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NoMitherPlayer

NoMitherPlayer

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NoMitherPlayer
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  • @Mikeasaurus said:

    I've started using the Breakout Perk when killers like to tunnel. It's quite handy when the killer really tries to down you. Using this weakness against them has cause more than 1 DC 😂

    Breakout+ 1 medkit with a purple bottle yeah I forgot how useful this new perk is

  • You said it yourself. you've encountered this situation many times. So your brain almost naturally screams at you "dodge that light!" X) 80% of the killers I've met fell for it. The other 20% are the ones that made me create this post. Bond is the only thing I thought of by myself to bodyblock but it's not enough in very large maps where the killer can easily keep seeing the player

  • @BabyOniMain said:

    Wow that clown was garbage. People have tried that on me several times on SWF and I always reacted fast enough.

    As I mentioned. The surprise effect matters alot. It's psychological, the killer is extremely focused by tunneling. + the people who tunnel like he did tend to not be that good at the game.

    So far from the answers I've got, I might think of IW and just like mert mk said, bringing the guy who gets tunneled in a God loop window

  • https://youtu.be/hMbfvsMHFqQ


    Here is a good example of how my tactic bond+ flashlight works. I guess that is better proof

  • @Carpemortum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1015394#Comment_1015394

    That one person yes. The others pointed out that queue times on pc and bug existence is basically the same. It just runs better.

    I didn't get much answers but from the numbers I got, queues times seems 2x shorter on pc. 2-10mins anytime? That's a dream.

  • @MaChOmAn191 said:

     I'm thinking of switching to pc too. The only reason holding me back is my progress on PS4. All killers p3 50 over 800 hours of play time. If and when cross-progressing becomes a thing then I'll switch.

    Yes I had the same thoughts. Restarting all over to get my perks back? I think it's worth it I still have my ps4

  • @CotJocky said:

    Queue times are probably just as bad on PC. Killer queues in the daytime are 2-5 minutes. Killer is usually instant after 4-5pm. Survivor queues both solo and SWF are 2-10 minutes at all times for me on PC (Southeaster USA).

    For me, EU, it's 5-30mins 45 night time. Solo and swf both. 30 because there's errors very often forcing to create another lobby...

  • @AvisDeene said:

    If you’re good on console, you’ll be good on PC. The game definitely runs smoother, but bugs still exist and bs like getting hit through a dropped palled happens.

    If you don’t have the PC yet, don’t buy it for this game. I have a feeling this year will have a roller coaster of changes and you’ll be better if waiting to see what happens.

    I already own a good pc. Alright so from what you say buying the game seems to be worth it.

  • @NDwight88 said:

    https://forum.deadbydaylight.com/en/discussion/121712/not-looking-good-on-ps4

    I know people love to use the narrative that these wait times are due to a mass exodus of killer mains, to prove their point. Fact is it’s not the cause. The cause is the busted ranking system and the game not knowing how to match so it searches for ages. The more people in a group the more difficult the algorithm (swf). Killers get faster lobbies since it’s just them solo.

    But I get it is easy to grasp onto in order to sort of make it seem it’s due to the nerf.

    Your point is wrong. Do you play solo and swf both?

    As a survivor solo or swf I get the same queues times. Veryyy long ones :/

    Which gives more credit to the theory lack of killers are a big cause of this problem.

  • Ggs and no t bags to cool killers doesn't matter they win or lost. Bad words and t bags to killers who loose even with unfun tactics

  • @Eye66 said:

    https://us.v-cdn.net/6030815/uploads/701/R6EJB7YTYA3E.jpg

    So the Snap out of it nerf that lets them go to tier 1 and avoid all his afflictions while punishing doc for shocking survivors went through in full. He's dead now, maybe the ruin nerf was to distract from how dirty they were punking Doctor

    I believe as a red rank that it's a good thing for both. Bad survivors will probably regress to level 1 (I guess it takes more time) and waste time...

