KnotEnthusiast
KnotEnthusiast
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@andyollolloll said:
https://forum.deadbydaylight.com/en/discussion/comment/1399299#Comment_1399299
Hi @Furry_Fuccboi you posted a large post so commenting on these snippets...
"...mediocre survivors will still be mediocre in a group, just slightly less so..."
SWF survivors on comms are less they were solo? less than mediocre?
"...All adding SWF visibility in endgame lobby will do is breed toxicity and encourage killers that likely would have lost against 4 solos anyway to just blame the "OP SWF" every time they lose..."
Killer already blame "OP SWF" with information of SWFs they can understand that no it wasn't just some skilled solo players or yes it was 4 SWFs that they killed. Information to the solo players, killers and survivors would give them the knowledge they played badly and to improve. When I played killer and before I realised SWFs used comms I used to wonder why I would destroy survivors and then vice-vera with survivors at a certain rank.
"SWF isn't some instant win button, it's just people playing together." True and not true, it's people playing together but with only advantages and no negatives, then multiplied if comms are used. There has been no balance to SWFs and solo survivors but this isn't the thread to discuss that.
They will be less mediocre.
And you still haven't answered my question: what is the benefit of learning the team you went against is SWF? It doesn't change the actions you did during the game, and it won't change the outcome. The only thing it does is validate the idea that certain games where you were outplayed aren't your fault, even if your outlook would have been different were it 4 solo players. SWF advantage is not so great as to invalidate any mistakes you made during the game, and it breeds toxicity for little to no gain. There's no reason to need to see.
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@SewerSwans said:
https://forum.deadbydaylight.com/en/discussion/comment/1399360#Comment_1399360
Oh man, didn't actually know that about Zubat; thank you. I'll go looking for slinger gameplay from him.
Since they borked Billy he's been maining Deathslinger, though he fully admits that DS is insanely boring and uninteractive to go against. Half the time he just spams ADS without firing to force survivors to juke, so he gets a free easy hit.
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@Rullisi said:
Why does blinding require you to learn some specific timing anyway? Every time I go to blind the killer, I do blind them - like equivalent of two times in fact but they still do not get stunned or in other cases, the flashlight just doesn't focus despite pointing right at the face.
Then when I'm playing as a killer, I can get completely blinded just while picking up somebody on my shoulder but I don't get stunned... what?
To get a stun on a killer picking up a survivor, the blind cannot occur while the killer is in the pickup animation. Same with pallet saves. The survivor has to time the blind/pallet to right as the killer regains control of the character, or else you'll get the points but not the stun. This is often what happens when you get blinded without dropping the survivor, the blind was just slightly too early.
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1399360#Comment_1399360
Well the huntress starts off with the hatchet and M1 combo.. DS needs 8 hits on non-obsession targets? Those aren't even remotely comparable..
And some loops the DS has it better off, but you can just pre-throw pallets and there's NOTHING he can do, and is forced to break them.
Where at all did I mention that DS needs STBFL? Unless you're on an indoor map (Where huntress would be 100% worse) even with default wipe speed you can still get a shot on a survivor in just about every case where huntress can get a hatchet melee combo.
there's NOTHING he can do, and is forced to break them.
Okay, so he breaks them and gets a hit on the survivor, plus has a pallet out of the way. People act like breaking a pallet means the survivor just vanishes while you do it. If you play the break well, survivors will be maybe 10 yards away by the time you're done. Just shoot them with your instant windup gun afterwards and get a free hit, plus easy relocation back to the pallet you just broke.
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@rainman740 said:
https://forum.deadbydaylight.com/en/discussion/comment/1399391#Comment_1399391
Dont you think thrilling does a better job? You know which gen to use pop on unless all gens are covered then you have 16 seconds to find someone or a gen
BBQ tells you where they are, thrilling tells you where they're not. Sure Thrilling has the gen block effect, which is nice, but survivors on gens aren't the only survivors that exist, and BBQ can tell me where survivors are healing, doing totems, or hiding in lockers if they mistime it. Even without BP I'd take BBQ over thrilling every time.
