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Mr.FlexOG

Mr.FlexOG

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Mr.FlexOG
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  • @BioX said:

    The pig is perfectly fine, I agree wtih @Lord_Tony that the hatch should not be something you escape through with an active trap.

    (infact imagine how awesome the animation could be, a survivor jumping up to get in, the trap goes off, their head explodes and their lifeless body drops down on the other side from where they jumped)

    What we should do something about is the RNG element, its just weak the design to have RNG for a part deterimine how will the match will go.

    But I currently dont have an idea on how to make the traps still unpredictable etc but not be RNG

    This is the exact thing people keep saying that I disagree with.

    The rng element is not the problem the problem, the problem is that without traps in play the pig has nothing. So when the trap gets taken off in 20 second it really ######### hurts. Survivors that get the trap off after 2 minutes aren't punished so hard, they can as big is when she loses 25% of her power. one issue with her ability is the fact that if a player has their trap activated while on a hook, isn't right next to a jigsaw and the pig is going for a head popping build then the survivor has a 1 in 4 chance of being unable to take the trap off in time.

    If trap worked in the end game then you could either slow the game down or save them to for the end to keep some survivors in the game and make team play hard.

    Could you imagine if they took the rng from skill checks or chests or spawn locations. Rng isn't always the issue.

  • @Rougual said:

    Learn to apply basic pressure or take the Entity Displeased.

    There is Hard pressure and soft pressure. Hard pressure is downing someone, hooking someone, chasing someone and proxy or fully camping a gen or hook.

    Soft pressure is everything else, injuring someone, forcing survivors to cleanse totems and all that.

    Not every killer has the ability to hard pressure enough survivors to stop a team who commits to generators.

    Soft pressure is called soft pressure because it can just be ignored, survivors can ignore totems and they can jump on a generator while injured.

    If you down one survivor and hook them then immediately that exact moment start a chase with one survivor you have hard pressure on two survivors. That is decent but not enough to win. The other two survivors have soft pressure on them at that moment as there is incentive to go unhook but really they don't have to they can stay on gens. Two people on gens isn't great for a some killers while it is great for stronger ones. When a person unhooks that person you hooked you now have pressure on one survivor. If you downed them before the rescue then the loop continues and you continue to be in a decent position as long as you can immediately start another chase. Unless the pressure you are putting out occupies three survivor, your situation isn't the best unless you're a top tier killer. Once you remove one survivor from the game this of course changes as you only need to pressure two survivors at a time.

    Saying just create pressure isn't helpful. If someone is complain about getting gen rushed as freddy then yeah, they just need to learn to pressure but if they are getting gen rushed as wraith or myres then creating enough pressure to counter gen rushing require a good deal amount of luck or for the survivors to make mistakes. When survivors learn that the presence of the killer doesn't mean much if they're not injured then them map becomes there's and it's hard to stop them just doing the gens and getting out if they are committed.

    However, this post in hindsight is implying that the goal is to stop literally any survivors escaping through the gates. Many consider one escape through gates a win and two escape from gates a draw. I personally don't.

  • @ttvbardberd said:

    It's an a funny joke that made me giggle, but in reality, the two are not comparable.

    I'm obviously not going to argue why, people already know why, but it was funny nonetheless.

    It is a lot alike though. Killers are told not to eliminate players early despite it being in their best interest to do so because it is unfair to the players who find that an unfun and frustrating experience and yet you get people who sit on generators and wait for the last possible moment to unhook so they can spend the maximum amount of time on working on the objective. This is very unfun for the kill as well as the person on the hook. To add to this most killers can't actually counter this only killers with heavy map pressure. If you gen rush then most killers can't actually defend the 4 remaining gens after three have been completed without eliminating one survivor. So when a killer says "what about gen rushing." Not only is it a good equivalent but it's also the main reason to tunnel people. Sure if you're using a snowball killer or a heavy map pressure killer you have less reason to do it but then you'll just get criticism for slugging or using OP killers.

  • One thing I love about playing pig is she is good at playing by the survivors rules as anyone she downs, traps and hooks is going to be unproductive for at the very least 1 minute if they choose not repair.

