Ivanynakov
Ivanynakov
About
- Username
- Ivanynakov
- Joined
- Visits
- 553
- Last Active
Comments
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413232#Comment_3413232
That would waste so much time, that's like extra 4 minutes of just choosing perks. Just so someone DC, because they don't like outcome.
Lot of perks have value only if other side don't know about it.
Hexes would become even more useless than they are now. Every aura reading perk would be way worse.
There is not that many perks that would benefit from this, but way more perks that would become trash.
When you know that enemy has hex perks you can finally pick totem cleansing perks. Otherwise noone cares about them, or do you?
Knowing about enemy aura reading perks gives more space for mindgame. Isn't that the core of DBD? Also good players can tell pretty quickly what perks opponent is using anyway.
Knowing every single perk actually creates the huge gap between good and bad players, especially for survivors. This is huge topic by itself and has a lot of things to do with balancing btw. And eventhough remembering and recognizing all perks is a skill I doubt that BHVR wanted this to be a part of gameplay. I think that great and good players should differ by good reactions and decisions. Knowing when and what perks to take would be a part of decision skill.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413189#Comment_3413189
You see someone using No Mither, do you go for it?
Some challenges, make you do really stupid things. You would be able to guess it from his build and know he is going to be useless most of the time.
I can imagine lot of players would dodge that lobby.
I would be completely fine just to get it as info on loading screen, so I know what to expect from them.
Of course it would be optimal to have it in lobby, just so you can be sure there are not multiple inner-healing etc. but that would be also more work for devs.
it would be way easier to implement it for loading screen.
Sure. Having it in loading screen is something I completely vote for.
But my thread is more about the question "How do we make our perk choice be more mindful and strategic before starting the game?". Devs made some really cool niche perks that counter Killer's perks and vice versa. But having those counter perks is pointless untill you know what perks your opponent is using. It would be much more fun being able to pick perks one by one. First Survivors, then the Killer. Again Survivros, Again KIller, etc. For now our picks are blind.
-
@DaddyMyers_Mori said:
People should really give up on new game modes...
But I think survivors should be able to see each other builds while game is loading at least.
Would be more difficult to implement it into lobby, it would also result in survivors dodging the lobby whenever they don't like someone's perks.
Focusing on pleasing toxic people is completely wrong.
Also when I play SoloQ (eventhough I am Killer main) I don't see much of players leave when the teammate prestige is too low nor DC when someone is playing bad.
-
@IWasLeft2Die said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412884#Comment_3412884
It's not just that those killers are considered strong by many, but imagine you as a killer player play primarily 2 or 3 killers and esch get banned (even if it's not those I mentioned). That is a really miserable experience. Banning killers doesnt work
By intoducing killer bans it would force Killers to try new ones. And as I said previously, number of Killer character bans may be less than 4.
But tell me how would you imagine ranked league. This was mine suggestion and I think it is OK if community improves it.
-
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412884#Comment_3412884
Doesn't matter. Even if you limit the ban a killer feature to two, or just one, then most likely Blights will never get a match ever again.
So what you are actually saying is that you love my idea but would like to nerf Blight to correspond other Killers? Give Vote Up then.
-
@IWasLeft2Die said:
Banning killers would be pointless. Just about every tournament team would ban nurse, blight, spirit, and some random killer (assuming they don't know who they are playing).
Banning 4 killers would be obnoxious and I don't see many killer players being okay with it
I don't find it pointless. In your words killers pick only those 3 characters. That is horrificly bad. So banning them would bring other killers to the game.
But also If everybody is afraid of those 3 killers than obviously killers need balance.
Other option is to have "party leader" who would ban only 1 killer. Or limit bans to 2 killers in sum.
-
@Spare_Them_Mori_Me said:
Pretty sure this would lead to people leaving lobbies constantly once their perk got banned, etc. Highly doubt BHVR will allow that.
So... would Ranked League work for you if there were no perk bans and survivors could pick same builds?
-
@Ἥφαιστος said:
It's the only thing that they can do in order to escape and leave the trial. There is literally nothing you have to do besides generators. You don't have any other major objective besides that and you can safely ignore Hex totems because almost all of them sucks badly.