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Good reflections, definitely agree with a lot of points, though others I think are a bit shortsighted.
Survivors are all the same: this is a complaint I've seen around before, saying that survivors should have unique skills or bonuses depending on their character. The problem with that is that it then creates a meta around which survivors are good and bad, which would remove even more variety from the game. If you give survivors unique skills, then one will always be objectively better than other, and that survivor is all you will see. There's already a well known trope of survivors picking dark-clothed blendettes for the visibility advantage, imagine if there were survivors that were just straight up better than others.
Matchmaking sucks, this is definitely true. But as for basing your matchmaking on the progress on a certain killer rather than ranking, that I heavily disagree with. DBD has fundamental skills that separate good killers from bad, and same for survivors. A rank 2 killer with 0 perks would still absolutely smash a rank 10 survivor with a full build, because they have skills to outmatch the rank 10, even without any perk bonuses.
The more perks you have, the longer it takes to get the ones you want: that's kinda the point. It sucks for new players, I certainly agree, but I'd much prefer that to the alternative where you can just pick perks to buy. Every character would just have the same 8 perks.
SWF is unbalanced: hooo boy this is a big one. The collective hate-boner this forum has for SWF is legendary, despite the fact that SWF isn't that powerful. Is it an advantage? Sure. But a group of mediocre players communicating will still be mediocre players, just ones that are slightly more efficient. Blaming SWF for losses just prevents players from learning from their mistakes.
Skillchecks are supposed to be boring. Holding M1 on a gen isn't the reason people play the game, it's just the barrier to winning. Skillchecks can't be too involved because the player has to be focused on the map around them, in order to not get pulled off gens. Skillchecks are the perfect balance of something you don't need to focus on, but are still rewarding for those that can do them well.
At the end of the day, not implementing huge changes that may or may not be successful doesn't make the game's potential wasted. Just means that the devs know what is successful and stick to it. There are problems, sure, but it's hard to argue "wasted potential" when this game is as popular as it is.
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@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1399000#Comment_1399000
If it's a reference to Magic the Gathering, then I've heard people pronounce it as "FUND" with a hard J, like "JUMP"
Pronounciation is correct, but Scott Jund is his actual name. It's not a MTG reference, his last name is actually just Jund lol
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I still think its one of the best, if not the best, aura reading perk in the game. It tells the killer where to go when they need information the most, and synergizes super well with other staples like PGTW. That being said, there are definitely killers I would not run it on if it didn't give double BP (someone like Hag, for example), but always will.
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@SewerSwans said:
https://forum.deadbydaylight.com/en/discussion/comment/1397005#Comment_1397005
Every top player regards Huntress as better. Bypassing pallets is incredible, long shots are incredible. Deathslinger must either shoot you, hit you and then land a regular 110 M1,shoot you and then lose huge distance by reloading, or land a regular 110 M1 to open and then shoot you. He doesn't snowball like Huntress, who can simply hit two hatchets and drop you.
The top players I follow that actually play Deathslinger frequently and don't find him boring (namely Zubat) think he's better than Huntress.
@lucid4444 said:
https://forum.deadbydaylight.com/en/discussion/comment/1397146#Comment_1397146
Having played both, as well as growing up on first person shooters - Huntress is better.
Her hatchets are the size of trucks, and are SO forgiving. Deathslinger has 0 forgiveness with his pixel perfect hitbox and bugged survivor hitboxes.
►Shoot = miss
Deathslinger: you're slowed and have to wait for the spear to return. Reload - slowed again. They're now out of range, start trudging along or give up on the chase.
Whereas Huntress, miss - keep chasing bro you're barely slowed!
►Shoot = hit
Deathslinger: nice! now you have to reel them in to hurt them. This takes time, and sometimes there's a tree or rock that they can move behind to avoid the hit. You either get an M1 and cannot follow up with another shot because you have to wipe blood, then reload, then fire again but they're well out of range now. Or they break the chain and best case scenario they weren't injured in the first place. Worst case you just wasted time. Reload and try again or catch up to them.