    As the game goes on and we get to two generators left, I've conditioned them into thinking I won't tunnel, camp or slug which is wrong. First hooks get camped, second hooks get slugged and third hooks get tunneled. All part of the plan to get them to make mistakes due to over confidence. Following the rules and then breaking them for the ez comeback now what make pig the most fun killer for me. Post chat is the dessert.

  • I'm sorry your thread got sent to the graveyard.

  • Feng every time.

    I am unashamed to say that I will always tunnel Fengs.

  • I love this map. I pray for it often. I love mowing through survivors on this map. If I'm running sloppy it's extra sweet because I can hit them, send them away from my side of the map to heal and repeat until they're way out of position or injured and then I punish them.

  • First of all. Hahahahahaha

    Second, I would love to see another remake of Texas chainsaw massacre where bubba puts on a black face and his brothers are like "wooooooooah, bubba that's not okay."

  • Look, killers need to camp sometimes.

    Let me use pig as an example. Pig is good for this hypothetical scenario because she is a killer who doesn't tunnel.

    When pig hooks someone, she needs to look for a new target so she can put a trap on their head. She can't stick around because killers MUST keep as much pressure on the survivors as possible or lose. Killers don't get to be absent minded because gens fly at such a rate that it is impossible to get enough hooks to win the game unless you can keep 3 survivors busy at a time.

    Now pig is good at keeping survivors busy, that is her main power. But what happens if either

    A) You have three survivors busy and only one person is free.

    Or

    B) You have no bear traps available to slow the game down and there are still four survivors alive.

    In both scenarios, the objective best course of action is to proxy camp and wait for a rescue so you can punish it and get someone out of the game.

    Killers absolutely can not 12 hook the survivors one by one. If you want that to be the case the beg behavior for survivor nerfs so that can actually be possible or some serious killer buffs so that snowballs happen more often, but I doubt you want either of those.


    When you consider that DBD is just a game about chasing, and you figure out that at the highest level of play, the chase is survivor sided and results in the killer having to spend a lot of time trying to down their target, you have to understand that killers can't completely throw away tools such as camping and tunneling without the game being impossible.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1742089#Comment_1742089

    I thought survivors moved at 100% speed. I might be wrong but it was just a guess considering the killers are 110% and 115%.

    Yeah chucky is short so he'd move either slightly slower than survivors or the same speed meaning he can't catch them without either using his power to dash or ambushing them with his zero terror radius. He would have a super low profile so he would have his strengths even if really weak in wide open maps where surivors can see him coming. 100 is probably perfect, if he moved faster than survivors I think his zero cooldown on attack would be oppressive, but I think chucky is iconic for wildly stabbing so it fits him.

  • Chucky would probably be boring to play but fun to play against.

    If I were to design him, I'd make him move at 90% speed, give him no terror radius while out of chase, give him no cooldown on missed or hit attacks and make his mouse two a running state comparable to legions feral frenzy but with the speed and control of the pigs ambush.

    A lot of perks wouldn't work with him like mad grit and Save the best till last, and OoO would completely neuter him but, OoO should be changed anyway and there are lots of perks that basically do nothing for certain killers.

    EDIT: 95% speed or even 100% speed would be better actually.

  • @HypsterMoses said:

    No mither sucks, straight up no argument there.

    What if, it still has all the effects as before, but you start the trial healthy, and only get the effects and broken status when you pick yourself up from dying? That way, at best you get at least a few anti-slugs and baby iron will and at worst if you never get slugged you have a dead perk and not one that'll kill you.

    Good idea. I like it.

    But even that isn't enough. Maybe recovering with no mither takes just two seconds and gives you a speed boost like adrenaline but exhausts you so you can't get up in the killers face then naruto run and dead hard to a window.

    It would be one potent ass get out of jail free card but unlike the ones in the game right now it would be counter balanced with a considerable debuff.

    EDIT: I forgot to mention you'd only get this once per game. I think once a killer sees no mither they're not going to slug you anyway so only being able to get up once but having it be potent makes it a decently balanced perk. I can see people taking it for high risk high reward while other stick to unbreakable for the 35% faster recovery.

