JPLongstreet
JPLongstreet
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- JPLongstreet
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665941#Comment_3665941
Removing lobby is not a good idea.
I like to tell people what i run. Soloq is bad. Why nerf it even more?
Names during match? Those can go.
What if removing lobbies is the best way of solidifying the matchmaking system, and mitigating the backfilling problem?
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667180#Comment_3667180
I feel offended.
I'm not. I know I suck, and have so much to learn....
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@Atom7k said:
The idea here is that if the match is not fun because of a killer who tunnels agressiv at 5 gens, the killer holds a three gen from the start or sluggs every survivor for 4 minutes, you can just dc the game and move on.
I was against this idea myself for quite some time but with the tunneling becomming more and more present I feel like it should be okay to leave a match behind without facing a total of 26 minutes timeout.
People who dc on everything will keep dcing and therefor get their timeout. It's just that I think survivors shouldn't be forced to play a game that is extremly boring or frustrating. Neither should the killer. If you face a bully squad you can leave the game and move on without penalty.
Also this would discourage survivors from ending theirself at the hook leaving the team with at least a bot, also killers would be discouraged from these kind of playstyles because they would then have to play a match against bots.
I think all of us have faced matches where we were seriously thinking about leaving the match because it was draining the fun of the game and ruining your mood for the evening.
Absolutely not. Each and every time they have to turn off the penalties evil things happen. Every time. Giving three freebies per day would be a terrible idea.
Players on both sides when given the opportunity will DC so quickly, for the tiniest things. Killer gets an unfavorable map, yeet. First surv found & downed, yeet. Flashy surv runs into Lightborn, yeet. Killer gets boiled over, yeet. Killer gets head-oned, yeet. Surv gets a killer they dislike, yeet.
Basically either side finding out something that annoys them, yeet. Games quickly become miserable all around, and then degrade until unplayable. And it goes on like this until the penalties are restored. So no way fam bad idea.
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@Pulsar said:
I am still in favor or just removing the lobby and names during a match.
@Aven_Fallen said:
I think it is fair that Killers adjust their build to what Items are brought. Where it was not really good was when they could still switch in the Lobby, so seeing Medkits and switching to Plague was kinda...eh.
However, the Lobby is simply outdated at this point. Killers dont use this information to prepare, they use this information to dodge the Lobby, they are cherrypicking. Which also screws with Matchmaking and results in weaker/stronger Killer players ending up in Lobbies they simple dont belong in.
IMO it would be fine to remove the Lobby completely. It really does not fit the purpose it was intended to fit, let alone that it is a relic from the time the Killer was the host. Or they keep it (removing names and profiles of course, those are not gameplay-relevant anyway) and give the Killer access to which Items Survivors bring to prepare, but put a penalty on Dodging.
Yeah I'd like to test out the effect on matchmaking quality without having lobbies at all. It gets rid of so many issues like Prestige dodging, sifting through profiles, last second surv swapping, etc. so their system would finally have a decent shot at working most of the time. That benefit alone outweighs several boxes or flashys in one lobby imo.
Then they can show whatever they like post game, even who was in a SWF group.
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@JeanGreyarea said:
https://forums.bhvr.com/dead-by-daylight/discussion/407016/should-boil-over-be-nerfed
Nah the perk needs a rework. It needs to do something completely different because as a console player this perk its just miserable to face
This. Boil Over is a huge pain to deal with on console.
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@slipttees said:
The killer has the ability to transformation into other killers ( until 3 randomly ) by copying their abilities for 90 sec with 30 sec cooldown. After hooking 1 survivor he could transformation too into the survivor for 60 seconds without terror radius.
3 unique perks
Me and You:
You and the obsession are linked. Obsession will be incapacitated for 30sec after completing a generator. The aura of other survivors is revealed to you for 5 seconds.
You and me:
You and obsession are linked. You have the ability to see what the obsession is seeing for 5 seconds when generator is completed.
Superhuman strength:
When a generator is completed. you get 30% speed for 30 seconds, survivor aura is revealed to you for 5 seconds
Feel free to make suggestions!