Huntress? you just get a hit. That's it. If they're not down, you're barely slowed and you can follow up with a quick M1 if you are close enough.
The only thing he has over her is the reloading mechanic and humming. Her addons are better, including the blatantly OP Iridescent.
I don't want to make it seem like deathslinger is garbage - he's pretty middle tier or even a little weak.. but i still love him. He's just too much fun to play.
Hard disagree. Between having a microscopic terror radius with no hum, and an instant windup time, you can m1-shoot-down combo with DS just as easily as you can Hatchet-melee combo with Huntress. Plus he plays around loops infinitely better due to the lack of windup time and penalty for putting his gun down, which are Huntress's biggest weak points. And the chain is so forgiving that you can get hit on the other side of short loops and DS can still lunge around, or walk backwards out in the open to remove the possibility of getting behind cover because you're moving too fast to get caught. Good Huntresses are scary for sure, but I'd rather go against a huntress than a deathslinger every day of the week.
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Y'all are missing the point though. At the end of the day, SWF doesn't give you skill. It gives you communications, which has value, but a group of mediocre survivors will still be mediocre in a group, just slightly less so. All adding SWF visibility in endgame lobby will do is breed toxicity and encourage killers that likely would have lost against 4 solos anyway to just blame the "OP SWF" every time they lose and there happen to be friends playing in the lobby. I've experienced this myself: I went against a billy with an ebony mori while duo queueing with my boyfriend, and we both managed to survive. We weren't toxic, we didn't taunt, the only thing either of us did besides play normally was my bf used a styptic to get out the exit gate that the billy was guarding. We then proceeded to play against him 3 more times that night, and every time he brought instasaw with an ebony, camped and tunneled both of us, and mori-cancelled both of us for like 30 seconds. After the second time, we asked why he was being a jerk, and he said "it's what you toxic SWF bitches deserve". All adding SWF visibility is going to do is make people like that ruin the fun of all the players just trying to play with their friends. SWF isn't some instant win button, it's just people playing together.
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1398366#Comment_1398366
It says it's equipped but it won't burn. You have to RE select it.
Exactly this. You have to switch your offering to a different one then switch it back. Pregame lobby screen will say it burned, but it won't take effect.
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If you switch characters during the lobby and don't re-select your offering, it won't burn. Weird bug introduced with this patch. Also causes the empty perkset at scorescreen bug, as well as the wrong killer power. Just any time you swap characters re-equip the offering and you should be fine
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For a new player, Wraith is the perfect killer imo. Very very straightforward with a very simple power, which means a new player can learn the fundamentals of the game. With Wraith you have to learn to be decent at concepts like looping in general, how to run specific tiles and structures, and how to prioritise targets and know when to drop chases, all of which are important skills to have when you reach high level play. Whenever someone new to the game asks which killer to play first, I always say wraith.
For higher level play, the answer gets a bit murkier. I think Wraith is a good bit better than most give him credit for, but as others have said he is very very addon dependent. He absolutely needs Windstorm for map pressure, as well as to significantly outspeed survivors, so without it he's just completely worthless. But, with the right add-ons and skillset, I think he can do well even at Rank 1. He can bodyblock vaults, fake cloaks, and use his windstorm lunge to play around loops if you can get the timing right. I tend to run the decently boring BBQ, PGTW, and EndFury combo just so I can basically face tank pallets and guarantee hits. I have a soft spot for Wraith, he's a pretty simple but effective killer in the right hands!
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@Raven014 said:
https://forum.deadbydaylight.com/en/discussion/comment/1380862#Comment_1380862
This one really isn't a complaint... more of an observation of a mechanic that should be there for the benefit of the killer post game. It is harder to win against a SWF for obvious reasons, so knowing that you went against that in the match can tell you at least something, so a killer can learn from the match, even if they lose.