  • @TheLegendDyl4n1 said:

    I'm sorry monto but no more slowing down the game "just a lil bit" I'm sorry but even with over 50 days played it's still hard to hit great skill checks with ruin, and considering all the nerds "op" survivor stuff has been getting this is a huge relief so at least we know the devs are trying to make the game feel less annoying for both sides.

    I agree with you, and I'm an all time good enough rank 1 player. I haven't forget my first feelings about ruin. This perk is just very annoying. And as a killer you don't get any direct effect from it or fun. Just an indirect slowdown that you never see just suppose. Everyone complains about the ruin changes because games are harder but this shouldnt be related to ruin. Ruin is just 1 good perk now.

    Thanks bhvr. Now hopefully they will focus on finding a solution for killers and gens.

  • @Elvenmonk said:

    https://forum.deadbydaylight.com/en/discussion/comment/985989#Comment_985989

    Yes but the skill you described is pop sans a count down and hook req.

    So you either killed pop or you made this pointless.

    X2 regression speed on one gen or a massive cut to one that we can't just tap to stop.

    How often I've stopped regression after a kick while being chased is high because it's a tap.

    So you'd kick it. That one gen would be regressed x2 speed until I tap it. You then have to waste time kicking it again for me to come back and tap. It's a cycle of useless.

    Yes you're right I forgot about the power tapping in red ranks.

  • When I said ruin only affects the gen you're controlling I meant you can't be in front of 2 gens at the same time

  • @Seanzu said:

    We're all here arguing about the changes to ruin, but what would really make you be ok with it?

    The developers have already stated that an increase of gen time is unlikely, so throw your other ideas in here

    Firstly, I think Ruin should at least increase the amount of skill checks, with the removal of required greats when ruin is up I think it would be fair to increase the amount you recieve, and while checks aren't hard, they still do get missed, and they still make an alert.

    Secondly, permanently make generator skill checks smaller, and decrease the size of great skill checks, as the boost from those is pretty significant if you get a lot, and they are no longer required to be large so you can hit them during ruin.

    and Finally, a toolbox rework.

    1. Remove the increased speed of generators
    2. Make it so it reduces skill checks/increases their size
    3. Make up for the removal of gen speed, by allowing them to break dull totems quicker, this prevents them from countering thrill/hexes but encourages people to go for totems to remove the chance of NOED, thus wasting time

    Addons can be reworked to make skill checks appear slightly/moderately/considerably less. BNP could remove the chance of skill checks up to 50% of the generator, it then expires. Keep all sabo features as they are

    Thoughts, ideas? Too little? What are YOUR ideas?

    Ruin as a perk not an hex. But, you still have to kick a generator if you want the regression to start. That's my idea but honestly I like ruin atm. Every gen was affected by ruin. Now, only the one you control. Which makes ruin power depend on your skills. :) It's a significant nerf but players still prefer run ruin over other perks so it's obviously more than good enough considering it's not supposed to be that much better...

  • @w_sohl said:

    https://forum.deadbydaylight.com/en/discussion/115718/the-leveling-system-doesnt-reward-you-more-shards

    You need to use real numbers. Your example is easily counter in mine.

    In level one you get 300 shards per level and at 59 you get 3000 per level.

    Level= Time spent in a game. At level 1 or 99, a 15mins game is rewarded the exact same amount of xp. So 2 games for 300 or 20 games for 3000... It's the same. Start a game, don't even play it. If it lasts 20mins you will get 800xp. That's all.

  • There is no difference between level 1 and 99. Except 1 is better, imagine you're 20 shards away and you have to play 10 games to actually get the necessary amount lol. Level 1, 2 games maybe. Honestly, I think we get more than enough shards from this but the system is dumb. Same amount of shards but no useless level would be better.

  • @Superyoshiegg said:

    How is asking killers to hook survivors in the basement promoting toxic behaviour?

    The game isn't forcing you to use less then favourable tactics to do so; that's of your own accord.

