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Kaitsja

Kaitsja

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Kaitsja
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  • I'd like to point out that not tunneling and playing nice are not synonymous. Here's an example. Survivor A gets unhooked and runs off somewhere nearby to heal, you happen to find them. If you were playing nice, you'd ignore them. But if you simply don't want to tunnel, then you slug them.

    If you happen upon their would-be healer on your way to patrol gens, downing them and putting them on hook leaves one person to pick up the slug and get the rescue, with one person on gens. Very effective.

    Slugging is fine, provided you're not going for the 4-man slug tactic at 5 gens, because it gives the person a chance to stay in the game and continue participating.

  • I had a similar situation shortly after the hook was added to the library. 4-man swf with double flashlights, double toolboxes, one with CoH, Exponential, Dead Hard and Decisive. The other three running DH + DS and a couple of other perks I don't remember. So I hard tunneled them and kept hitting them with Frankie's. I got the 4k and it was very satisfying.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143099#Comment_3143099

    So it’s basically a bit like trying to get the Nurse to underestimate you a bit? Alright I’ll keep this in mind next time I see a Nurse in my game. Thank you!

    Oh it's easy, just predict her predictions! (I'm kidding, of course)

  • @xni6_ said:

    balancing around bad survivors is ruining the game*

    Balancing around bad players is ruining the gane*

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3139373#Comment_3139373

    But generally an injured survivor will not run you for as long as a healthy survivor so it still makes sense to go for the already injured one. Plus focusing on one survivor does force pressure. So often I see altruistic survs leaving gens and rushing to bodyblock for the tunneled survivor.

    That depends on how skilled the survivors are.

    @Bardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3139373#Comment_3139373

    CoH has destroyed the Hit & Run pressure you're talking about.

    Has it? Or is that just a convenient scapegoat now?

  • @Norhc said:

    No offense but console players should not bother playing killer. Every fellow PC user thinks the same but won't say it.

    That's offensive.

  • @SuzuKR said:

    The absolute most gigachad part of Reassurance is denying immature morons their ability to hook suicide, which is based. Anyways, the opinions of people who suicide on hook are irrelevant. Reassurance should stay the way as is. The only way it could keep someone hostage is if the killer works together with the survivors which is against rules anyways.

    Yes, but also no. I'd hate to be hooked at 5 gens and then left on hook but constantly had my timer paused for the entire duration of the match, and while I don't feel like this would happen often, there should be a safeguard against this.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142770#Comment_3142770

    To shake up the meta, the entire point of the update.

    https://forum.deadbydaylight.com/en/discussion/comment/3142809#Comment_3142809

    Prior to the nerf, using Self-Care on its own was not a viable self-healing candidate in solo queue, and there were plenty of far more viable options. Using Self-Care with a medkit was mostly okay, and that's been changed, but even that was already basically on par with other self-healing options.

    This weird myth that Self-Care on its own was even acceptably good, let alone the most viable tool for solo queue, is really bizarre to me. Spending that much time healing yourself isn't giving you value, it's a noob trap. If you want a single perk slot, you're going to struggle - as you would've before, since there were no good single slot self heal options - but even then there are still options if you're willing to think about it. Maybe Streetwise or Built to Last would pair well with a good medkit, or maybe you spend the time to actually memorise totem spawns (no shade, I haven't either!) so that CoH can be a good call, maybe paired with Botany to get some decent speeds on healing everyone, not just yourself.

    Frankly, the Self-Care nerf might have helped solo queue by making it even more apparent that Self-Care is not a good healing option. Even if not, the nerf did not hurt solo queue, period.

    "To shake up the meta" isn't really a valid point when Pain Res is still meta and actually had part of its changes reverted because of a weird but ultimately counterable interaction with merciless storm.

    Self-care wasn't used because it was a good perk, but for its reliability. While there are better perks for healing, those perks aren't nearly as reliable. Even a medkit with Built to Last isn't nearly as reliable. It only takes a killer with Frankie's for you to lose your medkit, and that's happened to me a lot, which is mildly annoying.