Killers are bored. Survivors are bored.
Do something.
Actually I agree. Would be great to bring second winning condition for Survivors. But those kind of things should be implemented in "new experimenting modes" first to try it out.
Ideas:
Obsession has the ability to collect the keys which are randomly hidden. Taking the key applies Exposed effect for 40s. With all of keys collected, obsession can open up the gates.
-
@FootMan2893 said:
https://forums.bhvr.com/dead-by-daylight/discussion/373823/ranked-league-with-bans-and-picks
Comp rules don't work for random lobbies. Cause you'd have 4 random people all trying to go their own builds but get cucked because someone else wants some combination of the same stuff. It only works in comp matches because the teams can actively coordinate and delegate roles to members. This guy is in charge of being chased, this guy unhooks and gets deliverance plays, this guy runs the boons, ect.
It also wouldn't be good because 4 killer bans is enough to wipe all of the strong killers off the table. Bye bye nurse, blight, huntress, and spirit. And other killers just aren't strong enough to be competing at try hard levels. Maybe it'd work for low and mid elo but once you get to high elo GL beating a good team with Pyramid head or some crap.
And that doesn't even touch the problem that is perk balancing atm. With gen regression perks thrown into the dumpster killer only has so many perks that actually impact the game anymore. Every game would see Bamboozle, Corrupt, and Devour banned at the least.
Your proposed system looks balanced on paper but heavily favors the survivors more than the killer, exactly how the game functions as skill levels rise and both sides get better at their roles.
- If ranked league will not be balanced then it means that the game is not balanced. But we are speculating about what Killers and perks are stronger than the others. Ranked league statistics (bans, picks, win ratio etc) has always been the biggest help for balancing competitive titles.
- You face the unorganized chaos in Soloq because nobody had a chance to "pick the role". Noone knows what other players pick so you can not adjust. All builds that killers and survivors go are completely blind. That is the reason why we see the same solid perks being so popular. Devs claim perks to be balanced because they counter each other. Very ironic.
-
@FootMan2893 said:
https://forums.bhvr.com/dead-by-daylight/discussion/373823/ranked-league-with-bans-and-picks
Comp rules don't work for random lobbies. Cause you'd have 4 random people all trying to go their own builds but get cucked because someone else wants some combination of the same stuff. It only works in comp matches because the teams can actively coordinate and delegate roles to members. This guy is in charge of being chased, this guy unhooks and gets deliverance plays, this guy runs the boons, ect.
It also wouldn't be good because 4 killer bans is enough to wipe all of the strong killers off the table. Bye bye nurse, blight, huntress, and spirit. And other killers just aren't strong enough to be competing at try hard levels. Maybe it'd work for low and mid elo but once you get to high elo GL beating a good team with Pyramid head or some crap.
And that doesn't even touch the problem that is perk balancing atm. With gen regression perks thrown into the dumpster killer only has so many perks that actually impact the game anymore. Every game would see Bamboozle, Corrupt, and Devour banned at the least.
Your proposed system looks balanced on paper but heavily favors the survivors more than the killer, exactly how the game functions as skill levels rise and both sides get better at their roles.
- If ranked league will not be balanced then it means that the game is not balanced. But we are speculating about what Killers and perks are stronger than the others. Ranked league statistics (bans, picks, win ratio etc) has always been the biggest help for balancing competitive titles.
- You face the unorganized chaos in Soloq because nobody had a chance to "pick the role". Noone knows what other players pick so you can not adjust. All builds that killers and survivors go are completely blind. That is the reason why we see the same solid perks being so popular. Devs claim perks to be balanced because they counter each other. Very ironic.
-
@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411768#Comment_3411768
This should be available at all times, regardless of whether a character is prestige or not. Like, is BHVR against people having choices?
I would like to have it availiable all times too. I often buy a new character just for his perks. So I need to get them to prestige 1 at least without even playing them.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412181#Comment_3412181
Well that's the thing. It's like in other games "autoscaling" where environment changes according to your level. Some people like it. I absolutely hate every game that has this. If I lost - I lost. I don't want something to artificially change it. Same thing if I won. The only thing that should be done is cut down time where there's no hope for one side - which quite frankly for killer is like almost never.