Very cool ideas, but like @Emeal mentioned there'd be issues with players not having all content.
Back in the early days of the game there were offerings called Splinters. These allowed you to run as a different killer for that trial, kinda like previewing them, but you had to use no perks.
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Would be nice to have more robust options yeah. If I mess around at all with either the brightness or contrast on my old ass TV it all looks like a nuclear winter! 🤣😂
There's a couple of upstairs rooms on Haddonfield that are still incredibly hard to see in, almost pitch black. And another one or two almost as bad downstairs on Gideon.
Whenever this is brought up our PC cousins are over there giggling "filters"...
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665529#Comment_3665529
It’s so weird that consoles already charge for an online subscription just to be able to play online games and then have something simple like a name change behind a pay wall as well 🫠
and yeah on Steam you can change your name pretty much any time, even when you are in lobby iirc you would have the changed name during the match
And I've had my same Xbox name for like a decade or so! 🤪
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@Cheque0826 said:
I would like to be able to change my name within the game itself so I can give myself a funny one, and without having to change my console ID online (since according to the console notice, there is a possibility that you will lose content that you have downloaded with your ID) .
Yeah apparently those on Steam can change their name every match if they wanted to, while if I wished to change my Xbox gamertag it's like only once a month and cost money...
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@Akumakaji said:
I could never do this to a fellow killer main T_T the sabo tome challenges were among the most painful to do for me, but what ya gotta do.
But for real, Sabos are one of my most hated aspects of the game. I know that it's not easy to pull off, but getting downs with a killer can be already be pretty tough against a good survivor, then being bereft of that hook by any means is rubbing pounds of salt into the wound.
Touching my hooks is a surefire way to incite me ire and get tunneled hard, even if it means throwing.
I don't like seeing my hooks go down either. I do try to not get too tilted when I happens, especially when there's rift stuff to encourage those plays. Not the best feeling though, so I get it.
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@KatsuhxP said:
Why would that even increase the performance? as long as you don't record it shouldn't cost any ressources xD
Vintage DBD coding my friend. Does anyone truly understand it?
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@KatsuhxP said:
Well I didn't knew that this was even a problem, but maybe even that! xD
They removed the ability of those on a Switch to record DBD a few years back, in hopes of improving game performance on them.
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@rarefirewolf said:
I was wondering how to fix an issue with game sharing. My game share partner has bought some killers & survivors & I have access to some of them but not all. Why would I have access to some but not all?
I might depend on which platform y'all have the game on, or whether the content is licenced DLC's or not. I know several months back some players experienced changes with their sharing on Steam for instance.
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@KatsuhxP said:
It would also add an easy way to report cheater! So I think it would probably be worth it.
Yup yup. And maybe it would allow our Switch cousins to be able to record their matches again as well.
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@Bafugaboo said:
Is the reason from what game engine they are using? Is it from how it might affect consoles versus PC? I can see why it could present an issue, but I agree it looks like it would be worth the time investment.
They use Unreal Engine 4. I'm no expert, so I do not know what moving to UE5 would entail, or how older consoles would handle it.
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@MechWarrior3 said:
Just an Idea 💡 I wish after a match was finished you were able to rewatch the match over if you wanted to, where it would even give you the choice to watch through the perspective of other survivors so you can see yourself as the killer.
It would help me improve by seeing what survivors are doing and how they played specific tiles and how I could play it better. I think it would also be interesting and fun.
I understand that could be a lot for the server, but it could delete directly after you’re done watching it….It doesn’t have to save, as soon as you hit continue it’s gone.
@mikewelk said:
I think they addressed this feature as something that would take their entire workforce to work on due to it's apparent complexity (mainly stemming from spaghetti code) on a discussion a while back. Not too sure it was exactly that but don't hold your breath...
@KatsuhxP said:
I'd really like this idea. But I think aswell it will take quite a while until they add it to the game, if they are even doing it.
Last word was indeed that adding in a replay system would be an enormous undertaking. It apparently cannot be added to the existing game, requiring a complete rewrite of the code from scratch.
Too bad too, as doing so would not only allow a replay system, but an opportunity to add in other cool stuff, some of which the mobile version has for instance.