Whether or not you went against a SWF isn't a requirement for learning, it's an out. There's no reason that you can't learn from your mistakes against a SWF, and all that showing you at endgame would do is make killers that could be trying to improve shrug off losses and blame "OP SWF"
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@Raccoon said:
I can see that certain users are going for the gold in mental gymnastics.
Bringing a mori doesn't make you bad, nor is it "unfair."
Use whatever you want, however you want, so long as you have fun :3
I mean, you can believe whatever you want regarding moris making you "bad", but to say that they're fair is absolutely laughable. It's like saying old BNPs that instantly finished gens were fair.
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@SpookyStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1384554#Comment_1384554
You forgot the part "for whoever can make it to the hatch in time.". Which still begs the unanswered question of does the Survivor community also call out their own who ditch their teammates to get slaughtered? I mean, yes, you bring up a valid point: Well progressed match, more points than dying 2 minutes in but, still a shady move to take off without the others or only inform a select few of the option to escape. I mean, maybe there's just an inherent self serving side to the Survivor role that I'm unaware of as an outsider? I'm only able to call it as it looks from my perspective. Keep in mind; I'm NOT invalidating the aggression towards Killers who 4K mori in 5 minutes or whatever, simply asking if that "######### you, got mine" minority of your community is ever policed as well.
Side note: has there ever been a record of hatches working differently? I ask because you mentioned the 3 gen, 2 deaths rule for hatch but I have played games where it was opened with all 4 alive.(See my above mention of 3 ditching 1 scenario). Did I come across some kind of hack or bug? I play on Switch so I genuinely don't know if that's possible not.
The formula for hatch opening is that the hatch will spawn when the number of gens done is one more than the number of survivors left alive. So with 2 dead, 3 gens need to be done. For the hatch to spawn with 4 survivors still alive, all 5 gens need to be done.
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@CronaWins said:
https://forum.deadbydaylight.com/en/discussion/comment/1384507#Comment_1384507
In it's current dedicated state? No.
I don't run any exhaustion perks because they are all terrible.
How do you play around someone 5 feet in front of you dead harding to a window?
And exhaustion perks are the strongest in the game for consistent use, you're definitely wrong on them being bad. I'd argue that even Balanced is better than perks like Unbreakable or DS because it's multi use.
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@SpookyStabby said:
https://forum.deadbydaylight.com/en/discussion/comment/1383906#Comment_1383906
FINALLY. Someone said it. I've scrolled plenty of threads on this topic and almost never comment but I had never ever seen anyone mention this from the flip side before. Hatch jumpers who abandon their team anyway. The result is still 3 vs 1 so how/why is a mori worse? If anything, that Survie just dissed you by ditching and leaving you to deal with whatever the Killer is packing, mori or not. Full disclosure: I'm a Killer 99.9% of the time and save my moris for holidays and rituals(events). So, in the spirit of fairness; What does the Survivor main side think of solos who grab hatch and run without them? I mean, I've even seen a 3 person escape and leave a single person to deal with me and like, that's some shady #########. Do Survies ever call each other on that, cause I've never seen it if you do.
Because the amount of input on the other side is wildly different between a mori and a key. As a survivor, I can get downed early, camped and tunneled off hook, and mori'd in less than 2 minutes. If the killer tunnels, it's rare that the first person hooked lasts more than a few minutes. Whereas with keys, the earliest a key can be relevant is 3 gens in, and that's only if 2 survivors are already dead. If 3 or 4 people escape with keys, you're likely going to lose that game anyway, as there's 1 or 0 gens left with more than 2 people alive. Moris can end a survivor's game with little to no chance to actually play the game. Keys just end a game that's well progressed.
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There's absolutely a reason to do it. Prevents EGC timer from starting in case someone is getting chased and prevents blood warden from proccing.
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@CronaWins said:
I don't know how you consider Deadhard to be one of the best perks. It works about 10% of the time due to dedicated servers and is predictable.