Yes, cutting down the ending for hopeless games is another solution of the same problem, both viable. But that would be for another topic. If you come up with intelligent solution, write a thread and post it's link as a comment here please.
-
@Crowman said:
If there's 2 survivors left with 4 gens remaining, the survivor team messed up. Giving them increased repair speed wouldn't solve anything. All this would do is make the overall killer experience worse as you are just adding a punishment to the killer completing their objective.
You forgot that there are 3ppl alive before they become 2. So there would be repair speed boost before 4gen 2ppl situation.
-
@SeaFlower said:
Nothing says equivalence like the 4 survivors having greater banning ability than the 1 killer who has to match up to the 4. Also this will never work. Not enough players and people will ban all slowdowns and second chance.
I am not sure I undestand you point.
Survivors ban 4 perks in sum. Killer bans 4 perks in sum. In the end it is 4 banned perks for each survivor.
-
@Gandor said:
Sounds bad.
For 1 gen vs 4 survs - it promotes slugging/bleeding out and 3-genning. Boring. Let survivors win instead. They earned it if they did all gens.
For 4 gens 2 survs - it's just unfair to killer. At that point give up or suicide are better options (or showing aura after some time). The match is lost anyway and killer deserves to win that one.
Imagine having 3 situations.
- Balanced game when each sides believe in possible win till the end.
- Killer destroys all Survivors. Survivors already lost after 5mins of game but both Killer and Survivors need to play 10 more minutes, cause killer deserved it.
- Survivors destroy the Killer. Both Killer and Survivors have to play another 5-10 min cause they deserved it.
First version (balanced game) is obviosly most fun for both sides. So imagine tuning down other 2 options SLIGHTLY closer to the balanced game. Remember that speed increase/decrease should be set to fair percentage which will be discovered after several tests.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411279#Comment_3411279
You know what sure, if we include feature to find survivors, who are not doing any objective.
We can help them to finish gens, but it would be nice to help killer find them when both of them go hiding waiting for hatch. That's annoying as hell.
That seems fair to me.
I had second thought about what you said previously about slowing repair speed. It would actually make sense. If all 4 survivors are alive and only 1 gen is left to do, then it would be good if they had to make it slower.
Killer can monitor 3 gens, but with 4 survivors alive it may be way too difficult.
So starting with 5 gens 4 people would be default repair speed. Completing gens will slightly decrease repair speed. Killing survivors will make them repair speed slightly faster.
-
@ad19970 said:
I have been thinking about this lately and would be interested in what other people have to say.
Solo Queue is a pain point that many people complain about. It seems like many people agree that the power level order is Solo Queue < Killer < SWF. And I would agree with this when talking about the general experience, when only talking about balance however, I would say all of these are not nearly as far away from each other as some people would argue, with Solo Queue maybe even being on a level of killer.
Most people also seem to agree that it's an issue of matchmaking, which I definitely do agree with to an extent. Balance, in my opinion, is the least of all problems solo queue has, now that solo survivors have icons to work with. The game is arguably in the best state it's ever been, balance wise, if you ask me. Or at least it's almost there.
But I wonder if matchmaking is the only big issue of Solo Queue, or even the biggest issue. Thing is, with matchmaking being such a problem, you'd think that both sides would have equal complaints about matchmaking, but at least I personally see much more complaints from survivors than killers. For every survivor team that is completely outclassed by the killer, you would expect a killer that struggles immensely with a survivor team.
Of course, SWF might be the reason that is not the case, keeping a lot of people that are good at the game out of solo queue, because they play with friends. I do not know the stats on SWF, but I do believe that a lot of swf groups are just 2 or 3 man swf's.
Personally, I think there are two other issues for solo queue that BHVR really needs to look at.
The first one is the tutorial. I finally got to play it since I was forced to do so after the last midchapter update, and boy is it bad. What this game needs desperately are tutorials that teach players a bit of advanced gameplay tips as well, especially when it comes to looping. This game's tutorials do absolutely nothing for that. To me, it seems like too many survivor players are just bad at the game.
