as been crippled in this game, its not just bad method its impossible. You say killers can run any addons they want but plenty of killer addons reveal aura. Due to map size, map design, and genuine hiding spots, it simply would not work. Most importantly, dbd does not have enough of a player base to allow for a second gamemode.

  • Because what is exactly defined as camp and tunnel is somewhat subjective. There may be some clear examples, but its not uncommon for a survivor to view an event as tunnelling, and a killer too not. Also there have been attempts to address this before. The Swivel hook, the 1 second immunity when unhooked ect. Its not exactly ignored, its just if there is a way to work around or abuse it, you bet survivors or killers will figure it out cheat the mechanic.

  • Any means necessary for survivor. Its an amazing perk for tracking where the killer is and I don't think people realize that. The ability to reset pallets is just an extra benefit.

    For killer: hex devour hope. Its not really strong and usually you need to combine with with undying, but oh boy is it a fun perk. Even just by itself I will usually get one insta down from it, so I consider it to be better then Hex: Haunted ground.

  • I"m confused are you saying you want to vs bots?

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907261#Comment_2907261

    No, I don't want breakable walls. They were originally advertised as a way for killers to bust up bad loops, but before they came out they actually fixed most of the bad loops in a way that killers didnt need to sacrifice so much time to make them actually playable. Door breaking is slow as hell with the default animation, and made killers' time that much more valuable as if it wasn't already that much more important than the survivors.

    People complain about gen speeds a lot, and the devs refuse to touch them since it would be more boring for holding m1 and reading twitch chat enthusiasts. The other side of the coin would be addressing killer time waste in general, which should be very minimal for the 1 in a 1v4. Its a big part of why the 2 seconds to snuff a boon is often worse than the time it takes to light them, since you have to add in the other factors like travel time, lost pressure/abandoned chase, etc. Make it so door breaking can be done with a normal attack/blade wipe like how some killers can break them with their powers and it would be an actual compromise, We literally went from an actual fix to a fancy bandaid fix.

    Killers don't want strong loops, not happy. Killers are given a way to deal with strong loops, still unhappy. Literally will not be satisfied until survivors lose the ability to run. I remember when killers were complaining that double pallet vacuums were the only thing holding them back and if they just fixed that they would be happy. 20 patches later and more buffs to killer then people can count they are still complaining. There will never be day when killers are happy.

    Gen speeds cannot be touched because killers camp and tunnel. FACT. So long as killers use this playstyle the gen speeds need to be possible to finish before the survivor on the hook dies. Unfortunately so many killers justify this awful mindset making the devs unable to do anything.

    As for boons the only boon that is a problem is COH. Its not even broken at high skilled DBD. Against an extremely skilled Nurse, Blight, Its fairly balanced. The killer's broken downing potential is counted by the survivors insane healing speed. The issue is when you apply it to any killer not playing with a competitive mindset, then yes it is fairly overpowered but again this goes both ways. If you traveling across the map to disable boon expediential, then you are not playing killer properly.

  • @WesCravenFan said:

    What was your question, exactly?

    Why give leatherface an overheat mechanic to prevent him making it near impossible to get saves, when the devs themselves deem it acceptable?

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907211#Comment_2907211

    1) Fix loops (good)

    2) Introduce breakable doorways (bad)

    3) rebreak loops, but give killers the one time time-sink to "fix" them mid match via said breakable doors (also bad)

    4) introduce Circle of Healing (every single second is now worth its weight in gold)

    also "artificial dead zones" are less common than "a jungle gym leading into killer shack loop" or "multiple loops with zero mindgame back to back in general." Or my personal favorite "all 4 scourge hooks spawned right next to each other in a corner of the map with no pressure, survivors spawning directly overtop of ruin, while also spawning spread out at the start"

    At least Windows of Opportunity can give you the info to not route a chase into a dead zone to begin with.