If you think Dead Hard is one of the worst perks in the game, you're using it incorrectly. Dead Hard to dodge a hit sucks. Dead Hard for distance to get to a vault or window is arguably the most powerful and uncounterable perks in the game.
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/1380866#Comment_1380866
They have had other events to get feedback from. I can see they are taking a step in the right direction but it's still poorly designed. maybe it's just a lack of mechanics to work with.
The alternative is what happened with the Hallowed Blight event, where everyone just sucked up all the juice then suicided. I much prefer this.
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No self care-ing teammates as survivor or blendettes as killer? Sign me up.
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David, Bill and Laurie all have 2 perks that are very good, but one worthless one. While I'm not a fan of sprint burst, I can't deny that it's a good perk, and both Adrenaline and Quick and Quiet are good. Honourable mention to Zarina, though, as I think all of her perks are pretty quality.
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Oh hey, this guy's daily thread about SWF.
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Was it during the pickup animation? If you blind too early the killer will not drop the survivor.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1367745#Comment_1367745
"If I see someone on BBQ after hooking a survivor, I wouldn't drain my phase charge to cross the map when I get far more value out of walking there and phasing to get the hit."
That's typically a misplay then.
"But the idea that she's a high mobility killer because she has a movement ability on a resource meter with a charge up is kinda silly."
Not calling Spirit a high mobility killer is silly. She is quite literally one of the highest mobility killers in the game bar only a few others that beat her.
Her mobility is top tier in a chase, I agree. And if you consider phasing within range of where you know a survivor is to get to them for a hit "mobility", then I suppose I agree. I'm talking more like hooking someone and immediately going into phase to make up distance, which I find I just don't do. Here's a good example:
https://www.youtube.com/watch?v=MuRkdsOFVlM&
That's 2 hours of ScottJund playing Spirit (pre nerf, so some changes, but plays about the same) with a very similar play style to mine. After hooking and seeing someone on BBQ, he doesn't immediately phase to make up distance, he walks to where he knows they're in range then pops phase. As opposed to a high mobility killer like Hillbilly where I'm revving my chainsaw to cross the map whenever I hook someone. That's what I mean. And Deathslinger is similar: walk to where survivors are, get free first hit because M&A makes your TR insanely small, then shoot and down survivors extremely quickly.
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@DBD_Pinhead said:
https://forum.deadbydaylight.com/en/discussion/comment/1367690#Comment_1367690
The first half of the statement is true. But there's nothing like map pressure when you run Mother-Daughter Ring and Katsumori Talisman to fly around the map like Superman. 😂
Mother daughter ring is the one exception, with that thing you zoooom.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1367690#Comment_1367690
"That's why spirit is still insanely strong despite being a 110 killer with a power rarely used out of chase."
No, that is not at all why Spirit is strong. She uses her power extremely often out of chase which is why she does have high map presence and quick chases.
Hard disagree. If I see someone on BBQ after hooking a survivor, I wouldn't drain my phase charge to cross the map when I get far more value out of walking there and phasing to get the hit. The exception being if every survivor is across a larger sized map, where I know I can burn my phase resource and have it recharge before they're in TR. But that's only on a large map where there's no one in range. And using quick bursts of her phase often aren't worth it either due to the charge time. Spirit definitely has more mobility, sure. But the idea that she's a high mobility killer because she has a movement ability on a resource meter with a charge up is kinda silly.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1367553#Comment_1367553
It doesn't matter how smart you play, map presence does matter. It's why DS isn't that strong.
Map traverse speed doesn't matter if chases are quick. That's why spirit is still insanely strong despite being a 110 killer with a power rarely used out of chase. No better map pressure than constantly having survivors on hooks.
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@ACTIV3_GNASHER said:
Deathslinger is F tier.
Ay yo lemme just hit this beautiful shot but get nothing for it because there’s an obstacle in the way.
Blueballed huntress
Deathslinger is the new nurse it seems. Players that aren't good with him think he's bad because there's more to his kit than point and click.