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@Sngfun said:
Basically, when I bring a sacrificial ward to counter map offerings, most times the survivor disconects and I am back at the lobby. Do I lose the consumables?
For me and the offerings usually yes. Once you see them burnt I think they're gone. It's rare I still have them afterwards.
The add-ons I'll have to check again, but I believe you keep them in that situation.
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BP fundraiser for @GeneralV
We must come together as a community and get this proud Freddy main to P100.
Who's with me? 🙂
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@TheNameIsGilgamesh said:
Love how they patch the game but the patch contains more bugs than bugfixes.
Every time.
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Whenever I'm in a group on comms I'll run Distortion and kinda be the scout of the team. I'll warn my team about Leathal Persurer so they can defend themselves better at the start of the trial. I'll tick off the killer's aura build as I learn it and relay their perks to the team, calling out Nurses or BBQ or whatever is in play.
Since I'm not fantastic in chase it does help me evade some, especially against one of Blight's old add-ons and the all seeing Wraith build for instance. But Distortion better suits my scout role. That's how I use this perk.
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@Yippiekiyah said:
Survivors off the hook become bodyblock champions then moan that they got tunneled.
That is a separate issue. If you're unhooked and try to bodyblock the killer at the hook, then you have earned your tunnel imo. A couple seconds of no collision would neatly clean that problem up.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662380#Comment_3662380
Man, imagine if BHVR pinpointed this system by having 90% success of matching killers and survivors that both want to sweat/win. What a wonderful world that would be.
Would that be fine for all those who want to sweat? I would think so, right? No way they'd want to sweat against a weaker opponent... that would just make them a joke of a player, right? Hmm.
You know, I've always had a sneaky suspicion that their MMR system actually isn't too bad over time, just that the backfilling wreaks it in favor of queue times.
Every time they ask this community if we prefer quality matchmaking or faster queues, the resounding answer always is faster queues. So as players are dodged and wait, the MMR tolerances lessen, until they just grab the next available player and toss them in.
This is the source of all the complaints about newbie survs getting matched up with leathal veteran killers, and rookie killers being destroyed by a squad of excellent survs. So we are doing it to ourselves with all the blasted lobby dodging & shopping.
I'd like to see the results of their MMR system when it is actually given a fair chance at working properly. But how do we do that? Remove lobbies? Some sort of repeated dodge penalty? Both can sound too drastic, but maybe?
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662372#Comment_3662372
don't lie to me.... i know your high mmr too!!!!!!!
Absolutely not I'm no where skilled enough to be a potent killer player.
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@North85 said:
If you complain about tunneling, you're bad at looping, and need to get good.
If you complain about genrushing, you're bad at chases, and need to get good (unless you got destroyed by a 4-man sweat squad, it happens).
It's not that simple.
Most of the surv players are not too good at game sense, looping, or map awareness. And never will be. This requires hours and hours of gameplay, and the vast majority don't put in anywhere near the consistent time to just be an ok surv. You're talking about the good to very good survs, which are at best 10% of the total. And this is even more true for being a skilled killer, as it takes even longer to "get gud". But it's that middle unskilled mass of players they tend to balance around first.
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@gatsby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661153#Comment_3661153
I think something important to note is that new players will always be tunneled to an extent. If a Killer sees a really obvious weak link, they will tunnel because they know it'll be easy due to the player being a weak link. I don't know if you can ever balance the game to the point where an obviously less skilled survivor doesn't draw the Killer's focus.
You mitigate the imbalanced skill levels of the survs by dealing with the backfill problem, which means dealing with lobby shopping/dodging, which results in stricter MMR.
But I see no decent fix for it that doesn't come down hard on dodging with a very heavy hand. And the veteran players always hate the stricter MMRs because it consistently put the sweats up against the sweats.
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@solarjin1 said:
Every killer on the forums is high mmr. 🤣🤣 They just all happen to be in the top 5% no big deal bro.
Welp I guess I'm that exemption because I'm on here and I'm a lousy killer, alright surv kinda player! 😂🤣
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@Emeal said:
I'm not in favor of any system that grants another player priority over my offerings. I believe it's preferable to lower the values of map offerings and increase the chance to go to a specific map without guaranteeing it. I much rather prefer a system where we all suggest the entity which map to play.