    Imagine basement is at the right corner of the map. 1 gen there, no reason for survivors to come. Even with the fastest perks you know they have to be very close to get them into the basement. You will have to slug. If you only have time for 1-2 games you will have to do as THE GUY SAID. Slug at list. So don't say bs, obviously we have to play toxic to complete this.

  • @Pepsidot said:

    Stealth killers basically get free hits and a huge LOS advantage.

    It's hard to tell where killers are even with the TR. Are they right behind you, or being looped above you? Waste time off the gen and hide or carry on doing it and risk a free hit/down.

    Running iron will? Tough luck. Killers can track your blood for miles on this map. If you're getting tunneld, the killer is not gonna lose you if you're injured.

    Is there a pallet around the corner? Who knows until you run around the corner. If there is a pallet, well done you got lucky. If there isn't, well that's another free hit/down.

    IMO it's much better for killers than it is for survivors. The only issue I really have with it is that is is insanely good for stealthy killers, especially with a nurse calling/sloppy butcher build. I also don't really like how I have to guess whether a pallet spawns, but oh well.

    Oh and good luck finding Ruin!

    I don't have time to read all posts. But I'll say one thing. In a swf, this is me and my friends best strategically choice for a map. Doesn't matter who is the killer. We bring the right perks etc, often a map for totems. Almost ever loop is insanely strong

  • @hockeygoalie78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/928315#Comment_928315

    https://forum.deadbydaylight.com/en/discussion/comment/928488#Comment_928488

    Maybe I didn't phrase what I intended to say properly. I didn't mean that the killer should be punished or is at fault; I meant that the specific survivor should receive the same punishment as if they had simply disconnected (because killing themselves immediately still messes up the balance of the game and has the same negative effect as disconnecting in my opinion). Otherwise, survivors can bypass the disconnect punishment by killing themselves on the hook and the problem is likely to persist.

    Yes but that's freedom right there. And it's the less impactful thing that can occur. Sometimes I die on the hook cauz I stopped pressing the button by accident.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/926821#Comment_926821

    Windows of Opportunity, you mean? Yeah, I can see how that could be useful, although since lockers tend to spawn around jungle gyms, it could potentially cause issues with the locker auras obstructing the auras of vaults and pallets.

    You're definately right

  • @Peanits said:

    I wouldn't be completely against it, but I do feel like it would be unnecessary clutter. Lockers are static and are always in the same place on specific tiles, so you can memorize where they are (and which tiles have lockers period) pretty easily.

    More than a healing perk, inner strenght can be a good teamwork perk. You can take a hit for someone at the endgame then quickly come back and help again. In these teamwork situations, that would be very helpful to quickly turn around then go into a locker. Inner strenght isn't used for teamwork because most players obviously lack knowledge which can be replaced by seeing auras. This would be powerful in some situations. And even a good player won't know where the lockers are quickly enough after some bodyblocking and 360° he won't even know where he actually is exactly x)

  • @LordGlint said:

    I feel like this would be more fitting to slap on Windows of Opportunity.

    I thought about that too. Perhaps devs were lazy on those ones, because they certainly thought about it.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/926187#Comment_926187

    I don't necessarily agree about Bond, but that's a bit beside the point.

    If I understand you correctly, you're saying that you wanted to buff perks like Inner Strength a bit because of its limited usability, recognised that seeing totem auras would be much too strong, and decided that allowing IS users to see locker auras instead would be a good compromise? I could get behind that.

    Yes it's exactly what I mean. To make it an optimal 1 or 2 times use.

  • @Fibijean said:

    I'm not sure Inner Strength needs the buff, even though it's a fairly small one, but I wouldn't mind something like this, especially since there isn't currently any other mechanic in the game by which survivors can see locker auras.

    Off the top of my head, I can't think of any way such a feature could really be abused. It could be used to make countering BBQ easier, or predict a Huntress' movements more accurately, but most experienced players know roughly where the lockers spawn anyway, so I feel like it would amount to a QOL change more than anything else.

