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Kaitsja

Kaitsja

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Kaitsja
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  • @TheLastHook said:

    Play killer then. Let's see how long until you decide to go back to Survivor. LOL.

    1) Tunneling does not exist, it's called playing Killer.

    2) Camping is called "guarding" and it's a valid strategy like any other. Plus Survivors other than the one in the hook actually love it, it kicks their dopamine level while they body block, rescue, etc.

    Tunneling most certainly does exist. As does camping. They're both valid strategies, of course, but changing the names of said strategies doesn't erase them from existence.

  • I'd rather see them removed entirely. We, as players, are at a point where we want to trim the fat from the bloodweb. How often do you actually see someone using sub-100% BP Offerings?

    Personally, I see them maybe once every 75 games, and it's never from experienced survivors/killers. It's always from survivors/killers who are relatively new to the game and are at or under 50 hours of gameplay.

  • I don't see any good reason to add it. Most wouldn't use it, and the ones that did would either use it for the purpose of actually communicating or use it to abuse people. I can also see people being abused for not wanting to mic up.

    I, myself, am an introvert. I don't like communicating with strangers. It makes me anxious. So I avoid it where possible. There are others who are the same. While the reasons to avoid having it as a feature are myriad and entirely subjective, I don't see a solid case for having it as a feature.

  • You do understand that this then has a knock-on effect of causing longer queue times, right?

    One killer does it, then the next killer, so on and so forth until one of two things happens: Either A - The matchmaker throws in a baby killer who then has a really bad time, or B - The survivors stop queuing up as a group and instead lobby hop to circumvent killers lobby dodging. Neither of these are healthy for the game and would be the greater of the two evils.

  • @INoLuv said:

    Matchmaking room should let kilelr know if atleast two people are on a swf, or amy swf at all they are

    Yes, because killers totally won't just lobby hop until they get a full solo lobby /s

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/3040642#Comment_3040642

    Which is a good thing, no one wants SWF.

    Sure it will suck to not be able to play with friends but it makes the game more balanced.

    If by "more balanced" you mean "significantly less populated", then sure. SWFs make up the majority for the survivor role, and without them the game dies.

    SWFs who still want to play together will just lobby hop until they can which means longer queue times. Solo's will have, on average, worse games than they currently do. Killer queue times will increase because nobody is going to want to play.

    Like it or not, SWFs are necessary for the game to survive. Screwing over your majority audience is, obviously, a bad business move.

  • @CosmicParagon said:

    Easy solution: Make SWF its own queue. Then Killers that don't want to deal with SWF can actually enjoy the game, and SWF goes up against more skilled Killers that want to test themselves.

    SWF wouldn't go up against killers period. Killers don't want to play against SWF. Giving them the option to choose will just mean no games for SWF and constant stomps for solo's.

  • No. This community lacks the maturity to have voice chat. Given how toxic the post-game chat is, I don't see how having voice comms would be a good thing.

    We should have information in the form of icons and auras. A HUD indicator that shows who's doing what, and half-range kindred to determine if the killer is camping.

    These are things that would greatly help to bridge the gap between solo's and SWF's while providing absolutely zero advantages to SWF.

  • I don't agree with the changes. A lot of them seem needlessly detrimental. But that's what BHVR does best. As a survivor main, I never once thought Pop needed a nerf. A lot of the regression perks feel needlessly nerfed.

  • @ShinobuSK said:

    I was thinking the same as you. Never knew endurance can stack even with deep wounds. (with MoM as a non-deep wound endurance exception)

    Maybe it always could stack but we never saw it until new DH and OTR came into play? Really weird thing to allow in the game ngl

    It previously couldn't stack due to BT requiring you to be rescued and not lasting long enough, Soul Guard requiring you to be slugged and then picked up by a teammate, and Styptic Agent requiring you to already be injured.

    Due to how long OtR lasts, you can easily be healed to full health in that time. If I'm assuming right, it would be injury into either deep wound or MoM (Assuming you have the stacks) then dead hard into deep wound again.

  • Yes, because technically with the basekit change it's 22.5%, so you only lost 2.5% from Pop.

  • Who the hell thought this was a good idea that would be well-received? I'd like some of whatever they're smoking.