  • I'm not just calling for nerfs, I think that a small number of perk changes are needed but I'd also like to see survivor perks buffed. It would be nice to see someone run babysitter instead of borrowed time but there is literally no reason to as borrowed time is just infinity better. Buffing weaker perks would at least add more variety to the game.

  • In hindsight, I think regression is a much better idea. But it should regress at the same rate it progresses when multiple survivors are alive.

  • How survivors think killers feel when they get their free "sympathy" hit at the exit gate.

    https://youtu.be/sAXZbfLzJUg

  • The fact that people don't boycott the game solely based on their refusal to listen to any feedback is a testament to how much slack the community is willing to cut the developers. I think it's sad that they would do this despite that.

  • @Ecstasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680657#Comment_1680657

    I meant to reply to this awhile back but ended up distracted and rolled on, though I was dumb enough to play on the weekend at peak hours and got joyful reminder to come back to this issue. The length/scope is a bit overboard, even for me, though I'm not just addressing you and mean this to be a collective rebuttal for all.

    [Quick preface: The devs explicitly declared Voice-Coms aren't cheating, though I'm just gonna call it that here with the context understood that's specifically not cheating as defined by current rules, but the nature of the game (where the inarguable distortion constitutes de facto cheating by unreasonably unbalancing the game) to avoid repetitive qualifiers making my long-ass posts even long-asser.]

    Most means of cheating don't guarantee victory or make unskilled players skillful. Same as VC, they boost players of any given level beyond their actual limits and abilities. In fact, the degree of any boost typically depends on skill in part too (the better you are, the more areas you can apply the same means of cheating effectively), so, sure, SWF God squads and SWF scrubs alike. There's a grand failure to acknowledge that edge itself is an issue without "eh we could've cheated harder" ever coming into focus. Studies even show that, likewise, most people cheat for "a little edge," regulating what they could "probably" do anyhow... with the standards of "probably" relaxing over time, per challenge. All those excuses of inconsequential impact and required skill are just the default delusions for cheating in most any form.

    I'd say you're generally right that people frequently mistake being out played by solo players for being out-cheated by VC at times. However, you pose another argument via context here too. Maybe not something you realized or intended, but by jumping into a topic that's basically "hey this is how we should deal with the SWF problem" and veering to "ugh people say everything is SWF," you're directly responding to their prompt with the indirect rebuttal that the issue is overblown and irrelevant at all. (Or I suppose making a total non-sequitur, but one that ends up creating that same argument when interpreted by readers). That's what I'm demolishing here.

    You presented it yourself as "literally everything I do in X I do in Y" too, where its honestly no big deal and any advantages are negligible. Like you'd know to do gens still, so same diff; but, when you're taking steroids for baseball, you still hit the ball with a bat like any other game. Hell, you even score home-runs in fair games anyway too… there's still a material distortion of your performance. Here we're dealing with the accumulation of so many little factors tipped in your favor--and a flood of (even indirect) information that rivals any number of perks--in a game that can tip back & forth based on small mistakes normally. The alterations of VC are impossibly different to account for unless the game so heavily imbalanced its irrelevant anyhow. When a killer can beat your team while you're actively exploiting VC, that's just a killer who would always stomp your team in a real game.

    In normal matches, even that inability to point out "hey trap right there" could be the pivot for snowballing. Of course not every potential distortion of VC impacts every match, but it doesn't require knowing every killer move to ruin the match integrity. There are far too many adjustment factors (any number of which could be significant alone) that, whatever inevitable differences do occur, they're amassed and intertwined inseparably from the match circumstances beyond recognition. To imagine that any of your accomplishments are still distinguishable skill at that point is just naive. It's like stringing together a speed run made of save states and pretending you did the whole thing at once. You simply cannot eliminate so many little imperfections, and shift all the pressure dynamics, while still feeling righteously decent because you can sometimes do those things in normal games anyhow. It's fruit from a poisoned tree.