The second problem are the archive challenges. I fear these are a particular source of frustration for solo queue as well, because instead of playing optimally, some survivors simply waste time with their missions. The cleanse 4 totems mission is a prime example of this. Of course the only solution would be to make missions more boring and samey, but honestly, I think that would be better. But missions like having to cleanse 4 totems need to go, fast.
Well some basic tutorials for looping may be nice. But I think there is also information barrier for novices when it comes to perk description. It is full of unnecessary information. I made short thread about improving this issue: https://forums.bhvr.com/dead-by-daylight/discussion/368961/shorter-and-clearer-perk-descriptions#latest
-
Hahah. Reading this part
"Damn it's atrocious, people get left on hooks, people suicide.."made me laugh! I imagine the scene when you are enetering the city and everybody is here on fire running in panic :D Real Soloq :DBut I agree about Survivor's learning curve being much more slower and difficult than Killer's. Even for SWF. Would be nice to balance it somehow but we would be talking about complete game rework IMHO.
I made a 2 short suggestion threads how to make SOLOQ games more teamplay based here:
-
I really appreciate bloodweb rework. This was huge for me. Survivor's activity icons are great too.
There are tons of other QoL changes I would like to see though. Autopicking new quests, Survivor bloodpoints reward rework, clearer perk descriptions, adding communication phrases for survivors.
I would not mind if new Chapters were released slower but we could see more of QoL changes.
-
@[Deleted User] said:
I recall this post. Was going to comment but got distracted.
I don’t have a lot to add but I think it’s a good idea.
Thank you! Hopefully devs will at least read it. Do they ever respond?
-
Agree. Very unfair.
Also actual BP reward system is player centered which motivates people to care about yourself only. I have simple and effective solution for rewarding team play in this post https://forums.bhvr.com/dead-by-daylight/discussion/373694/soloq-improvement-survivor-rewards-rework
-
@killersRlul said:
It would help if they didn't punish you for losing a 3 minute chase you're inherently going to lose. Half my points for "losing" the chase which is literally how the game is designed. Pretty stupid. Would be different if it wasn't 1 of 50 killers that might switch targets if they're getting run around.
Sorry, I am not sure what do you mean. Can you decribe it more precisely?
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411231#Comment_3411231
How is it more challenging when it's easier?
Unless you mean more challenging for the killer.
Just so you know, I am killer main. And I want survivors to "suck" less in desperate situations. It is not fun to kill 2 people in 5 mins and spend other 10mins searching 2 survivors too scared to even touch the gen. Because God help them if they do.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411224#Comment_3411224
So help survivors when they are losing, but killer can be screwed. I see...
You want to tell me you were never left to die on hook as soloQ?
I have definitely hit second stage many times for same reason.
Also died there, because no one went for save.
It shouldn't be easy to get from this situation. 2 survivors with 2 or more gens to finish is bad. It shouldn't be easy
So what if most survivors give up? It's their choice. I will always try to get best chase as possible, because it's fun. I don't care about escape.
I think you misunderstand me. I want to give survivors little boost in their very bad game to give them a chance. Not to compensate their failures 100%. So the repair boost should take killer's leading position into consideration and keep it difficult for survivors, but fairly.
We will always have those teammates who will not rescue us. Repair boost will not make it better nor worse. I already argued that with fair amount of boost.
Having 2gens 2survivors situation is difficult, but quite fairly beacuse it is possible to win. So this level of difficulty should be the highest. That is why survivors need repair boost. To lower the gap between 4gens and 2gens when only 2 survivors left.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411231#Comment_3411231
How is it more challenging when it's easier?
Unless you mean more challenging for the killer.
Yes, more challenging for the killer in games when it is too easy for him. It lowers the skill gap a little so the game is not too straighforward.
Killer doesn't need to be sad. Average killer kill rate is 60% which means 2.4 survivors are dead each game. And BHVR will keep this ratio.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411224#Comment_3411224
So help survivors when they are losing, but killer can be screwed. I see...
You want to tell me you were never left to die on hook as soloQ?
I have definitely hit second stage many times for same reason.
Also died there, because no one went for save.