  • @TWiXT said:

    Endurance shouldn't be able to activate if a survivor is currently affected by Deep Wounds. That way, survivors won't be able to combo Off the Record or Borrowed Time with Dead Hard, Mettle of Man, or Styptic Agent (essentially giving them 3 possible ways to avoid going down e.g BT/OtR+DH+Styptic).

    If a survivor is in the Deep Wounds State, then the next hit they take should down them if they haven't mended, and all Endurance effects that could be gained should be nullified. If the dev's did that then this wouldn't be an issue.

    Alternatively, Endurance should always apply Deep Wound after being hit. It's weird that MoM doesn't, but BT, Soul Guard and Styptic Agent do.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035631#Comment_3035631

    Only when a skill check happens.

    Again... once they've got to the gen the regression has already stopped. So are you telling me that 300% from overcharge + brine, and just keep kicking it over and over again and going back everytime you hear the skill check being hit? Because I promise you a SINGLE survivor is 400% speed while overcharge + brine is only 300%. You're literally losing time doing that.

    Call of Brine is not skill-check based. Overcharge is. Call of Brine gives you a loud noise notification that they're working on the gen. Usually takes being pushed off 3 times for survivors to work a different gen.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3035620#Comment_3035620

    What is wrong with overcharge? That's what I don't get lmfao. It's average asf.

    It will literally NEVER get 400% value because the killer would have to camp that gen and waste all of his time, meanwhile they are simply doing another gen. It's pointless. It'll MAYBE hit 200% but it doesn't take long for a survivor to touch a gen after a killer has kicked it and left.

    Overcharge + Call of Brine. Call of Brine has the added benefit of telling you when survivors are on the gen you kicked.

  • @HexPleaseLetMeSpeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/3032863#Comment_3032863

    But that is my point. That it's always gonna be there, there is no changing it.

    If you simply give killers incentives to go out and chase other people and have an actual POSITIVE to doing so. It would happen so much less. It would go from being bad killers, good killers, and toxic killers doing it. To just toxic killers. Bad killers who tunnel don't ever win anyway as they are simply bad and not good enough. Good killers can now play the game freely without being held hostage to one viable boring strat. And toxic killers are such a small percentage and they'd still be doing it but it's a minority.

    You can't just give survivors all these tools to combat tunneling without giving killers another route they can take, it's literally the dumbest thing you can do because all you do is yea kill the boring playstyle... but you've given no other option for killers to stay competitive so then they're just stuck with nothing.

    I agree with this. Killers need incentives to go for the unhooker.

  • PS4 Player here. Played something like 30 games as killer and all but two of those games were Crossplay survivors. I feel like playstation users may have dropped this game on account of *ahem* The Lack of Optimization

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029368#Comment_3029368

    Do you understand the words you are saying? Perks that are not very effective do not work.

    Is overcharge an effective gen regression tool right now? No - but theoretically it works. It's theoretically just as valuable as Pop because it costs the same perk slot. This is your logic in action right now.

    Overcharge is not an effective gen regression tool. Corrupt is an effective early-game slowdown. Thrilling tremors is an effective tracking perk. Dead Man's Switch is an effective gen blocking perk. Same with Deadlock. All the perks I listed originally are effective at what they do, but at the same time are not as effective as they could be.

    Do they stop survivors from tunneling gens? Yes. Are they effective perks? Yes. Are they going to win you the game? Probably not. You argued that dbd would be better if there were a way to stop survivors from tunneling gens. Any perk that prevents a generator from being worked on does exactly that. Similarly, any perk that slows down generator repair speeds is also effective.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3028359#Comment_3028359

    Mildly Nerfed? No look again.

    -Corrupt loses the ability to maintain the guaranteed 2 minutes of defense if you down someone early. This becomes pointless except on "setup killers". It already had the downside that it made survivors more likely to do gens with multiple people.

    -Pop loses guaranteed 20 seconds of progress. Instead it will do 20% of gen progress so imagine popping a gen now at 20% it goes to nothing. Pop will change to : 20% of 20% which is 4.64 seconds of survivor progress. Add back the 2.5% which is 4 seconds. You spent 2 seconds locked in an animation to remove 8.64 seconds of progress. -This perk will never be viable again.

    -Scourge Hook Pain Resonance was valuable because it gave regression & information. You knew exactly where to go to use pop. You had time to get there before they finished the 15% unless multuple people were on it ; by the way the perk told you who and how many survivors were on the generator too. Now you will need to use BBQ. Also it won't combo anymore with Dead Man's Switch. This too is a HUGE nerf overall to what it does now. This perk will lose most of its appeal.