    This is still without really accounting for people fully intent on exploiting the imbalances either. When that intent exists, the distortion is so overwhelmingly negative that a bad taste lingers even for killers capable of overcoming the fixed odds. What's so insidious is that your team doesn't need to go into any match with that intent to cheat heavily. Most probably don't, making it that much easier to believe "we just have fun" since its discounting every time it doesn't end up that way. Only once things start going sour, the cheating efforts kick into gear with that irresistible urge to "rebalance" inevitably creeping forward. Players increasingly exploit those unaccounted/unbalanced interactions of VC to pull off maneuvers and coordination straight up impossible in any real game. And that's some real bullshit. Of course it erodes the fun of playing killer when some games irrationally flip on a dime to the other side's whims.

    Naturally groups love it: they largely dictate the match. So it's all fun and games, unless they decide it isn't. Dismissing every distortion (and every attempt at even mitigating any of those distortions) under the premise "most groups just chill anyway" is ridiculous when all have that gateway at anytime. VC isn't any more reasonable an accommodation for players to work around without grievance than, say... letting killers use a game trainer to make walls transparent at will. Everyone just accept that most use it with good discretion, like when lost or they can't find anyone, and that makes the game more fun for everyone. Plus, its a nice challenge. And make some entertaining twitches and this game desperately depends on the twitches. And it's not every occasion, I mean, unless they want to. Sure, some will, but probably rarely... probably. Or, they only bust it out when when survivors that get too cocky, or maybe too loopy, or just a little bit too existy. You can't punish them for wanting to have fun too. Besides, it's not like that actually guarantees the killer will win. Still gotta catch 'em first, and that's pure skill there. Pure skill. So all good, right?

    It could be that you're fine with the status quo--and if so, that's okay, and you're right to like what you like--however I don't know how you could possibly believe that most everyone else is just dandy when there's a clear killer deficit in this game. I'd think that's a sign of something seriously wrong when that side already only needs one player for the other four, and gets to be the badass pop-culture horror icon. Seems more likely to have the opposite queue times.

    If most killers are really alright with it, then I'd have to think that's because the ones who aren't happy about it have already quit playing killer, if not DBD entirely. Even without being red-ranks (or maybe explicitly because of it on either side) I know for sure there's still a killer shortage the higher the ranks, or they wouldn't be mixing up even red rank solo survivor against killers literally ten levels beneath them so damn frequently.  That alone is probably a major recipe for burn out when a lot of people perceive a skill difference between Rank 2 and Rank 1 survivor skill levels. When you start tossing in the voice-comms of even just two players onto that whole mess, well, it shouldn't really take much convincing to predict a fire hazard burning through new and old players alike to devastate retention levels that should be way higher.

    "Maybe not something you realized or intended, but by jumping into a topic that's basically "hey this is how we should deal with the SWF problem" and veering to "ugh people say everything is SWF," you're directly responding to their prompt with the indirect rebuttal that the issue is overblown and irrelevant at all. (Or I suppose making a total non-sequitur, but one that ends up creating that same argument when interpreted by readers)."

    Read of the century. Cracking post. I agree with everything you wrote.

  • @Moundshroud said:

    "I have no idea what makes you say that SWFs never remain casual. It also doesn't make any difference how long a SWF plays together, really. Either you're a good player and can call out information well, or you're not. Either that's something you like to do while playing in SWF, or it isn't."

    Experience, direct and firsthand both as a Survivor in a SWF and as a Killer who fights them daily, gives me the knowledge to say this. Practice makes perfect, and Survivors in a SWF get better with each match. Experience aside, this is also commonsense. The fact that you want to pretend it is either there at the start or it isn't makes me wonder about your motives.

    "This is extreme exaggeration. Object by itself gives you more info than a typical SWF would (with the drawback of being terrible in solo queue, but still)."