    I forgot to mention the why I want this slight buff. Currently, bond is the best healing perk in my opinion. 3 survivors potentially at different locations who can heal you at a fast speed, unlimited times. Inner strenght, 1 time use. 2 or 3 if you have a map. So I find it useful when you carry a map only.

  • @Venom368 said:

    https://forum.deadbydaylight.com/en/discussion/comment/925654#Comment_925654

    2 Kills 2 Escapes is the ideal balance in a perfect world. However, the ranking system does not reflect this, until it does, I will not accept that model.

    I think ranking is irrelevant in this game. I think it would be best if you had an invisible rank attached to your profile that not even you could see. All it would be used for is matchmaking. If you mean that killers should pip on 2 kills and 2 escapes, then the killer would just facecamp 2 people down. I don't think the game needs a win / loss to be defined in any way. Just play how you wanna

    Haddonfield needs the Badham treatment. Full redesign and rebalance of the map.

    I think you just ignored the entire point I was trying to make in this post lol

    About the rank, having stats would help. My ratio KD, what kind of player am I, best killer, worst nemesis , dead by who...

  • @AAAAA said:

    No Mither is too strong! It counters so many things!

    -Trapper traps don't take off a health state without the purple stone

    -Hillbilly chainsaw only does one health state

    -Iridescent Head only does one health state

    -Leatherface's chainsaw only does one health state

    -The Plague's vile purge is useless

    -No Mither prevents baby Claudettes from wasting time healing you against The Legion

    -The Oni's demon strike only does one health state

    -The exposed status effect is pointless, which weakens or nullifies Myers, Ghostface, Redhead's Pinky Finger, NOED, Make Your Choice, Devour Hope, Iron Maiden, and probably a ton of other things I'm forgetting

    Basically, in its current form, No Mither counters half of killers and their perks. I suggest the devs find some way to nerf No Mither and get rid of these grossly powerful and presumably unintended benefits by making you not be injured the entire game or something like that.

    More seriously, that would be so damn cool if no mither was giving something worth the trade like movement speed boost while running. There is so much potential with this perk considering how bad it is for a survivor to be injured.

    If I was running at 105% speed with it hell yeah x)

  • @nyan_painbow said:

    also the repairing time should be expanded!

    I play both sides and I know how easy it is, to destroy or even counter the Ruin:

    in order to destroy it, run:

    Small game

    Detective's hunch

    also take a map or simply search for the common spawning locations

    in order to counter:

    tap the gen

    run Stake out

    keep repairing

    So, survivors HAVE THE PERKS TO COUNTER THE RUIN.

    When I play as a killer the gens will be done quickly! It doesn't matter how cleverly / fairy you play. There is always a sneaky peaky surv who does only repairing.

    As result :

    after the match an average survivor gets a pip for repairing /healing + avoiding or stealth.

    the killer gets a black pip

    Ruin is soo much boring I've never ran this perk as a killer. I usually destroy them or they genrush me.

  • @GrootDude said:

    I actually like the new rank reset, I’ve wanted it since I started.

    I'm also okay with the rank reset. So by now, survivors and killers will both get better at the game. Purple ranks are tryhards, only red ranks can be pure skilled players. For the false red ranks facing quicker the best killers will make them improve both

  • I disagree. Hit the obsession, slug the obsession, use it as bite. Before being the obsession meant you were getting camped, so thanks for that change. Being an obsession IS the downside you literally have a marker on you. + New Oni perks coming

  • @JHarsch said:

    So do the bare minimum and get rewarded for it?

    You, you didn't read x)

  • Most important question?

    Is swf good? -Yes. Coop is the funniest thing.