    What will happen is killers will camp more because Overcharge+Call of Brine only work if nobody touches the generator. Pop let you touch the gen and you got 20 seconds no matter what.

    https://forum.deadbydaylight.com/en/discussion/comment/3028390#Comment_3028390

    If you don't nerf all the metas but buff some of the metas then that's not fair treatment. BT is getting a clear buff and it will be used the same or more which is the exact opposite of the changes. BT is not "turned off" in the end game. You can still run off the hook to freedom. It is only deactivated if you touch a gate door - but by the time you do that the game is over.

    https://forum.deadbydaylight.com/en/discussion/comment/3028519#Comment_3028519

    Theoretical "stopping" that does not actually work is not relevant.

    Deadlock works because it works while you are camping. Deadlock will very likely become meta to replace corrupt.

    The perks work. Not in theory, in practice. They're not very effective, but they do function as advertised and they do stop survivors from tunneling gens.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027221#Comment_3027221

    "The argument wasn't whether or not these perks were effective," - If a perk is not an effective counter but only a theoretical one then the point stands. Are we going to use theoretically effective stealth perks like bite the bullet since IW exists? No.

    There is no permanent reduction in gen speed by 25% that actually works. Dying light for example in theory does something great but you will never get the hooks in time to get the bonus.

    Since you get -25% quickly by tunneling then that is the answer until we get perks that give us more. Either that or chases need to be WAY faster.

    Once again, the perks stop survivors from tunneling gens. Their efficiency is a different argument. There is no survivor perk that outright stops the killer from tunneling.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027204#Comment_3027204

    https://forum.deadbydaylight.com/en/discussion/comment/3027178#Comment_3027178

    But tier 3 had no counter whatsoever. A change was needed. Not every killer player is going to pick up on only 25% volume from survivors when they have chase musics, event notifications, loud noise notifications, gens, etc going on. Iron Will will still be useful and it's still just an equipa and don't worry Perk. IT's availability and easeness of use still makes it an attractive Perk.

    The whole reason it was meta is because of how strong it was. 75% Reduction is nothing to a killer with a decent headset.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3026600#Comment_3026600

    Corrupt will only be viable on a very few killers - those with setup time or special cases like Legion.

    DMS doesn't push people off the gens and will lose all combination effects with Scourge HPR. That means you have to walk across the map to push them off - meaning it does nothing.

    TT doesn't push people already working on a generator.

    Deadlock will be one of the few gen defense perks not touched by the update and it will see a lot more use.

    Grim Embrace is an interesting idea but it's a one time effect and is generally not worth a perk slot.

    Pentimento is completely worthless. First you have to waste valuable perk slots on hex totems and then the survivors must break those totems. This perk might have been viable if the first effect were to make pentimento totems unbreakable (meaning the survivors must never break toetms once that totem is relit). You will only get the 5x effect against the noobiest noobs who ever noobed - and you wont need any perks to beat that level of player.

    Thanatophobia overall is a weak perk because you can only keep the effect active on Legion and Plague. Healing is going to be even faster next patch with BK getting a buff to +50% heal speed. BK+ medkit means nobody will stay injured.

    The argument wasn't whether or not these perks were effective, it was that it is, in fact, possible to stop survivors "tunneling gens". What isn't possible is stopping a killer from tunneling. If a killer wants you out of the game, all you can do is delay the inevitable.

    You claimed that there is no killer perk that reduces generator efficiency by 25%, to which I countered that Thana and Pentimento both reduce gen speeds.

  • I disagree. In a game where every second matters, the longer a survivor manages to waste a killer's time, the greater the chances of escape become. DS no longer guarantees escape in the endgame, but it's still excellent at wasting a killer's time.

    @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3027142#Comment_3027142

    Iron will still has it's use it's just not uncounterable anymore. For the majority of Survivors i still see it being very useful cause you won't always face those killers that just know where you are so more often than not you're still going to get value from it.

    Iron Will was only useful at tier 3, below that a killer can still track you by sound.

  • Say they implemented your suggestion. Now, what happens when the entire survivor player base collectively decides they never want to play against Nurse, Bubba, and Blight? Those players either can't find a match, or they only get matched against god-tier loopers or newbies.