    No, it is not an exaggeration. Every Player in a SWF using the 5th Perk (Comms) has all the information provided by his/her teammates as if they had the Perks themselves. This allows them to maximize information gathering Perks. So instead of just having four Perks, they each have a bonus of any other information gathering Perks held by their buddies. On top of that there is the interactive, real-time updates on where the Killer is currently located, if the Killer is setting traps, which Generators are near completion, and so on, etc. Likewise, there is the instant lowdown on a Totem spotted that someone cannot reach (for whatever reason) which can be handed off to a teammate by just telling them. When the Hatch becomes visible, and one person spots it, they all will share that too. The now infamous OoO is particularly useful to a SWF on the right maps where the "Spotter" can call out generalized areas of the map (or specific) by terrain or sometime something as simple as "he is upstairs" or he is "downstairs". Are you picking up what I'm putting down. Exaggeration? Hardly.

    "What makes you say that? I often play in two or three-man SWFs and this is something that we absolutely never do. It's not advantageous to the group to let your teammates die unless it's like a basement hook / NOED situation."

    I've seen this firsthand as the Killer and had it happen to me multiple times. My own group, when we were doing SWF had to stop what we were doing when we realized this was happening on an unconscious level and make sure that we started to include the Red Shirt as an equal. More to the point, I've been talking to and listening to a GROWING number of Solo players complaining about this very thing. Perhaps the most telling is nobody works that hard to get the Red Shirt down before they go into phase two (if at all).

    "Splitting the game into two separate queues for solo queue and SWF would kill the game. Killers would never want to play in the SWF queue or, if there were an incentive to play against SWF, they would only do so while bringing their Iri Head / Infantry Belt / Ebony Mori and the like. I'm also just against changing the game balance such that SWFs need to be communicating well and sweating their balls off in order to do well. Many SWFs do not do that, and will instead perform poorly because they play too altruistically and will have a wider range of skill levels in their squad. Punishing people for playing with their friends is just going to kill the game."

    I hear this last ditch defense often, and it has no validity. We have no idea what it would do. People always say this whenever ANY changes happen and the game is still here. If I had a nickel for every time someone has said "this will kill the game" or "this is killing the game" or "I think DbD is dying" I would be a very wealthy man indeed. I might actually buy some cosmetics. Judging by past evidence, no, it would not kill the game. In fact, it might actually revitalize it with Solos being able to play without being strangled and not getting run off, and eventually graduating into their own SWF. Nobody is talking about punishing people who play with friends. We are talking about balancing it. It is a competitive edge, and it needs to be compensated.

    "Most balance issues that exist with SWF should be addressed by MMR. If you sweat like crazy in a premade of good players, you'll just be matched up with a disproportionate amount of god Nurses and Stridor Spirits."

    No, they will not be addressed by the MMR. Why? Because the MMR is a matchmaking system that cannot measure the impact of the 5th Perk (Comms). That is something entirely outside the game. If a SWF is not somehow marked and known to the system, it cannot compensate. The only way for the MMR to take note and address that is if Teams are somehow registered, recognized, and there can be matched as a GROUP to the appropriate Killer. What you are saying is nonsense, and I think you know that.

    Gonna print out this post at a photo shop and hang it on my wall. I just need to buy a platinum frame to put it in.

  • @Xyvielia said:

    I play more survivor than killer because I personally don’t enjoy killing people.

    DBD is far more graphic than a fantasy game like KH3 or a zombie slayer where the target is an undead creature. Even Siege is realistic in a sense of military survival and has a purposeful intent.

    Survivors in DBD are humans. I don’t prefer playing the role of a faster, stronger, pain infliction capable killer chasing down and slaughtering mostly young human characters. It feels too serial killer and graphically realistic, imo.

    I’m more of a “good vs bad” as opposed to “bad vs good” personality, that’s jus me.

    Definitely more skill involved on killer side.

    It all depends on what you consider “toxic”

    Usually, as soon as that word is thrown out there the conversation changes.

    There are certain, intricate juke maneuvers that I enjoy trying to pull off against good killers. Although I seldom run HeadOn or bring a flashlight, achieving those stuns can be exciting. Trying to pull off a hook juke during a rescue has a thrill factor.

    Implementing various strategies, as I mostly survive Solo, to work with 3 other players who I cannot verbally communicate with, and who have their own playstyle and methods is a challenge that I enjoy and actually prefer over playing with a SWF.

    I find it is easier to pip up on a SWF team, and less of a reward overall.