    Self-care was and still is, by far, the most reliable self-healing perk. It's just that now it takes so long it's really hard to justify using it.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142778#Comment_3142778

    I've been playign since 2016 and plenty of hours with numerous testings of changes with this game, this change imo is so unnecessary and dumb as #########. It's just another sad excuse to make survivor mains stop crying and escape every match, god forbid we challenge anyone in a game anymore

    You've got about 2 years on me then. I don't think the change is unnecessary and being done to make survivor mains stop crying. Seems more to me like the changes are good for M1 killers and survivors.

    I've seen many survivors get left to die on first hook simply because the other survivors couldn't figure out how to reach them. I've also had many killers dc as soon as they load into the map. The size and the amount of safe pallets/loops is enough to make anyone who isn't confident in their skills dc.

  • I've got around 1300 hours, really liked RPD as a big RE2 Fan, but even I could see it needed to be smaller. The map was needlessly big.

  • @jesterkind said:

    If they reverted the nerf to Self Care, why would anyone stop using it?

    Why should anyone stop using it? It's reliable, and gets people off gens. Besides, the people running to the corner of the map to self-care are still doing so, only 15% slower.

  • Killers that don't tunnel.

    It'd be faster to say I don't enjoy playing against Bubba, Blight, Nurse, Billy, Nemesis, Pinhead. Bubba because I've never met a Bubba who didn't tunnel or camp. Blight because I've never met a Blight who didn't tunnel. Nurse because I've never met a Nurse who didn't tunnel. Billy because it's always point-blank chainsaws. Nemesis because I've never met one who didn't tunnel. Pinhead because, again, tunneling but also I just don't like the box mechanic.

    I enjoy playing against every other killer though. Don't really have a reason why. They're just more fun to play against for me.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/342054/reassurance-is-only-op-against-boring-killer-play-styles

    The problem is the game is not designed for a killer to 12 hook. If you try and 12 hook you are going to lose. I would be more than happy with camping being solved as long as the game is designed such that a killer can "win" by 12 hooking rather than being forced to "play boring"

    Look how fast these gens can go even when the killer is pressuring 2 survivors at once and doesn't have a chase that lasts more than 15-20 seconds in the early game. And yet the gens STILL fly:

    https://www.youtube.com/watch?v=p3H8J0OdtG4

    Tru3 is at high MMR. Survivors are extremely efficient at high MMR and very rarely make mistakes. At low-mid MMR, you can go for 12 hooks with little risk of losing because the survivors are more likely to make mistakes.

    I only ever go for 12 hook games unless the survivors are asking to be tunneled.

    There's an assumption that not tunneling is the same as playing nice. I will, without hesitation, slug a recently unhooked survivor if I happen to find them after they've been unhooked. If they try to body block, flashlight, etc. They're going back on that hook to think about what they've done. What I won't do is try to remove them from the game ASAP.

  • @Jangles said:

    Wait til people are running kindred, open handed and reassurance. Perma 32m aura reading. Sheeeeesh.

    I've seen a lot of people running kindred with open handed in the past, never understood the point of it until I looked at what open handed does. Guess which players were always the first to die because they're bad at chase?

    It'd be a niche build at best, much like the Mettle of Man + Object of Obsession killer radar. So, no real cause for concern.

  • @LeFennecFox said:

    They might have to mess with botany again though since you'd now be getting COH speed heals anywhere. Maybe it's like 21.3s vs 24s with old botany I think they want it to be a less selfish perk that's not just run with a medkit and self care is a slower infinite medkit.

    It's not like old Botany was particularly bad or anything, so they could probably revert the buff to that too.

  • Slugging for the 4k is a waste of everyone's time. Just hook. Usually by time the killer catches the remaining survivor, I've got 30 seconds left on my bleedout timer. It's boring. The least the devs could do is let me choose to bleed out faster.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142407#Comment_3142407

    1. Mindgaming is a core mechanic to the game for every single killer in this entire game
    2. Range/Torn Bookmark are busted, recharge is fine
    3. Beating average teams consistently means basically nothing. Anyone good will do that regularly, because average players are not good. This is why you see good players win almost every game regardless of side or build.