    It's the same reason why you can't choose to never play against a specific player.

  • @lemonsway said:

    https://forum.deadbydaylight.com/en/discussion/comment/3026382#Comment_3026382

    So 75% of those are the Meta Perks... where's the big meta change then? It isn't because they can't just delete those Perks, they can change them but unless they do something completly different then they will stay Meta.

    I'm not excited for the coming changes in the slightest, i'd rather see Map Changes, much smaller maps, less junk around the maps. It would benefit everyone alot more than just Perk changes. They make gigantic maps because they have to make sure Nurse can't be everywhere ultra fast and they fill the mapps with junk tiles to no give Nurse a clear sight on survivors. Every other killer that isn't Nurse suffers because of this.

    YOu have killers that literally lose all power and become just guy with knife while Nurse can TP anywhere anytime, her fatigue is just filler.

    Limit Nurses range so Maps can become smaller and benefit everyone instead of having M1 killers still useless in whatever PSEUDO META CHANGES they conjured.

    Honestly, they have no idea what they're doing when it comes to perk changes. DH guarantees you safety as is, and what are they doing to change it? Making it so you can't just use it for distance but still keeping it as a strong chase perk.

    They know survivors ran BT because of tunneling, but they also surely know about the bodyblocking complaints, yet they make OTR an 80 second version of BT.

    DS is one of those perks that wasn't just meta because it guaranteed escape, but used correctly extended chase. With Iron Will nerfed and Lucky Break now having a way to recharge the timer, I can see Lucky Break being the replacement for Iron Will.

    Nurse is proving to be a detriment to the game now and I think it's time the developers start thinking about reworking her from the ground up so that we can get balanced maps.

    The upcoming changes aren't going to fix the problems with the game, and they're only going to hurt killer mains and solo q survivors. Post-patch, the game will still be genrush city because it's not survivors splitting up and all doing a gen solo that's the problem.

    80 seconds, plus travel time, was more than enough to down a survivor, hook them, use BBQ to locate the next survivor, and then push them off a gen. When survivors double-up on a gen, you lose that gen by time you make it to the hook.

  • @MinlerDemon said:

    Need it.

    How the hell did you even find a topic that's two years old?

  • I always assume BW, which is why I 99 the gates and get very frustrated when the solo q's immediately open the gate.

    Though I once played against a Freddy recently who had BW, and I stayed back to get the hooked survivor out. Match ended in a 4E.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3024674#Comment_3024674

    Imagine if we made it so survivors cant tunnel generators. DBD would have been a far better balanced game if you could only work a generator so far and then you needed to collect a part to continue.

    There is no killer perk that reduces gen efficiency by 25% so tunneling is the only answer. Technically you can have temporary effects but they go away because people aren't dumb.

    You literally can. Corrupt, Dead Man's Switch, Grim Embrace, Thrilling Tremors, Deadlock all block generators. Pentimento and Thanataphobia reduce generator speeds. So, no, tunneling is not the only answer.

  • OTR will be meta. I'm guessing the meta is probably going to be OTR, DS, CoH or Lucky Break and either Dead Hard, Sprint Burst or Overcome.

  • @ThanksForDaily said:

    Spine Chill nerf also affects big time hearing players / deaf players. These people need Spine Chill to enjoy the game. Good job bhvr, made these people to quit.

    If you care about these players, the appropriate thing to do would be to create a topic requesting accessibility options regarding people who are either deaf or hard of hearing. While I sympathise with these people, I also understand that a perk should not remain busted because these people are in desperate need of accessibility options.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018507#Comment_3018507

    Looks like that wiki page for Styptic needs an update, the main description doesn’t match the history section.

    At any rate, like I said, not everything that gives Endurance inflicts Deep Wounds on a hit. The things that do mention it.

    Styptic Agent actually defines Endurance. Endurance prevents a survivor from being downed, inflicting deep wound instead.

    BT, Soul Guard and Styptic specify gain Endurance for X Seconds, while Mettle of Man actually does not make any mention of Endurance, instead stating: Once activated, the next occasion that would put you into the dying state from the injured state is ignored.

    Now, either BHVR simply made a mistake or Mettle of Man is different because it actually doesn't grant Endurance. Based on Styptic's flavor text, and the consistency between Styptic, BT and Soul Guard, one could come to the conclusion that Endurance does, in fact, cause Deep Wound. Especially since BT and SG make no mention of Deep Wound.