PH has a telegraphed windup, DS does not. DS can force relocate players to less safe areas, PH cannot. You can react dodge to PH's ranged attack, DS's attack you cannot. PH has an extremely long cooldown after his ranged attack, DS does not (even if you count the reload, DS's is still far less punishing). PH has a cage mechanic that half the time results in losing pressure due to the survivor always being caged across the map, though the mori at the end is extremely nice. However DS has an extremely small and quiet TR that allows you to get right on top of players with M&A for totally free hits. Both are very good killers, however I put DS as A tier and PH as B+ tier.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1367330#Comment_1367330
"Ghostface? Wasn't he nerfed soon after? (although I never found him OP, it was evident that the community did) Spirit is another one that comes to mind, Prayer Beads was ridiculously strong until they finally nerfed it."
No, he wasn't nerfed right after. Also, whether the community "thinks" they are OP is irrelevant, what matters is if they are actually OP. The vast majority of the community are extremely casual and don't actually know.
Spirit did not get over buffed on live servers. Prayer beads was strong, not OP. It was now over nerfed into crap also, which is why no one uses it at all anymore.
"Buffing him too early could lead to a ridiculously strong killer"
So what's the issue with that? The vast majority of killers are quite weak. Killers are supposed to be strong.
My point is you're worrying about something that has never actually happened...so why worry about it? Doesn't really make sense.
That's not true at all. Spirit's phase noise on PTB was directional, so she was super easy to play around. Everyone complained she was bad, so she got buffed when she hit live.
And PH just kinda feels like Deathslinger part 2. Same zoning tactics, same faking of ranged power to force survivors to juke. Both are generally regarded as weak, despite being extremely strong in the right hands. Totally agree with OP, we need to wait.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1367463#Comment_1367463
I consider DS as pretty weak so that doesn't seem like a good spot for PH to be imo.
DS is extremely strong in the right hands. He's a lot like Spirit, where there just isn't really a lot of counterplay for the survivor once a chase starts. His map presence isn't great, but if you play smart it doesn't matter. I recommend watching Zubat to see how he plays him, and to see how strong the killer can be.
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@Blueberry said:
Similar to Demo, looks strong on paper, but doesn't pan out that way.
I see him more like deathslinger. Very very strong for a good player (though I think PH is a bit weaker than DS), but horrible for a low skill player. PH requires a loot of zoning and forcing actions, which most bad killers don't really know how to do. If you treat him like Huntress, you'll lose pretty badly.
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@Poweas said:
https://forum.deadbydaylight.com/en/discussion/comment/1367353#Comment_1367353
Freddy's animation looks funky though. They should make it match his model properly.
The problem with Freddy is that they have to make all lunges standard, so he sorta has to look funky. If his animation looked similar to other killers, his lunge would be shorter due to his small weapons
@genosyo said:
https://forum.deadbydaylight.com/en/discussion/comment/1367125#Comment_1367125
what about spirit? she has a larger lunge
Spirit and Wraith both have lunges that are long due to movement speed buffs coming out of their power. Technically longer, but not a different animation.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/1364295#Comment_1364295
They did it with DC penalties, and i'm tired of hearing this argument.
Name a single other multiplayer game that allows you to sucide/remove yourself from the game while playing ranked.
DotA
LoL
CS:GO
Rainbow 6
Every MMO
All of these games have punishments for leaving games early or intentionally "feeding" (killing yourself on purpose) some of these penalties are extremely hefty. DotA/LoL/CS:GO will actually ban you for several days for doing it, and if you keep doing it your ban eventually escalates to permanent.
The moment you queued up, you signed up to play a game of Dead by Daylight. If you don't like the game or can't finish it, don't queue up. If you don't like how solo survivors play, play with friends. When you queued up for a solo queue game, you signed up for it.
But those are 1. games designed to be fair and competitive, and 2. games that also have unranked modes for fun. DBD is neither. As much as hypersweat players try to convince you otherwise, DBD is a party game that will never be competitively viable. Most people play it for fun. And if they're not having fun in the game, they will want to move on to the next.