    1. The counter to most killers is mindgaming. You can mindgame long loops, short loops, jungle gyms, LT walls and pallets against most killers. Most of these are ignored by Nurse, making the only viable option jungle gyms, which any halfway decent Nurse is well aware of. The counter to Nurse is to predict her predictions, which is just silly.

    2. Almost all of Nurse's add-ons compensate for a player making mistakes. Fatigue reduction add-ons in particular. Range/Torn Bookmark are simply the most egregious offenders. You're right about recharge add-ons since it's normally 3 seconds per token, or 2 seconds per token with double recharge.

    3. If a good player uses Nurse and 4ks against an average team, it's literally proof that you don't need to have thousands of hours to do well with her. "You need to have thousands of hours as Nurse to do well against good, coordinated teams," said no-one ever.

    You don't need to master Nurse to do well with her. Understanding the Do's and Don't's of her power is enough to do well. A bad player can basically be carried by Nurse by simply understanding how her power works and what not to do.

  • The problem with DS is most definitely the stun duration. It's the same as basekit BT. The devs assume the killer is always going to hook you near a pallet or vault.

  • I'd pay good money to see the devs vs Tru3, Otz or Dowsey.

  • You know what, @TheGannMan, I agree. We need more Spirit players. I'm tired of seeing Huntress, Blight and Nemesis all the time.

  • Nurse needs a full rework. Nurse presents a problem that other killers don't in that she ignores all resources survivors have at their disposal and only becomes more broken when you slap on basically any of her add-ons.

    I played Nurse back when 7 blinks were still possible. I was still very new to the game at the time so I didn't have much in the way of success. I also played Nurse back when Hawkins was still in the game to varying degrees of success. So I am by no means new to Nurse. I have 1300 hours, most of which are as survivor with about 500 hours being almost exclusively killer, and while I am by no means a master at Nurse, I can do well enough that I can 4k against an average team fairly consistently.

    I firmly believe that Nurse is an outdated killer who needs a full rework and doesn't fit with the current state of the game. This rework shouldn't happen until maps have been shrunk, however. When we have smaller maps that allow for M1 killers to actually start patroling gens without losing like 75% (Not meant to be accurate) on two gens at the start of the match, then we can get a Nurse rework.

  • A "Spend X amount of BP to Prestige" option would be nice. I only play one survivor and thus only want the teachables from the others, so being able to go from 1 to P1 instantly would be nice.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141339#Comment_3141339

    I would disagree it benefited killers more (or much at all) since their builds are considerably more strict (making more perks useless to aquire) and addons are much harder/more expensive to stockpile now, especially if you're finished the perk portion of the grind. Then you have people like me who P1'd before the update to get the p3 and have their perks unlocked for everyone and so on... had to nuke their addons to do it. which are both consumable and now more expensive to replenish.

    Take a killer like huntress. unlocking all her perks for everyone is nowwhere near as important as her addons, territorial imperative doesn't exactly carry matches. I've said it before in other topics, but the big issue is that the updated grind created just as much waste as it introduced "reduction." BP spending efficiency will always be forcibly bad by design.

    In direct comparison to survivors, killers benefited more from the prestige rework purely due to the fact that you are more inclined to play different killers thanks to each one having a unique power.

    Whereas having all perks available to all survivors is largely meaningless.

    Don't get me wrong, the grind is still worse for both; it's just that the prestige rework was more beneficial to killers than to survivors.

  • Because you more or less are. It cost me 1.6m to prestige Cheryl.

  • Fun fact: Base self-unhook chance is 4%. Even with 4 instances of Vigo's Jar of Salty Lips, that's still only an additional 16%. I like your idea, it's a good idea.

  • @Onyx said:

    I mean, you're not wrong. I think some people, BHVR included, should remember, this is not a problem with how much total BP you have to spend to get all perks, because that is indeed much smaller, there is no doubt about it. No, this is a problem of how much BP you GENERATE.

    Sure, previously you could earn up to 32k BP and now it's up to 60k BP.... except not. See, because of BBQ and WGLF, the reality was that you could earn up to 64k per match. Basically you could always have a party streamer active without having to get one from the bloodweb! Well, killers at least, WGLF was always such a "I need to compete with my teammates for tokens" that the reality is not everybody could get 4 stacks of WGLF unless people started throwing, which is why I wanted more ways to earn stacks. Personally, every survivor action should have given you a stack (complete a gen, cleanse a totem, heal a survivor one state, be in a chase while a generator is finished to still reward people who run the killer the whole game).