    @StarLost I wouldn't mind your input on this.

  • @artist said:

    you guys have a rly bad habit of over nerfing things i swear... maybe it doesnt need both the vault speed and the information it gives, but it definitely needs at least one of them! vault speed build was always one of my favorite set of perks to run. also, how do u even think it'll still be used if it only works when the killer has line of sight on u, if they have LoS on me, chances are, i dont need spine chill to figure that out! it's fine to take perks out of meta, but it isn't cool to make them useless!

    It's good that it was completely gutted. Do you have any idea how little room for counterplay there is against Spine Chill? Killers have to approach gens awkwardly without actually looking at them otherwise the survivor(s) with Spine Chill will just sprint burst away.

    Oh, and that vault that should've 100% been a down? Just avoid looking at the survivor during chase. That's the counterplay. Now, where is the fairness in that?

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018475#Comment_3018475

    No, Endurance doesn’t automatically inflict Deep Wound. Borrowed Time inflicts it but that’s specific to that perk.

    In almost all cases, Endurance does automatically inflict Deep Wound. The odd one out is Mettle of Man. Styptic Agent, Soul Guard and BT all apply deep wound. I assume, and hope, it will be the same for Dead Hard.

  • @ThanksForDaily said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015643#Comment_3015643

    You can DH and vault the window, killer hits you and you get endurance just like that.

    But then they have to mend, so they lose a bit of time.

  • A good 80% of the time, I forget to actually look with BBQ. I suspect it's the same for a lot of killer mains who only ran it for the BP.

    The reality is that there are simply better perks. Darkness Revealed and Floods of Rage being two of those perks. With the removal of the BP Bonus, you'll likely see it run on Billy, Blight, Nurse, Dredge, Sadako, Freddy (Even if he is a meme at this point), Legion, Oni and Huntress.

  • This is overall a good change for Dead Hard. Say goodbye to survivors using it to safely reach a pallet or a vault they wouldn'tve made without it.

    If they time it right now, you can leave them to chase a different survivor while that injured survivor now has to mend, and then heal.

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3015322#Comment_3015322

    Real question: I am guessing if you get hit whilst Off The Record is activated you will need to mend. Can you still use a styptic agent even before mending?

    No, you will still need to mend. Styptic is used for building those protection hits faster. Had success with MoM + Styptic combo once, but cannot remember how I did it.

  • I view OTR as the new BT. Calling it the new DS seems a bit wrong, for lack of a better word. DS only gets value if the killer picks you up. Whereas OTR gets value regardless.

    I cannot fathom why they gave us a light version of BT as basekit but then make OTR a significantly improved BT.

  • @Zeon_99 said:

    For solo queue, get ready for teammates to follow the killer for the entirety of the 80 seconds instead of doing gens or progressing the game in any meaningful way. Very similar to the flashlight kids who follow you and the killer for the entire chase and don't do anything of value.

    For killers, get ready for someone with the perk to swoop in during your chase and body block you to force you to hit them.

    This perk is going to be very obnoxious.

    I can see it becoming the replacement for BT, and being paired with MoM, and a styptic agent medkit.

  • This rework removes the Dead Hard for distance issue. I think we'll see Dead Hard's usage reduced, and an increase in Sprint Burst and Overcome.

  • @Swampoffering said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013488#Comment_3013488

    League is a competitive 5vs5 game, that´s correct. DBD is a casual game according to your opinion, so please explain me - Why a casual game has competitive matchmaking system? Because Skill Based Matchmaking is a competitive matching system. Non sense, right? If the game has Competitive Matchmaking , can´t be casual.

    If killers can see who is premade in lobby, of course they can dodge, you have the power to paly with your friends, I should have the power to choose with who I want to play, seems fair right? Or are survivors the only side with rights on this game?

    No, again, No. Maps are terrible, but SWF are in the vast majority of situations the ones who bring map offerings to abuse killers, i´ve seen maybe 10% of games that i played as soloQ a map offering, maybe if a survivor is doing specific challenges like fall from a high estructure during a chase. I´m tired of getting Coldwind , Puzzle and Crows offering dropped by premades with the idea of bully me, so no, maps are bad, but the guilty ones are the survivors who choose to play the strongest one to abuse killers, the same survivors that are crying because nurse destroys them.