The current system, where Survivors have much more control, is preferable to a system where players can completely veto or vote out others' input in my opinion.
Years back they had more common brown offerings for the maps that increased the chances of getting a particular realm, and the more rarer offerings further increased those chances. I don't believe any offering then or now guarantees those chances 100%, but I may be mistaken. I seem to remember it being the old slightly/moderately/greatly tremendously wording.
I believe it was changed to just one rarity to streamline things and lessen bloodweb bloat.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662156#Comment_3662156
While I agree with you, too many of Pig's addons are centered around doing just that. What's the point of making survivors who wear the RBT exhausted if you're not going to chase those survivors? I feel like she needs a major addon pass.
She does. Why would you blind or mangle or exhaust or any of that over the years a surv with a party hat on if the intention is not to go after them. Fundamentally built to encourage tunneling.
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@Hitman2000 said:
1) sorry but the killer decides which lobby he wants to play
so if u hide ur prestige level we killer plays only get much more picky cuz of ither information in the pre lobby
fun fact about ur experiences: u cant tell exactly why the killer tunnels u. I also run a p100 feng and dont have that high tunnel experience. In addition to the p-level its also important to take a look on ur mmr, killer mmr, how etc.
what i want to point out: only u got a high p-level u cant say for sure that the p-level is the only reason for tunneling
2) good idea and with this feature delete borrowed time basekit cuz then the suvs are able to talk about there perks and can decide together if they need protection after unhook.. i mean in times where otr is in the game, bt basekit has no reason to be still in the game
How could survs talk together and somehow discuss protections? Pre-game? Most of the players are on console, so no chat box...
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661582#Comment_3661582
To me it was just... bad. A single patch and my favorite map in the game was taken away, just like that. Heh, just like my favorite killer.
But I never thought I would lose all of them. Except Swamp, for now.
I do miss the blue McMillans and green Wreakers, and especially the dark Coldwinds.
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@GeneralV said:
It used to be Léry's, before the map reworks. I loved the creepy hospital aesthetic and back then it was an excellent map for Freddy.
I suppose my favorite map still is Léry's, but it just doesn't feel the same anymore.
When Lery's rework first came out I loved it so much. Visually it was and is stunning & well made. Then I played on it for several trials. Appeal evaporated quickly. 😕
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@HINGIRIK said:
In this text, I want you to write down your favorite map in the game and why. If you want, you can also write the map you dislike the most, the killer and survivor side maps. I, however, really like the east side variation of the RPD map. So you?
I still love the Swamps, and have always done wayyyyyyy better on them in either role than I should have I think.
The layout of gens and totems & hatch etc. are all odd compared to the other maps, giving the realm lots of unique personality.
The perimeter is angled, as is several tiles throughout. This may not be awesome for Blights and Billy's sometimes, but otherwise it's a very fun element.
And I love messing around with the log loops and the docks, and particularly that small boat with a gen on it, again in either role. So much fun.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660073#Comment_3660073
Better question is who would stick around to wait for a console player to type out messages? Most people just want to go next.
Exactly. I'm dubious how many consolers actually went out and paid for a comparable keyboard.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660860#Comment_3660860
Another reason among the list of 10000 others is why console players need a PTB. Feels like a broken record stuck on repeat at this point.
Oh yes I'd like that too, and I see the good it would do. And Windows or Epic cannot participate either, just Steam players. But I understand the reasons why they aren't looking to add it.
First off it ain't free, Sony and Microsoft both charge for patches, and I imagine Nintendo does as well.
Next all three of them verify all patches separately, which can take anywhere from three days to a week or more roughly. This is the exact reason Trickster's original release was delayed a week for instance. They could probably update the game four times a day on Steam if they wished most likely.
Plus each and every Fog Whisperer is on Steam, all of them content creators. They showcase these PTB's for several days, with their content helping to bridge the gap until the next chapter is out. Cannot even apply to that program from any of the other platforms.