    But now, now that has been removed, and despite you being able to earn a total of 40k BP, lets be honest, most survivors don't even get that much. So, while they did reduce the grind, they also hit it quite hard by removing the essentially free Escape Cake/Survivor Pudding, which gave everybody way more BP per match by just playing it.

    HOW TO FIX THIS

    1. FIRST SOLUTION

    There are multiple ways. Since you halved the amount of BP one can generate per match, the easiest and fastest solution would be to just... halve the cost of everything.

    3000 -> 1500 for Common/Event rarity

    4000 -> 2000 for Uncommon rarity

    5000 -> 2500 for Rare rarity

    6000 -> 3000 for Very Rare rarity

    7000 -> 3500 for Ultra Rare rarity

    In fact, if BHVR would like to be a bit more generous, they could reduce those costs even further by an extra 500, so the lowest cost is 1000BP and highest is 3000.

    This is a very easy and quick fix, I think a lot of people would be okay with this one. Along with it, please remove the 20k BP cost to prestige. I literally do not understand the reason behind the cost. If you REALLY want it to cost something, make it 500 BP and that's it. It's just an unnecessary extension to the grind.

    2. SECOND SOLUTION

    Now, first solution is simple and effective, but what it does not address is the amount of BP someone gets in a game. Especially as survivor. See, even reaching that 40k BP is quite the pipe dream as survivor. As killer is slightly easier, but lets be honest, you will still have a hard time reaching it.

    So the solution would be to:

    1. Remove the survival and sacrificing BP categories. The issue with these is that it reinforces your perception of having lost a game simply because you did not escape or did not kill anybody. So not only is it unhealthy for the game and just further makes people upset when that happens, it also literally prevents survivors from ever earning 7k BP just from one category alone. That is 7k BP just never earned and it feels bad. People have suggested just adding more ways to earn Survival points, but I think that is more complicated than just removing the categories entirely, which in the end would be healthier anyway.
    2. Since there are now only 3 categories (Altruism, Boldness and Objective for Survivors; Brutality, Deviousness and Hunter for killer) each category needs to have its cap increased to 21k. Hold on, did I just say 21k? Yes, because with 3 categories that would increase it to a total of 63k potential BP per match!!! The idea is, rather than halving the cost, double the potential BP you can earn.
    3. Alternatively to no 2, instead of having a cap per BP category, why not just have a max cap instead? Have a max cap of 64k per match, unlock how much you can earn in each category, so, if you somehow did nothing but got chased by the killer all game, all the 64k BP would be in the Boldness category, more or less. So you can earn a total of 64k BP with any amount from all the categories (aka the collective categories have a cap of 64k)
    4. Because we raised the cap so high and removed an entire category, now comes the hard part: go through each score event and buff the numbers. You have to heavily increase the amount you get from an event so it makes sense. Re-assign the current Sacrifice and Survival events to other categories and lower the amount you get from them (to keep them rewarding but not as much, basically making them not as needed to cap out on BP). This is their opportunity to also buff score events that were kinda low for a lot of killers. And since they are here, they need to add more score events in general, promoting interaction.

    As you can tell, this is not an easy solution, but would be a better one for the long run, solving the issue of BP generation, especially for survivors, who currently have 7k BP locked behind escaping, which, mind you, they don't want that number to be high. Survivors have always been screwed over BP, it's time something was done about it and if they are, this is their chance to just look at the whole system itself.

    This solution keeps the numbers how they are, but lets you get closer to that max BP per match.

    Conclusion

    If BHVR were to go with the first solution, that would be really nice as well, but I still would love if they looked at score events as well. Lowering the cost of stuff is great, but it does not change the fact that survivors earn less BP in general than killers do and that is simply not fair. You can have a Nurse game that demolishes you, everybody earns less than 10k BP in that match, and yet the Nurse somehow still gets over 20k BP? That should not be allowed. Remove the Sacrifice and Survival categories, please.