    Surviving Solo, I feel more often that I’ve moreso earned the pip and the escape, as opposed to on coms, “same page” collaborated perks, always-got-your-back, killer bullying SWF collaborations.

    The survivor voices and various sounds, survivor animations and cosmetics, sfx such as totems being cleansed, chests opening, certain perks I enjoy using. All of those are very appealing to me, as well. I love soundtracks of games and movies, and as a survivor, I get to appreciate the ambiance of those background tracks, and also the intensity of the different levels of the killer’s terror radius and chase music as it heightens.

    And gens... I just find them peaceful and calming. It’s one of my fav experiences as survivor, tbh; Very relaxing☺️

    Lol I thought like this until I played killer once just to see what it was like. Then had a pallet dropped on my head, flashlighted, teabagged at the next looped and then loop and looped and looped for four gens.

    Now I'm a killer main.


    Edit: Yes they got face camped.

  • If I bring my main build and I'm playing with my main then yes I do find them fun. Depending on their method of play and how sweaty they are. I've had a lot of fun playing with SWF but that's only because I play the pig and use Save the best till last so I can abuse their altruism.

    Honestly I personally wouldn't blame someone for saying they never have fun playing against SWF. When I used to main clown when I was brand new to the game, I don't think I ever had fun once playing against a SWF.

  • The fact there are people saying these people shouldn't be banned is why this games community is such #########. Seriously, BHVR shouldn't even listen to survivors, they are unbelievably biased to the point that they will shoot down killer suggestions even when they don't negativity impact them.

  • I'm just going to flat out say it. This game is ######### hell because of survivors. When ever a killer is over tuned like nurse people universally agree that they should be nerfed, people universally agree that moris and it heads are broken and should be fixed. Yes there are people that say "moris are broken but keys need a fix too" but no one says that moris are fair.

    Anything on the survivors side on the other hand is a hot debate no matter the case, survivors will not make a single concession.


    "You should be told be told when you are facing a SWF"

    "No because then people will dodge."

    "You should be told after a game when you faces a swf"

    "No because then people will dodge you the next time they see you"

    "You should be rewarded blood point/not depip when you face a swf"

    "No because ######### you"

    Yet hotly contested things like pyramid head always result in surivors getting their way.

    Killers hate survivors I know. But surivivors have no regard for killers enjoyment of the game and honestly thing that just by not teabagging they are not contributing to the game being worse while taking to the forum to shoot down any small improvements to the game no whether it effects them or not.

    Four in five people are surivors but there are two teams. In my opinion the voices of survivors should weight a quarter of what a killers voice does.

  • @voorheesgt said:

    Is it intended that a survivor with an activated rbt can escape through the hatch? Is this a bug? I've seen it a few times and this is straight BS. The hatch is already a free escape route regardless of progress made. It shouldn't negate the rbt... Exit gates kill survivors with active rbt. Why wouldn't the hatch logically...

    Yes it is intentional. Sorry, hatch is a free unearned escape and that is what the developers want it to be.

  • @PigMainClaudette said:

    RS2 base is a terrible idea. It forces survivors towards generators.

    I like the idea of the first box not having the key as it is now guaranteed time for the Pig.

    Hatch activating traps isn't really necessary but I do like it. As an experienced Pig though, if someone has a trap and you close hatch, you're doing it wrong.

    Super in need of changing half the add-ons, but other than that it's small number tweaks to her base kit that's needed.

    "RS2 base is a terrible idea."

    RS2 literally just until they search one box. This is just so it take a little bit longer for them to find the first box instead of getting off the hook then heading right to the closest box. Maybe it might cause them to head to a further box because they know where that one is. RS2 lasting until they search one box doesn't convince them to just do generators.

  • @Withered8 said:

    I like some of your ideas but ur radical ideas are a bit over the top. Being able to charge ambush without any slowdown would probably lead to a pyramid head type situation where there's nothing you can do as survivor, although i like the idea of a much longer ambush which should definitely happen. For your radical idea for the rbt's that would lead to so many situations where pigs would just camp the last box so the survviors were guaranteed to die. I honestly think the rng element should just be nerfed and you shouldn't be able to take off the hat at your first or second box.