This doesn't absolve them however imo. Both Minecraft and DayZ offer "experimental" versions of their games in the Microsoft store. Dunno about the PlayStations or others as I'm in Xbox. But both of those games have a separate tool to test things out on, perhaps DBD can do something similar?
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@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661130#Comment_3661130
One box being blocked would be bad enough, because it would essentially resurrect AFK Pig for any Pig with a Hawkins Map Offering, but if multiple spawned like that then I'd say that definitely warrants the Killswitch.
I'm surprised this is happening for Pig at all, because she was around before Hawkins was designed, so I would think the old spawn rules would still be fine.
Has there been anything about Xenomorph control stations or killer-specific crates (EMPs, Vaccines, First Aid Sprays)?
That also surprised me. I've never noticed such a box placement before, not even for a chest or Freddy dresser.
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@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661142#Comment_3661142
They should probably consider doing all of these things, as a lot of people seem to be saying that console players comprise a huge part of the player base. I've seen some people even say console is the majority, but I don't think I'd go that far without data.
We cannot ever get the numbers for the players by platform sadly. I believe there's more peeps playing DBD just on the PlayStations than on all of PC together, so yeah the consoles are definitely the majority of the playerbase.
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@zarr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658993#Comment_3658993
:^/
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659008#Comment_3659008
Oh wow, I didn't know that.
I think it just doesn't do anything anymore. I took comparison screenshots and I can't really see a difference.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659423#Comment_3659423
BHVR wanted to rewrite DbD's basecode (or at least important elements thereof) from Unreal's own Blueprint "language" (basically building blocks for amateur devs or prototyping) into C++, which is much more computationally efficient. Whether that's ever happened I'm not too sure about.
I am very far from an expert about such things, but from what I've ever read about it the original Blueprints are still the base coding, with C++ added in & on pretty much all over. Hence the meme of it all being a jangled unwieldy pile of unbelievable spaghetti goodness! 🍝
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@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661125#Comment_3661125
Oof, that hurts seeing that McLean's gone now. Hopefully we get more changes to improve QOL for controller killers, because console's a huge portion of the playerbase.
Decend Beyond's user reviews on the Playstation store were terrible for years because of Blight's issues on controller. BHVR has a financial interest to make killers as smooth to play on controller as they are for mouse and keyboard.
They seem adamant not to add M&K support for the consoles, which make up the vast majority of the playerbase. So failing that, the next option is to provide way more robust setting options for the dang controllers.
Things like the dead zones in the sticks, above average input delay, insufficient sensitivity settings, etc.are all big time problems for playing many killers anywhere near their full potential.
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@Hitman2000 said:
pls stop the double standard
if u work on a gen do u complete the gen only until u reached 33% or do u finish the gen up to 100%
tunneling is the same on the other side :)
its really that easy
The difference is how it makes that focused surv feel.
When an unhook happens, very often the killer immediately heads back, knowing there's two survs there and one is hurt. Should the killer now decide the unhooked surv is the exclusive target and are going back on the hook, in the end they are going back on the hook. The killer will eat through/wait out the base bt and any endurances, and run them into the ground.
Now this makes total sense tactically & strategically, as removing one surv turns the trial to a 3v1 and thereby so much easier. But the complaints stem from how this focusing feels, particularly to newer players, and absolutely sucks at 4-5 gens remaining. Pooched matchmaking makes this problem even worse.
It's the emotion of it that's hard to reconcile, and mainly why it's a very difficult riddle for the devs to solve and be anywhere near fair across the entire playerbase.
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@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660990#Comment_3660990
I don't know about Trickster, but I do remember that they made controller specific changes for Blight and the console community was elated.
@Vorahk08 said:
I think they do need to make a few more changes to allow those of us on controller to flick a bit better. I'd say we're almost there. I play Blight, Xeno, and main Singularity on controller. The main thing I notice is that PC players are able to flick faster than we are. When I watch PC Singularity gameplay, I see that they are able to flick the cameras around faster. If we could get that on controller, then I think that they'd have resolved the worst issue.
However, it's not as bad as it used to be. Blight apparently used to be unplayable on controller.