    Personally, I'd rather see a bloodweb rework. We have so many offerings that are just pointless to keep. Why would you use a wreath, for example, when you can use Survivor Pudding, or Party Streamers? Why would you use a flower when you can use a Escape Cake, or Party Streamers? Luck offerings, too, why would you bring an offering to increase your personal luck when you can just bring Vigo's which increases everyone's luck by 4%.

    It'd reduce the grind immensely. Your ideas are good, too, just not what I'd personally prefer.

  • @Kaapskaaps said:

    https://forum.deadbydaylight.com/en/discussion/341761/basekit-kindred-any-downsides

    Basekit kindred would be too much imo since it would be a free fifth perk that shows the killer's and other survivors' exact locations. Instead of doing something like that, it would be better to just get a text or voice chat in the game. You wouldn't be able to give pinpoint accurate info on the killer but at least you would somewhat know what's happening and could communicate who is doing what.

    So, how do you propose you solve the language barrier between European countries? I'd sure like to know how you expect someone speaking Dutch to understand someone speaking Russian.

    Basekit Kindred would be fine. Reduce the aura reading on the killer to 6 meters and it's perfect. It's also possible to make it not work with Open-Handed, not that I see a problem with it given how niche it is.

  • @BenOfMilam said:

    You can just do what everyone did before the patch and get perks at tier 1 and then unlock them on the survivors or killers you actually play.

    Grind is much smaller now. A friend of mine that had zero teachables unlocked at the start of the play session got two survivors to prestige 1 in just four hours of casual gameplay. That's 6 perks at tier 1, without having to go through any extra bloodwebs.

    Many perks are just as good at tier 1 as they are at tier 3, in addition to that. If you really wanted them at tier 3, just spend points on your favorite character until you have them at tier 3.

    Gonna have to hard disagree with you on the grind being much smaller now. I'm a Kate main. I only play Kate. Before the rework, I could get away with investing around 1m~ BP into a survivor for their teachables. Now, I have to invest around 1.6m because I have to prestige the survivor to get their teachables.

    To get all survivors to P1 requires roughly 52.8 Million BP. The difference pre-patch is 600k per survivor, which comes to a rough total of 19.8 Million BP. Assuming you wanted all survivor perks as teachables, pre-patch you only needed 33 million BP.

    The prestige rework benefits killers the most because each killer is unique in their own right with different powers. When a new killer releases, you're not restricted to their perks only for awhile. All the perks you've unlocked are available on the new killer from the get go.

  • I like winning. Winning is nice. But fun is more important.

  • There is a misconception that basekit BT was meant to help counter tunneling. It was actually intended to prevent hook farming.

    That being said, Basekit BT should be buffed. Endurance duration stays the same, but Haste effect should be increased to 150%.

    This counters tunneling since it allows the unhooked survivor to make it a long way from the hook to a safe tile. Also means that the killer is better off targeting the rescuer.

    It would be busted in the endgame, in which case it could be made so that you only get 7% haste in the endgame.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138506#Comment_3138506

    Sadly they can't balance around fun because fun for one isn't for another.....Bully Squads have fun bullying and tormenting the killer but the killer doesn't find it fun while a killer could have fun being as sweaty and try hard as possible but the survivors may not find that fun..... unfortunately they have to balance around just balance fixes and that's it

    Believe it or not, they can actually balance around fun. There's a pretty clear line about what isn't fun. Tunneling isn't fun. Killers feel like they have to tunnel and survivors feel like they have to bring second-chance perks. Make changes that deincentivise tunneling and suddenly the game is more fun in a way that still keeps a valid strategy valid.

  • @dollidahlia said:

    I’m more addressing tunneling rather than camping. Camping itself is a boring play style for BOTH parties.

    on the other hand, tunneling is ABSOLUTELY valid, and I don’t see why it shouldn’t be.

    unless the killer you’re playing is nurse or blight (high mobility) why should the killer ignore the injured one that came off the hook?? That’s outrageous.

    and enough with the “you must play by how I feel” rules. That’s ridiculous, there are plenty of counters to tunneling.