It shouldn't be easy to get from this situation. 2 survivors with 2 or more gens to finish is bad. It shouldn't be easy
So what if most survivors give up? It's their choice. I will always try to get best chase as possible, because it's fun. I don't care about escape.
If the boost is set fairly then it takes killer's leading position in consideration. So it is still difficult for survivors but finally possible.
New players will forget/be afraid to save you from a hook no metter what. Repair boost will not make it better nor worse.
Getting from 2gens 2surv situation isn't easy but somehow fair eventhough very small boost could make it a little bit more fun and fair(2-5% maybe).
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411202#Comment_3411202
Yeah and it's not good idea...
Well I should have named it "repair boost based on generators/survivors ratio". If the amount of boost was balanced correctly it would make games so much fun and challenging.
-
@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411200#Comment_3411200
It wouldn't be a punishment to the killer. The idea wouldn't be to make gens repair so fast the killer has no chance. The idea would be the last 2 survivors still feel like they have somewhat of a chance of getting the doors open rather than just accepting it as an always lose situation. Gen speeds and also required gens to power the doors should absolutely scale based upon how many survivors are left. You'd be surprised how many survivors just give up when 1-2 people on the team are eliminated and 3+ gens are left to do. It almost always goes to a hatch or 4k.
Thank you. 100% agree. Game is lost and not fun but has to be played 5-15 minutes because of game design.
-
@DaddyMyers_Mori said:
So if there are 4 survivors and 1 gen, will it be slower?
That would be fun with 3-gen again....
Just no, changing gen speed based on variable is always bad idea.
Survivors left teammate to die in hook, because they wanted to finish gen instead? Guess what, you can do them even faster, because of it.
No, I would suggest only boosting repair speed. Killer would protect last 3 gens too easily.
Nobody would sacrifice teammates if the repair boost was set NOT to be as efficient as having 1 survivor alive.
-
@Crowman said:
If there's 2 survivors left with 4 gens remaining, the survivor team messed up. Giving them increased repair speed wouldn't solve anything. All this would do is make the overall killer experience worse as you are just adding a punishment to the killer completing their objective.
It balances straightforward games.
The most fun matches are when it is challenging enough. When the game is too hard or too easy it is not fun for both sides. Remember that this will help ONLY these survivors who messed up waaay too much. And repair speed boost should be kept on fair level of course.
-
@Trotay said:
Where is the update to have built in self pick up ffs. Every single game the last 2 survivors are exactly the same. They get one down and they leave them and go looking for the other. I shouldnt have to run specific perks to have a chance at hatch. I've taken to DCing so the last survivor has a chance rather than lay on the ground for 1-5 minutes while the killer looks for and loops the last survivor.
Or better yet, bring back old hatch. You've buffed killers to the gods and nerfed every option for survivors, you can play a great game and the killer still get a 4k.
The problem is not that you can't pick yourself up. I think it is because when there are 2 of you left and 2+gens left, then it is no chance/no fun scenario. I made a suggestion for making repair speed dependent on gens/survivors ratio. https://forums.bhvr.com/dead-by-daylight/discussion/373702/repair-speed-dependent-on-number-of-gens-and-survivors-left#latest
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411070#Comment_3411070
It's because if you play effectively, you will not do everything as survivor.
It's rare to have good chase, work on gen, save survivors etc. even if you escape you probably didn't get to all of those.
As killer, you have to do everything. There is not other player to do it (steal your BP basically).
I wouldn't mind if BP were partly team based for survivors.
You don't want it fully based on team, because don't wanna reward useless teammates...
Makes sense. Rewards for both Killer and Survivor has to be balanced. Especially when we know that BHVR is striving for 60%kill rate ( = 2.4 survivors dead each game). It would make sense if 2+ survivors escaped recieved more bloodpoints than the killer.
-
@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411070#Comment_3411070
It's because if you play effectively, you will not do everything as survivor.
It's rare to have good chase, work on gen, save survivors etc. even if you escape you probably didn't get to all of those.
As killer, you have to do everything. There is not other player to do it (steal your BP basically).
I wouldn't mind if BP were partly team based for survivors.