    You don't want breakable walls? I would be more then happy to revert them back to how they were, try catching me on any of the main buildings pre breakable walls. You could say "Well just remove the wall." The point of the wall is to give the survivors one good loop before its broken and heavily crippled for the rest of the match. As for COH, yeah you would have a lot of difficulty finding players defending COH, and if you do, point them out for me and I will call them out on it. Boons in general ae balanced. COH just needs a complete rework.

    As for dead zones its somewhat map dependent. The point was each map does have these. There is nothing wrong with the maps in DBD. I think a larger issue is the random aspect of DBD. You can have a map where shack, leads into TL wall and loops into another loop that connects into main building. Then on the same map, a massive chuck of it simply has nothing there besides maybe a single extremely weak pallet. Depending on where you start in a chase has massive impact. So yes DBD is weirdly balanced in a way that is unfair to both sides.

  • @Exxodus21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2907187#Comment_2907187

    This is BS. Gen times aren't fixed because people cry that doing gens is boring. Yet BHVR refuses to even add a secondary objective or reduce map sizes to patrolling gens is easier. And those same survivors that cry about gens being boring seem to do nothing but work on gens like their literal lives depend on it.

    Chases and using your perks/items are the fun parts of the game. That's where the focus should be. Not holding M1 in a stationary position at a gen or staying with 10 meters of a hook until a survivor finally dies on their first hook. DbD can be better. DbD should be better.

    Umm they did reduce map sizes. And fixed loops. Again they can't add more onto survivors without fixed camping. There would not be enough time to do all the objectives. I agree using your knowledge and skill in chases is the fun part of DBD. It's a shame that killers took such amssive issues with this and had to create artificial dead zones maps to force downs. But hey at least we ae in agreement. Let's hope they revert a lot of those map "fixes" so survivors can really implement their game knowledge in chases but it's unlikely.

  • Unfortunately its proven fact that if gen timers were increased, killers would actually resort to camping more, not less. The reason why gen speeds cannot be changed is A because killers camp, slug tunnel ect, and generators need to go be this fast to compensate this. Second increased gen timers are just boring. There are more then enough perks, addons ect to deal with gen speeds, and if you choose not use them then that's your choice but that that happens. Killers have been heavily favoured for most of DBD, which is why most changes have been killer sided. Reduced map size, decreased pallets, blocked loops ect. And more perks then you need to deal with gen speeds. If killers came out in agreement to put in harsh game mechanics to discourage camping and tunnelling then killers would be forced to play the game propprely and gen speeds could then be altered to properly match this. But unfortunately as it stands this is unlikely to happen.

  • You need to either time the blast so that it goes off just before they reach the pallet, stopping the drop action, or timing it to go off as they are dropping it, to stop them from doubling back over. Timed correctly you will be able to beat them around the pallet before they finish the loop and the shock effect is finished. If you find this isn't happening, then you are mistiming your shocks.

  • Killer's that lack counter play need to be weak in order to justify their oppressive power. Take the Artist, her power does not allow for counterplay and can shut down any loop with ease. In order to justify this power however she lacks the map pressure needed to slow down generators. Thus she is a killer that killer mains don't like due to her being objectively weak, and survivors don't like due to her not allowing for them to have any input in chases. . Ideally you want a killer that has extremely high potential, but is offset by the survivors ability to counter them. Blight, Hillbily, Huntress, Nurse ect. These killers are all fairly strong, far stronger then killers like Artist who lack counterplay, however survivors feel like that have more control over how a match goes and therefore has fun as well.

  • @Ula said:

    I play all rarities of addons, but I think on average I pick greens (I mostly play hillbilly).

    https://forum.deadbydaylight.com/en/discussion/comment/2906174#Comment_2906174

    I disagree. There are addons that are strictly bad if you're looking to win and offer different ways to play the killer. That also depends on what killers you're playing.

    I'm guessing you mean things like the joke addons, such as not injuring survivors when they step on bear traps, that drastically alter the power, but I don't know any killers that play most matches like that. However you state that you play mostly green addons. Most green addons across most killers are not gimmick but rather just a straight power boost. Even addons that decrease the timer on things by even one second changes what the killer is capable of. The power boosts are nice, but if you learn to play with them by default, you will struggle if you don't have any.

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