    ~DS: although nerfed, if you make sure you go down near a pallet or window can give you more distance to extend the chase

    ~ BORROWED TIME: it was buffed you guys, use it! It’s really good

    oh and the best perk of all

    kindred:

    EVERY SOLO should run this perk. Not only does it tell you if the killer is patrolling so people can do gens or go for save. But it shows who’s closer so who.can go for save. WHY WOULD NOBODY RUN THIS?

    I've seen this argument before. Why target a healthy survivor instead of a survivor who's already injured, and recently unhooked?

    Because pressure. If you're tunneling and the rest of the survivors are staying on gens, all your pressure is on one survivor. You're not hindering the rest of the team. They're on gens, and if the unhooked survivor can run you for long enough, you'll lose 3 gens.

  • Map sizes are the problem, not Prove Thyself.

  • Just accept the heal. Maybe they need it for a perk, maybe they want the points, either way it doesn't matter their reasoning. If someone approaches me while I'm healing with a medkit, I'm not gonna say no.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134755#Comment_3134755

    I am definitely onboard with them tweaking the map selection algorithm so it never picks a map that any of the five players used in their most recent match.

    That said, even without that improvement, if they remove map offerings it would decrease how often you play the same realm two or three times in a row since it removes the ability of players to force the game into the most forced ones. (And obviously seeing the same realm five times in a row in the current system is an exaggeration, you have to get incredibly unlucky to see a particular map more than twice without offerings.)

    I was only slightly exaggerating on the 5 times in a row. My friend and I had what we called a MacMillan night. No map offerings, we got MacMillan back to back 3 times and then RPD. We were not pleased. On the brightside, it was a Nurse on RPD who ended up dcing when she couldn't catch anyone.

  • @youshisu said:

    https://forum.deadbydaylight.com/en/discussion/comment/3136606#Comment_3136606

    Being slugged at the end of game is super gameplay, first and last down ;) so amazing race

    If you made it to the end of the game and were slugged, you can't complain about non-participation. Similarly, being slugged with the chance for your teammates to pick you back up is arguably better than being face-camped at 5 gens.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3133754#Comment_3133754

    Being on the hook is playing the game. Survivor gameplay doesn't stop at the hook.

    But is it meaningful gameplay? I'd argue that it isn't. The killer facecamping the survivor and preventing them from being unhooked is preventing them from playing the game in any meaningful capacity.

    Dangling from a hook is not meaningful gameplay. Hitting skill checks on the hook is not meaningful gameplay.

  • Since self-care got nerfed, nerfing CoH would just come across as pandering to killer mains. CoH should've been nerfed instead of Self-Care.

  • @Kosturko92 said:

    https://forum.deadbydaylight.com/en/discussion/341258/the-biggest-problem-with-swf

    You know the game has big problem when SWF comp team is far superior then any killer. Either make some of addons base kit, reduce number of pallets, idk do something, the game is really unbalanced. If you face weak team as killer you win, if you face good team, you lose. It shouldn't be like that, both survivors and killers should have same chance of winning the match, but that is not the case, that's why in comp matches its face camping 24/7 to secure 1 kill, and usually ends on 1.

    Because dbd is, at it's core, casual. It doesn't have top-down balancing, which means that things like a comp swf requires using something equally busted like Nurse or Blight with their strongest add-ons and perk combos.

  • Fix maps. Maps are the problem.

  • Hook suiciding early-game sucks, but it's not against the rules and certainly doesn't warrant a perma-ban.

  • @R1ch4rd_N1x0n said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134802#Comment_3134802

    It's not an exploit, correct. It's a cheap trick that shouldn't deny a super hard achievement.

    Tombstone needs a whole rework if you ask me. I think Lockers shouldn't counter it, but the Add-on should be given some other kind of counterplay. A counterplay that requires skill and effort instead of just getting in a Locker.

    What counterplay could there be that killers would accept? Tombstone lets you kill healthy survivors regardless of how many times they've been hooked. That's insanely strong and as such it makes sense that the counterplay is to hide in a locker.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134696#Comment_3134696

    -"Swfs are not already on sweat mode. A lot of us are just having some fun with friends."

    Since playing with your friends is what really matters just accept the : no character/perk/item repeat if playing in a SWF.