    No, SWF can make 16 perks build to ruin a game, can have specific roles on the team, everyone knows what perks is running the other team mate and can run other differents to create sinergy and make the game even more difficult for killers.

    One thing is your premade, maybe you and your friends play chill, but as main killer with tons of hours on my back, I can say without any doubt that the vast majority of premades try to be the more effective as they can be. I can show you my last matches if you want, I have screenshoots,

    4 meta perks, purple medkits, toolboxes, resilences, Deadhards, borrows.... and of course, Badham map.

    I have over 1000 hours and have been playing this game since 2018. I can say with absolute confidence that the vast majority of SWFs I have played against were not out to ruin my game.

    Dbd is a casual game. That's not my opinion, that's a fact. The reason for competitive matchmaking is because the community was sick of the busted matchmaking prior to SBMM. That being said, nobody likes SBMM because it doesn't work.

    You could have Rank 20 survivors playing against Rank 1 killers, or Rank 20 killers versing a lobby that consisted of a Rank 1, Rank 4, Rank 6 and Rank 12. That Rank 20 killer was new to the game, and they'd get mercilessly stomped by the more experienced players.

    See, you make the argument that because survivors can choose to play with their friends that killers should be able to opt-out of playing against SWF. That would almost certainly kill the game. If killers don't want to play against SWF, and solo's are easier to stomp, why would they ever play against SWF? Queue times would skyrocket for SWF, solo queue would have worse games, and eventually everyone but killers would leave.

    See, a SWF running 16 perks and each having a different role just isn't efficient. A full team of solo's each running meta perks will stomp you just the same as a SWF running meta perks. Knowing each other's perks doesn't really make a difference.

    Communication is not as strong when killers can get time-efficient downs. As it stands, maps are the problem and not SWF. Fix maps, fix the killers that need fixing, bridge the gap between solo and SWF, and the game will be better for it.

  • Any pallet inside a long loop is safe, and should go. Likewise, any pallet that is extremely unsafe and pointless should also go.

    There needs to be more 50/50 pallets where the player with more skill comes out on top.

  • @Swampoffering said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012108#Comment_3012108

    Yes, absolutely yes, Like every Game does. They balance around high skill players, not around potatos living un Low Rank tiers.

    League make changes using high Elo feedback that affects every single player, because this is the right way, if something is strong or weak, they know It by looking high skill players, not Bronze potatos.

    If Behaviour cant change SWF without breaking the Game even more, then let US see on the lobby Who is playing solo and Who is SWF. You can decide as survivor to Team Up and abuse killers, we deserve the power of choosing which matches do we want to play or not.

    "Killer Will Dodge every SWF Team" ohh yes? And why is that? Explain me please.

    League is a competitive 5v5 MOBA. That is a very different beast to an asymmetrical 1v4 that has been developed from the ground up as a casual game.

    Very few people are out to team up and abuse the killer. Most SWFs just want to play with their friends and don't care much about the result of the match. If killers get to see who's a SWF in the lobby, they will lobby dodge and then solo queue becomes an even more miserable experience.

    I don't want that for solo queue players. I'm sure others would agree too. SWF is not the big bad everyone thinks it is. Map design is the problem.

    In a SWF game, communication is simple callouts that conveys information concisely "Killer's on me", "I've lost them", "I'll get the rescue", "I'm too far away, can you get the rescue?", "Nobody's coming to rescue me, can you do it?". Outside of the callouts, SWF play the game normally. They aren't tracking the killer's every move and reporting on their mindgames.

  • @DarkEnigma333 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011361#Comment_3011361

    they could limit the team to 1 of each perk when in SWF like they do on comp matches

    This would be incredibly unfair and unbalanced.

    @Swampoffering said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011646#Comment_3011646

    Do you need reasons? I give you reasons:

    • DBD is NOT balanced around SWF, the rest of games that allows you to play with friends are balanced around that factor, and I can give you a lot of examples, hope you can give me just one game that doesn´t balance around playing with coms (DBD doesn´t count).
    • SWF is omega broken, every survivor knows what perks is the other running and they can make destroying builds, they can communicate and coordinate to plan everything. That breaks the game. You can have 1 healer/Unhooker, 1 player with a chase build, another one sabo and the other one full gens build..... Is that fair ? NO, Is that balanced? NO.
    • If Behaviour makes changes to buff SoloQ by buffing perks, SWF gets more advantage of that and are a super pain to play against.... why? Because they are not thinking how can strong 4 survivors on coms can be. So they can´t do any change without destroying the game and making killers quit (More than this last year), without enough killers playing, queue times will be longer, but you deserve it for playing the most unbalanced way that exist.