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@Danu said:
https://forum.deadbydaylight.com/en/discussion/comment/1361716#Comment_1361716
Thank you thank you thank you, I honestly wish i could just copy paste this in every swf post that conplains like this but I don't think a lot of killers will accept it. There are rare instances still where swf presents a base advantage in the form of OoO against a trapper or hag where traps being placed can be seen but overall the communication doesn't make a lick of a tangible difference if the survivors aren't skilled.
It seems though people will never admit that swf individually can be great skilled players and everything they do well in a match is just disregarded as swf. It makes absolutely no sense to nerfs or disable entire perks for swf
SWF for years has been the boogeyman that bad killers blame for not being able to apply pressure well, along with gen rush. They're the same people that chase one player around a strong structure for 5 gens then blame gen times for the reason they lost. There's this weird vocal subset of the player population that will just refuse to admit that they have more to learn as a player, and demand that the game be radically balanced in their favour so that they can always win.
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@GoodBoyKaru said:
Okay so.
The devs have said, many times, that by stats alone SWF and solo aren't that far apart. Now everyone knows this to be false, so they're taking this into account as well.
When the MMR system releases this will give them more metrics to judge survivors and killers on. For example, going by escapes and kills alone they're close. Going by game length, how long each person was hooked, how long each gen took, how long each chase was, who saved who, did they go down taking a protection hit, did they die unhooking, were the first hooked or three hooked, they'll be able to analyse this issue in a lot more depth.
If it continues to seem balanced, then I don't know what they'll do, probably nothing.
If it becomes unbalanced, they will take action.
This is what they've always done (eventually).
This was answered in their QNA from home which me and Fibijean did a summary of. I know you know this, since you took my paraphrased words as the devs' own ones and then tried to make false claims over this.
It isn't new information. The devs are aware.
Are people really so delusional that they think BHVR is lying about SWF stats? SWF gives you communication, it doesn't make you good at the game. A group of mediocre players will still be mediocre in SWF, just slightly less so (9%, according to the released stats). Are there god squads that will absolutely demolish every killer in the game? Sure. But they're not strong because of an inherent advantage in SWF, they're strong because they're a group of 4 smart players that would be just as competent in solo queue. And even then, they're rare: I can count on my hands the amount of times I've gone against a god squad, and I've been consistent rank 1 for almost 2 years now. If you think you're getting demolished by a group of SWF every other game, you're just not very good at killer. Play objectives, learn to drop chases at the right time, identify your win conditions. In other words, git gud.
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It's bad, but not as bad as Hawkins. That's still the unequivocal worst map in the game for me.
@Poweas said:
10000000000000000 TIMES YES FROM ME! IT'S SO BAD I EVEN MADE A RANT ON IT! That and Dead Dawg Saloon are BS for both sides and should be top priority to be reworked. Check out my rant if you want. It didn't let me copy the link.
Do people really dislike Dead Dawg? I actually think it's the best map they've made since Clown.
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To add on to this, good Pyramid head players will use their powers as little as possible, but will use the threat of their power constantly. Every window vault or pallet they'll drag the sword to get free hits on survivors animation locked, and either force the fake or take the free hit. Missing as PH is suuuuuper punishing, so the best piece of advice as lordtomato said is if he misses, GTFO. You can get so much distance after he misses a hit.
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Literally read any of the hundreds of threads on this godforsaken forum of bad killers blaming SWF for losing constantly. ######### killers that don't want to admit they have a lot of improving to do just blame SWF for every loss they experience, and they would just dodge every lobby. Despite the fact that BHVR's stats show that SWF's win percentage is only 8% higher than solo queue.
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if you think SWF is ruining the game, then you're a ######### killer who needs to get good. Comms gives an advantage, but not a significant enough one to severely alter a game. If you think you're constantly losing to SWFs, the problem is you.
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I have good news for you: GMod Hide and Seek already exists.