    That way SWF can't be a bully squad and you cannot stack multiple copies of a perk. With the new UI that I suggest that shows which perks everyone is using it won't even take you long to plan out builds in real time.

    Counter-offer: No character/perk/item repeat on 4-man swf. Not all swfs are a problem and the ones that are use a very precise callout system they've established before the match so that everyone knows what the callouts mean.

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134781#Comment_3134781

    Show me a SWF group that coordinates on discord that uses a single perk that gives information.

    I'm on console, and play exclusively in a swf duo/trio (duo 95% of the time). We share basic information but don't have a callouts system to coordinate locations.

    My build: Medkit, Off the Record, Windows of Opportunity, Situational Awareness and Built to Last.

    My friend's build: Toolbox, Off the Record, Built to Last, Botany Knowledge, Self-Care.

    We have a combined total of around 2900 hours, and comms are mainly used to coordinate unhooks, and complain about tunneling.

  • @csandman1977 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134875#Comment_3134875

    People already DC regardless of the penalty. There are definitely people who will purposely abuse that just to ruin people's games

    You do understand that it sucks far more when someone dcs at 5 gens and the game has to go on, right? The match cancelling is a mild inconvenience at worst. Everyone bar the person who dced get to move onto the next match sooner.

    I'd rather play with people who actually want to play than people who don't want to play because they got downed early.

  • That's definitely not taking one for the team. The person who dced still cops the penalty, which increases the more they do it, so it's not really abusable. Like, what, they gonna dc every time they get a killer they don't like and potentially cop a 2 hour matchmaking ban?

    images (17).jpeg


  • How? They still get a dc penalty for doing so, which increases the more one dcs.

  • @HugTheHag said:

    For your matches as survivor :

    Depending on how much or how little you play as survivor, it might be somewhat normal behaviour. Newcomers often feel safer on the edge of the maps, so they'll have a few formative hours spending a lot of time there when they feel pressured.

    I've had a about 20 survivor games [mid mmr] between yesterday and today, and in very few of them (2-3?) did I have this kind of (pardon the word) useless teammate.

    For your matches as killer :

    Either matchmaking is struggling to find survivors to your mmr and gives you new players, or you have bad luck and keep getting unaltruistic players.

    I hope you get better matches soon !

    I had a game where we lost because one teammate dced on first hook, and the other solo queue teammate just urban evaded around the map the entire match. They had 900 hours 😭

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134744#Comment_3134744

    Right because each of your MMR's individually doesn't add up to the benefits you get for playing in a SWF. For example lets say each of you is at the cap at 1800 on your own. You would play against a killer also near 1800, but that doesn't compensate for that fact now that you have all this extra coordination.

    It would be different if you only ever played in a SWF, because that would accurately find your teams MMR. However, when you play on your own, and then play with a SWF. You will find that you still play against the same killer's you do when you are solo, but now they are just easier to deal with.

    I only ever play in a swf. Usually duo, sometimes trio. We have a combined total of 2900 hours as a duo, me with 1300 hours and my friend with 1600 hours. We frequently get killers who aren't very good at the game and have less than 500 hours. Our solo queue teammates usually have less than 100 hours.

    The two of us play equally well without comms because we're good at the game. We know gen locations intuitively, on some maps we know where totems can spawn, we know that the killer can only chase one survivor at a time, we know how to avoid a 3-gen, we know to 99 the gates, we also know not to put all your eggs in one basket.

    There's a lot of gameplay knowledge where we just don't need to communicate certain things, and we benefit from both having started out as killer mains. Knowing in advance what perks the killer has is nice, but very seldom is it game-changing. Knowing the killer's in chase at a specific location just means avoid that location, which you'd probably do anyway if you got close enough to hear a terror radius. Again, not game changing.

    We can't communicate which gate is which, so we usually just 99 both. Knowing shack pallet is down isn't a game-changer either. So really the only thing we coordinate is who's getting an unhook.

  • I agree with all of these bar removing realm offerings. If the devs rework the map algorithm so you don't get the same map consecutively, then sure, but I don't want to keep playing the same map 5 damn times in a row.

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