    "Being able to charge ambush without any slowdown would probably lead to a pyramid head type situation where there's nothing you can do as survivor."

    That would depend on their environment, current position and how fast they react to the roar. It wouldn't be a no win in the majority of circumstances. IMO that is entirely fair considering they are being ambushed. It gives them more intensive to take things slow and keep and eye out and most of all to always play with the knowledge that at any time they can be ambushed by the Pig. If they play with that in mind they will always keep their escape options in mind.

  • I should specifiy that each of these suggestions is a one or the other situation. So I'm not suggestion both ambush buffs and both RBT buffs at the same time. Only one of each.

  • @HelloAgainMr said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678663#Comment_1678663

    Listen, I was just trying to say that there often aren't as many as people think. In fact, if you did it this way you'd probably have people who say they never play against SWF complaining about how often it happens.

    The point I was trying to make is that SWF is a problem. Straight up its a problem and it needs to be solved or compensated. I agree with you. I just also think that it would help a pot of people realize that not every group is a SWF.


    ok

  • @HelloAgainMr said:

    I think if they added a point bonus for playing against SWF it would probably help a lot.

    My guess is that a lot of people would start realizing that the groups they're playing against aren't SWF.

    SWF is definitely a huge advantage for the survivors, I don't see why getting some points as compensation could possibly be bad.

    It is depressing that all anyone can take from it is "w-w-what if they're not SWF." That has literally nothing to do with the thread.


    "You should get points when you go against a SWF." "Not everything is a SWF." STFU

  • How is it that no one understands the point of this thread? Playing against swf is harder and frequent swf tactics lead to point loss in the malicious emblem being inevitable. You should get three points when against a four man. That way four silver emblems don't lead to a depip.

  • Oh #########, something I forgot about that story but just remembered. One person had a Yellow toolbox with BNP and another had a Purple toolbox.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1677837#Comment_1677837

    Ok, several points:

    First of all, you played on one of the worst Killer Maps due to the Main Building. Unlucky, but happens.

    Second, your Pig-Build is not really good. Like, you go for 3 Hex-Perks and one Perk which is only good with one of the Hex-Perks, you dont have other Information Perks, you dont have ANY Chase Perks AND you decide to use one of the worst Pig Add-Ons.

    Then, the emblems are not bad because its a SWF, but 7 Hooks is not much, 1 Sacrifice is also not much. The guy on the ground does not give you any Points.

    And well - how do you know that it was an SWF btw? That they were healing fast? Or that they left? Leaving is the smart choice, if the remaining Survivor has an active Bear Traps, you can simply focus them afterwards and they would need to be lucky to find the Hatch. They cant escape during an Exit Gate, that guy was basically dead. So why should the other Survivors stay there? And you dont have to be in an SWF to know that.

    >You played on one of the worst Killer Maps.

    Yes I know

    >Second, your Pig-Build is not really good.

    It's a fun build, I usually use Hex: Ruin, Surveillance, BBQ and Save the best till last. My alternate build is Hex: Ruin, Whispers, Nurses Calling and Monitor and Abuse. I usually use the second one for policing jigsaw boxes.

    >you decide to use one of the worst Pig Add-Ons.

    Wrong. Amanda's secret is okay. It's good for tunneling survivors when they become a threat again. Not to mention survivors often heal after taking an active helmet off. I usually use combat straps and crate of gears with my main build or combat straps and tape with my whispers build.

    >7 Hooks is not much, 1 Sacrifice is also not much. The guy on the ground does not give you any Points.

    7 hooks isn't that much but it's not worth de-piping when combined with two kills. A survivor bleeding out should honestly give you just as much as a kill or disconnect and if not, then it should give you that much when that person has a ######### active bear trap on their head.

    >How do you know that it was an SWF btw?

    The way they cleared my totems.