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@Victor_hensley said:
I can hear everyone saying "wow, you entitled killer main" while yes, i am a killer main, but I am not entitled (just stating the facts, it's your choice to believe it)
I think most of the problems in this game go back to SWFs. Solo and killer experiences will improve if they just nerf SWF groups. Every part of the game has some sort of downside gameplay wise, but not SWFs. They have all of the same powers except they have voice coms to almost guarantee a win. They already have all the tools to tell whoever is part of a SWF group, why is it taking this long for a change about them?
I don't have a problem with friends playing with eachother, unless it hurts a game drastically for everyone else. Killers have downsides, solos have downsides, why not SWFs how inherently have a huge advantage that can't always be countered. SWFs can also easily sandbag solos, ruining the game experience.
I just don't want SWF balance to be put on the devs, "lets not do anything about it for 3-4 years" board.
So out of curiousity, how does your opinion that SWF is broken factor in BHVRs stats that 4 man SWF only survive 9% more than solo survivors? Do you think they're lying?
There's no problem with SWF. If you think you're getting a sweaty 4 stack every other game, you're just a garbage killer tbh. Do 4 man depip squads exist? Absolutely. But after 2 years of being rank one pretty consistently, I think I go against them maybe 1 out of 100 games. SWF is like the number 1 excuse of killers that are bad but don't want to admit they still have a lot to learn.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1325516#Comment_1325516
If you only think that Huntress is good because of an ultra rare add-on, I don't know what to tell ya'.
Just go with what Scott and other good huntresses have suggested and make iri head one-shot past 18 metres or so, like the deathslinger addon. At that point the hatchet is dodgeable so the huntress needs to be skilled to predict the dodge, or survivor isn't paying attention.
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Sanctum is kinda like a less busted Azarov's on killer. Two halves with a choke in the middle. You still have blendettes hiding in bushes, but you at least have verticality to be able to spot them. Easy to 3 gen.
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Have all of the first 8 killers p3 all perks, as well as GhostFace and Oni. Also have Ace, Zarina, Jake and Kate all perks as well.
Have Legion, Demo, and Spirit P3 50, but not all perks. Same with David, Nea and Steve.
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I think ruin is good on a few select killers. Oni is the one I think it's best on, as survivors have to choose between staying on a gen and possibly giving Oni a free hit for blood, or leaving and letting it regress the gens they've been working on. Plague, Freddy, and Billy all are decent with it too.
But at the end of the day, it's a perk that shouldn't exist. It forces survivors to make decisions between objective and altruism. Survivors are significantly less likely to heal or unhook if doing it costs them 25% of gen progress when they do.
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Autodidact: Take autodidact back to it's PTB values, so start at -20% and get a 20% bonus every skillcheck, up to 80%. If I get 5 stacks of autodidact I deserve that level of healing.
Surge: Change from a radius to 3 closest gens. The cooldown prevents it from being OP in a 3 gen setup, and with the range and the cooldown it's worthless.
Lightborn: Prevents all flashlight effects, including lightburn on wraith and nurse. Blind attempts show as normal to survivors committing the blind, but do nothing to the killers vision. When the killer is blinded, gain 5% speed bonus for 10 seconds.
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@CosmicParagon said:
https://forum.deadbydaylight.com/en/discussion/comment/1311580#Comment_1311580
Here's a step-by-step guide on how looking behind you saves you from the Slinger
- Look behind you
- Check which way he's facing
- Juke a different direction
- Repeat
I don't know if you're aware of this, but moving as a survivor is significantly slower than turning as a killer. Plus, every time you juke back and forth DS makes up all the distance you juked for easy M1s. Same as holding a hatchet as huntress, just with even less movement penalty.
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When used right, top 5 killer in the game. When used poorly, he's terrible. His 1v1 potential is unparalleled except for nurse, but his map control sucks. A smart player can remedy that by strategizing gens and playing intelligently, but he gets steamrolled when players don't take his weaknesses into account. Good DSs win chases faster than any other killer, save for nurse.