You don't want it fully based on team, because don't wanna reward useless teammates...
Yes, makes sense. Sounds like it would be good to balance BP for both Killer and Survivor.
-
@DaddyMyers_Mori said:
This is not really soloQ thing, but would be good anyway.
Survivors are trash at farming BP.
It may be because killers have basically nonstop 100% bonus. At least evenings, when I play.
Agree with everything. But even without bonuses, I also feel that even playing good game with Survivor will give you less bloodpoints than playing average with killer.
-
@Ivanynakov said:
- Giving solo players more communication possibilites would help. Like prewritten phrases "I need healing", "Going for Unhook" etc. I made short post with suggestion https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408791
- Reward players for teamplay. Imagine survivor recieving ~4x less bloodpoints for the in-game actions BUT after the match your personal score is multiplied by number of players survived. So you would care about teammates the same way you care about yourself :)
I understand that personal score is important. But other team based games share their wins or loses. So why not to combine your personal score with team score?
-
- Giving solo players more communication possibilites would help. Like prewritten phrases "I need healing", "Going for Unhook" etc. I made short post with suggestion https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408791
- Reward players for teamplay. Imagine survivor recieving ~4x less bloodpoints for the in-game actions BUT after the match your personal score is multiplied by number of players survived. So you would care about teammates the same way you care about yourself :) https://forums.bhvr.com/dead-by-daylight/discussion/373694/soloq-improvement-survivor-rewards-rework/
-
@SuperMunchkin95 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387519#Comment_3387519
I wouldn't mind this, but I like the storytelling they've got going on here. For We're Gonna Live Forever, it says "Your few friends deserve the best protection" I know that is super small, but that shows the developers care for even the smallest detail.
Well yes, it is a nice little touch. But I would suggest to move it under the separator to "Lore section". So there can be clear information hierarchy. Gameplay -> Terms Description -> Additional Story Text (Lore).
-
Interesting.. I posted the same thing as the comment to another thread and got 19 upvotes. But having whole thread for it seems not to be effective?
-
@LuthirFontaine said:
I remember playing smite with that....
You rock! Cancel that! You Rock! Cancel that!
I think having "cooldown" on communicating those messages would solve spamming issue. Also ability to mute players would be needed, just in case.
-
Yes. Lots of other competitive games which are afraid of toxicity uses this way of communication. So I wonder why BHVR doesn't implement it here. If this is because of horror atmoshpere then.... for example I think using "Thank you" will be better than teabagging.
-
What if your personal objectives gave you 4x less points BUT in the end of the game it would multiply by number of survivors escaped?
Would push the overall teamplay for sure.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391571#Comment_3391571
So then like don't complain you're depipping then when it's one of the easiest things to avoid?
Really, the one case where it's impossible to is if you're getting facecamped, your team DC, or they just simply won't save you
Ehm... where exactly did I complain about depiping? AFK bloodpoint farming killers/survivors have to go away.
-
Autoselect next quest from Archive path once previous is completed. Possibility to claim rewards later. So you dont need to go to Archives after every.second.game.
-
Shorter and clearer perk description..... I know that veterans remember all perks including their names but PLEASE ... not every player has 1k hours in it.
-
I have a friend who loves playing killer but not survivor. And playing duo survivors is not fun for him so we rarely play together. I wonder if we can come up with new game mode which would need as few changes as possible.
-
@bunnyfengenthusiast said:
Opens up the game to all kinds of abuse, and overt working with killer. There's KYF if you wanna play with friends.
I don't mean that the classic thing when one is survivor and the other is killer. I mean NEW MODE like 2 killers or 1killer 1 traitor 4survivors thing. Just want to brainstorm the ideas how it could be possible.
-
@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387570#Comment_3387570
I don't get why afl killers are hated, it's a free escape and if it's a macro killer, then your team can easily farm to get double pip up if they're not stupid and just genrush and open the door immediately
LOL. Cause I play to have fun. Not to farm bloodpoints
-
Agree 100%. I wonder whether those afking killers got banned after several reports. Because I do report them.
-
Agree about 5. Also would be cool to name them.
-
And another one