    Comms: When you're a killer, you are 100% synchronized with yourself at list a hope lol. It doesn't MATTER how good their comms are, your own comm is better since you are BY yourself. Obviously it's alot easier vs solos cauz unlike you they can't rely on others as much as you can on yourself. When a survivor is hooked he HAS to count on others most of the time. They can't do a good chase then get hooked then keep going by themselves. The killer can chase, then gen pressure, then hook... All that with perfect sync speed depends on his skills. If there's a problem it's right there, the killer power or the player s skill. You want something fair? A mode where there is 2 killers and maybe 10 survs. But as it is right now there is nothing wrong with the swf. That doesn't make sense that's not where the solution is at all

  • @PistolTimb said:

    Lobby dodging isn't as serious as DCs because the game hasn't started yet. When you dc from a game, you're directly wasting everyone's time by starting a game you had no intention to complete or even participate in. Lobby dodging is fair because nobody should have to go against 4 man swfs if they don't want to, and finding another match takes little to no time at all not including loading screens. Next time try using more subtle characters and cosmetics. Thiccums McGee, Claudia and David the Hunk are common choices for cringey toxic swfs.

    It's the same almost for swf. 5mins at list to find a new game on ps4 100% of dodges. Dcs? They occur at different times in the game mostly, so there's a 30% chance this will impact alot your game most don't do that much.

  • @JohnyBlood said:

    I think these challenges are the end of DBD as we know it. This battle pass is super unfair, 10 euros + enormous grind..but I have an option not to buy it, right? Right. So I can then play regular games and dont care about the Rift and these challenges? WRONG! Why? Because everyone else is doing it..and so regular games are no existent right now. Everyone focuses on their challenges, wasting pallets, following you everywhere to heal you, killers use Mori, camping basement etc etc... So you tell me I can ignore these challenges? See, I cant sadly. And in 2 weeks we will have another Tome level..wow..so its never ending. Am I missing something or DBD is not the same game anymore because of this messed up Rift and Tomes? I hate it..I paid for it..And I regret it now :( Just consider Rocket pass or any other Battle pass..this is the worst one I have ever seen. But thats not even the point. The point is that these challenges are stupid and the balance is out of the window even for regular players. Sorry for my English, Im in hurry :) Am I missing something or is it all really as bad as it seems to me right now?

    You're missing something. In fortnite there has been a battle pass for years. And that's the best game. Playing a regular good games + challenges both is great. That game wasn't rewarding enough. If players can't manage to do their challenges and play well that means they're not that good anyways (same result)

  • @lynelmane said:

    https://forum.deadbydaylight.com/en/discussion/comment/785856#Comment_785856

    I mentioned in the op that I had JUST gotten to purple ranks the match before the one I talked about here. Meaning, i'm still technically green rank skill but i'm top of the green rank skill level.

    These survivors are top skill in the game i'd say, especially since they had a organized plan of action against me.

    It's not really about rank color, it's about skill. The ranking exists to keep people matched to others within their skill level, but in this case it threw that out the window.

    Lynemane, I'll be the cool guy 😎.

    This is going to get worst. Embrace the reality of how terrorising it is to progress as a killer or do the same as me and stop playing killer at some point. If you think it gets easier the more you learn it's not entirely true. You will always struggle as a killer. So I hope you like that kind of challenge 👍

  • I've no problems with spirit. There's many characters, only her is that op. In a spirit of variety I believe it's fine. :)

  • No killer. But Nancy I actually like her bloody face. It's light, fits her. Inner strenght allows some quick teamwork plays at the endgame, 1 locker 8secs and you can go back there and fight again!

  • @johnmwarner said:

    First, I am NOT saying we are owed anything or they must give us something or I quit. Just looking for your opinion what you would honestly do if you were in charge?

    Some options, open to opinions and ideas

    1. first rift paid track free, yeah this won’t happen
    2. bonus auric cells, again most likely not this is basically money
    3. Bonus bloodpoints, now this costs them nothing but there are also a lot of players who have no real use so doesn’t help them much

    Again, I don’t think they have to give us anything but as a gesture do you think you would if you made the call?