    Within the first few seconds of the game starting, I prevented one person from touching a totem and I chased them. Around the time I hooked them (pretty fast as ambushed them on the totem) I hear another notification on the same totem. I walk over there and see another survivor working on it. I begin chasing them away and not two seconds passed before I heard a third survivor working on it. I turned back and chased them off and then I hear another noise notification coming from the asylum, it turned out to be a gen pop. Then suddenly I hear a notification telling me my thrill of the hunt was gone. I assumed that it they synced up them allowing the gen to pop with her touching my totem. But even if that wasn't the case, the totem was not out in the open it was well out of the way yet over half the team found it within the first minute of the game.

  • So today I was playing on Disturbed ward against a SWF as pig with Devour hope, Ruin, Thrill of the hunt and Surveillance. I was also using the Amanda's secret add on.

    This is besides the point of this thread but I played pretty well that game but was extremely unlucky due to losing thrill in under a minute and then loosing devour and ruin soon after, I got about 6 hooks before the gates were powered and when they were powered I was I was about half a second away from putting a bear trap on some ones head.

    When the gates were powered I had two people downed, one slugged some where with an active helmet and one I was about to hook. I hadn't seen this guy all game and this was his first hook. Everyone else was on the last hook and injured due to them playing really altruistic and attempting body blocks.

    Now I'm in a pretty strong position, by chance I'm on top of a hill with a slug not far from me and line of sight on the only two pathways leading to one of the exit gates. Almost immediately they open the gates and I think this will likely lead to more kills as the slug has RBT on their head and everyone is injured and on their last hook. Instead they heal each other in about a second then immediately leave. After that I had to spend the next four minutes looking for a slugged survivor who has crawled to the edge of the map and is hiding from me.

    What pisses me off here is that I de-pipped. I had 7 hooks, a ton of hits and one sacrifice but apparently not enough for even brutal killer just because as a team they decided that it wasn't worth helping their team mate because they had a trap on their head and would just die anyway. I get entity displeased because the survivor decided to punish me by playing hide and seek instead of just letting me hook them for the points.

  • I honestly hate that every single thing a killer can use gets complained about. Tunneling I can understand a little more than facecamping as tunneling isn't 100% detrimental to the killer like face camping is in 9/10 situations.


    I was playing a game recently and I had a SWF with two medkits, one flashlight and a toolbox. I was playing pig and the first thing that went down was me losing ruin in under a minute. I then found the team together and watched as they tried to finish the generator in my face. They would run at me to give the others time but luckly I had save the best until last. In the end I had two helmets on the team mates and three hooks.

    Long story short over the course of that game I got about two more hooks before the gates were open in about 3 minutes. I had one on hook, obsession dead due to disconnecting (which I assume was just to ######### over my save the best till last but luckly I hit him once with an ambush and grabbed him mid vault so I actually still had 8 tokens) and what do I see but two people bum rush me, one of them with an active helmet on their head. I had NoED so instead of being body blocked and forced to watch them rescue them off the hook with my dick laying limp in my hand I ended up getting a four kill.

    This is the best case scenario and it was because I used equally cheap methods as they did and because they made HUGE mistakes. Had it not been for that I would have had no chance. Had it not been for Save the best till last and NoED, even facecamping would have done nothing as they were right next to the gate and they could just body block me and run away with the speed boost they get for being hit. If it weren't for facecamping their split up and keep each other informed over comms would have allowed them to get away with three escapes and if it had not been for Save the best till last they would have been able to take protection hits all day and simply turbo heal up in a moments notice.


    You say being facecamped is not fun. Well facecamping isn't fun either. So it's a zero sum game. It is a tactic people use to secure a kill they need. whether it is to stop themselves from losing a blip or whether it is to attempt to win the game. The game is in too much of a survivor favored state to take even something as situational as facecamping just because it makes survivors unhappy. I mean for ######### sakes, 9/10 its either causing them more harm then good or they've already lost any chance to get any other kills.

  • @SCP_FOR_DBD said:

    I think they mean your skills at the game don't improve, not you won't win more.

    oh

  • @SirCracken said:

    Considering the name of this account and how this is the first post on it, I'm going to guess that this post is bait.

    You could try reading it, don't be so cynical. The title is "Devs should hire someone to made video updates.". What kind of low quality bait would that be?