That bit about specific changes to Blight on console/with a controller is absolutely true. It was the last thing McLean did before leaving their dev team, and oh yes it made Blight actually playable, and with moderate practice able to be run well with a controller. 🎮 🎮
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660662#Comment_3660662
Same boat. I am just going off what the patch notes say and clips I have seen. Lets hope the result in 3 weeks or so is what we want it to be.
Yeah I've seen a few give their views in a couple of vids, but it really matters what she's going to feel like with my controller, and if they alter any of the proposed changes from the PTB. Players mousing her around isn't the same for us consolers! 😁
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There's many other features that console DBD needs that's a much higher priority imo.
M&K support, graphic settings, basic controller settings, 60fps, etc.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660531#Comment_3660531
Right? It's amazing to see!
Hey, @JPLongstreet , good to see you. What took you so long to get here? Lol.
I'm a peasant consoler, so I can't go on the PTB and test all this out myself. Gotta wait like three more weeks and see then.
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I will say one thing, I'm super happy to see so many Amanda Panda enthusiasts still around, and quite passionate about her too! 🐷🐽
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@Callahan9116 said:
3 or 4 killers (to make fun killers must all be different) and like 20 survivors. The map is basically a huge circle with inside layers, and when survivors do enough gens they open gates and can go a layer deeper. Each deeper layer gets smaller but adds more rewards.
There's no way the iffy coding of this game could handle all of that in one trial, and probably not the much asked for 2v8 either.
Back when they were developing Nemesis they messed around with an iri add-on that spawned in a third zombie. It tanked game performance so badly they scrapped the idea and changed the add-on.
Now assuming they develop on badass PCs, how in the world could lower-end PCs and the consoles hope to run all those assets at the same time? Prolly melt a cute lil ol' Switch! 😂🤣
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I love the Swamps, and for whatever reason have always done very well on them, in either role. I remember when they were even bigger in size, and they still can have odd gen and hatch spawns.
The angled perimeter can mess with a Blight, which can be a good thing or bad depending on how you view Blights.
Would definitely like to see the Swamps visually updated, hopefully without too much else changed!
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660164#Comment_3660164
I also tried to boop a Pig and died trying. It hasn't been a great day so far lmao
Wasn't my snout! I welcome the boopage!! 🐷🐽
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659964#Comment_3659964
I played about four matches today. My first had the killer drop chase with me after about a minute of looping. He then grabbed a teammate off a gen. He then grabbed a second off a different gen. Then the first survivor got grabbed again off a dull totem.
The second match a teammate got hooked, then a second went down after trying to body block the hook. Then a third teammate fast vaulted into a locker and got grabbed. All three in the basement.
Playing survivor is just a mess sometimes.
Holy jeesus on a motorbike! Solo queue at it finest! 😮
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659933#Comment_3659933
Being in a SWF doesn't mean you will have good teammates. Solo players just think being in a SWF will lead to successful matches because killers constantly complain that SWF is broken and unbeatable. But most players don't have the opportunity to SWF, so they never realise that it's not true.
Last time they put out player numbers almost half of all survs were in a two-man SWF, with threes and fours way less common.
But this varies by region, with SWF groups much more common in North & South America and in Europe than in Asia for example. So in Asia perks like Self Care are ran more often because SWF are ran less often, causing survs to be more reliant on themselves. The dev's charts always show usage of Self Care being very high globally, even though it's ran way less in certain regions, a fact that sites like Nightlight won't reflect.
Imo the true strength of SWF is screening teammates. You pick who you play with and know what their loadouts are, plus have the comfort of knowing most likely you won't be left behind. You know whether they're doing a challenge or rift or daily, and over time learn their tendencies & weaknesses. There's no way for solos to know any of this, with no realistic way of getting them this info either outside of showing builds somewhere.
Basically it mitigates the randomness of solo queue a lot. Comms can be useful, but all of that matters more I think.
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@Ekrizdis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659705#Comment_3659705
Oh right i forgot about that. At least it'll be an option 😭🤣
Yeah would be nice to have it available, despite many saying it's super duper toxic. But whenever this is brought up the devs have always said they have no plans to add it.