    Imagine LoL without balancing the game around competitive (AKA high elo players), imagine devs making changes around soloq players hardstucked on Silver, making buffs to champs that absolutely destroy the high elo enviroment. Doesn´t happens.

    Imagine Sea of Thieves balancing around Sloops but without counting that players can use 4man ships, the gally. Doesn´t happens

    Imagine CSGO not balancing around teams, listening to Nova stucked players. Doesn´t happens

    Do you know why these thinks doesn´t happens? Because they assume that people wants and are going to play with friends and they buff and nerf taking note of that, Behaviour doesn´t. For that reason SWF is broken and the game is unplayable for killers unless you play S tier or play tunneling/camping and running noed.

    Do you need more reasons or is enough for you?

    You do understand that the majority of SWF are average players who boot up for a casual gaming session with friends are not actively looking to bully killers?

    How would you go about rebalancing SWF in a way that does not actively hurt or punish players who are just looking to enjoy playing with their friends and bantering?

    Should we balance the survivor role as a whole around the existence of teams like Oracle? Should we balance the killer role as a whole around the existence of players like Otzdarva, Tru3Ta1ent, Dowsey, etc?

    Any changes to SWF would have to effect the survivor role as a whole, and in turn, effect the killer role as well.

  • @Kerkvlerk said:

    https://forum.deadbydaylight.com/en/discussion/329177/the-genrush-masquerade-is-a-nice-event

    You can reduce your mmr by letting survivors escape get 2 hooks on everyone en let them escape... You get 95% of your bp that way for a match and you reduce your MMR.

    I have been doing this on legion to see if it actually works and it does work... The moment i take another killer the gens fly faster then an F16 again. So based on this every killer has a different MMR. Atm if i want to play nice i take legion if i want some harder matches i can pick every other killer.

    The only thing i am annoyed about is that for some unknown reason i always get Crows map, mcmillan map or ormond map. i dont know why but those maps seem to have a higher random spawn rate then others. i know you can be unlucky but not every day xD

    I have consistently lost almost every match as killer, and I'm still seeing the same meta perks every round. MMR clearly is not working for this event.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008447#Comment_3008447

    This is not answer of my question. You are already playing against pc players and they have M&K. So what will change if also console players gets this chance?

    Console players who cannot use M&K would be at a disadvantage against those who can. Playing against PC is the same thing, but since that's already a feature, there's no room for pushback against it.

    Here's what changes: Killers that were previously bad picks for console become used more frequently. Previously impossible techs are now possible. It's easier for survivors to run tight loops. Easier for survivors to 360. Every game feels like you're versing PC. The game becomes less fun.

    Console players who have been using a controller across several console generations now feel like they're being punished for not using M&K.

    Can't turn off crossplay because turning it off means you can only be matched with players on the same platform who also have it turned off.

    I believe I've answered your question thoroughly enough. So, once again, those for M&K support should just buy a PC. The issue of key bindings can be solved by letting us choose the binding for each individual action and interaction.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008211#Comment_3008211

    You are already playing against PC players which using M&K lol. So what will be different if console players also start use

    It'd provide an advantage over those who aren't MnK. Many console users don't have room for a MnK setup. Console doesn't need support for MnK, and those who want it should just buy a PC.

  • @M4dBoOmr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008211#Comment_3008211

    You don't seem to understand what I meant, If Crossplay is On, against who would they have an advantage or disadvantage?

    You do know that with Crossplay you play with or against all other Plattforms including Steam, Windows10, Epic Store who are using m/k 😉

    I understood what you meant, but you also have to understand that they would have an advantage over anyone on console. Crossplay being on makes no difference to my point.

  • @M4dBoOmr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3008185#Comment_3008185

    Fixed : If you use m/k on console Crossplay is always on

    You can turn crossplay off on console, but you'll be waiting hours, possibly days, for a lobby. So having crossplay always on isn't really much of a downside.

    MnK offers advantages that controllers cannot compete with. If there were no advantages, nobody would mind MnK support.

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