    Simple answer. Fortnite, the most famous game of all time. They always gave us something when a similar problem happened. For business reasons that means it's the best option + everyone is happy. They should? Yes, for themselves especially :)

  • @HP150 said:

    https://forum.deadbydaylight.com/en/discussion/comment/786444#Comment_786444

    It doesn't have to be all or nothing; Not everyone has to communicate as if they were a 4 man premade squad all with voice comms. Just having 2 players opt into voice chat could make a huge difference.

    If a team wants to put themselves at a disadvantage with poor or non-existent communication, then that's what they've chosen. What matters is that the option was there.

    I agree with HP150. As long as there is the option 'mute' this is the chance for solo players to meet some new mates and enjoy the game more if everyone is cool. And people who are like naah it's already too hard for the killer" Are you serious? Yes the killer side is too hard. But does that justifies you would choose to make the survivor's side less fun? You're just like dbd devs who choose to favorite the new players instead of you guys the loyal killers. I don't see the fun you have in winning a game because of the lack of communication.

  • Don't get me wrong, the previous update was even worst. Me and my red rank friends facing a brown killer? Boring as hell for me. I'm not a toxic player I love teamwork and how fun it is to try to counter a new killer every game with my friends. Not to 'bully' him. I often intentionnally stop the gen rush to make the game longer when I'm with randoms. I believe the killer should be slightly advantaged by the matchmaking system.

  • @BlindMole said:

    Just get a squad of 5 and do private. No rewards? Wrong, you get the best reward you can get....... Tons of fun, laughter, and good times.

    Repetitive. I'll give you the best actual comparison. Fortnite. This is the best game ever. And how? One reason is the daily updates. This gives players reasons to continue. New challenges. Private? The new archives system won't even work there. In an adventure game, there is the story which pushes the player to continue. In ranked games, there are leaderboards or trophies in ps4. Kyf was always meant to be played very, very occasionally. Kyf is an extra not a viable option. At least, not yet. Alot of people suggested that but honestly kyf is boring. The withering blight event is coming... I hope for another matchmaking update. And to be honest I hope the update will give a slight advantage to the killer in terms of ranks. But 1 killer being able to be matched with 1 player of his rank but the 3 others more than 11 ranks below his no that doesn't make sense.

  • @UlvenDagoth said:

    SO, you really... really deeply in your soul think it was fair for a rank 15 or lower Killer to get a whole team of Red Ranks to go against? You honestly think that was okay? You don't realize that 4 people working together can overcome a higher ranked Killer, but a Lower ranked Killer (I'm using that for less skilled all you "Rank doesn't matter" people) is all alone against a team of Red ranks? Even without SWF that isn't fair. You are upset cause your friends won't get better and that you can't just stomp allllllll over the lower Killers? Yeah, I don't think I have to tell you what's wrong and biased about your post, and I honestly see others trying and you not listening. IF all you want is to exploit the game to stomp on players lower skilled then you, then good riddance. I can't stand "Smurfing" or anything like that on EITHER side.

    Read all comments please this was already answered around the beginning

  • @UlvenDagoth said:

    SO, you really... really deeply in your soul think it was fair for a rank 15 or lower Killer to get a whole team of Red Ranks to go against? You honestly think that was okay? You don't realize that 4 people working together can overcome a higher ranked Killer, but a Lower ranked Killer (I'm using that for less skilled all you "Rank doesn't matter" people) is all alone against a team of Red ranks? Even without SWF that isn't fair. You are upset cause your friends won't get better and that you can't just stomp allllllll over the lower Killers? Yeah, I don't think I have to tell you what's wrong and biased about your post, and I honestly see others trying and you not listening. IF all you want is to exploit the game to stomp on players lower skilled then you, then good riddance. I can't stand "Smurfing" or anything like that on EITHER side.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/777834#Comment_777834

    You are not owed that. No one with wildly mismatched ranks and skill sets is owed that in public matches.

    Kill your friends will get you closer to what you want. No, it won't give you bloodpoints or rank bonuses, but what does that matter when you can play with your friends...because that's what this is all about, right?

    What is dead by daylight? As a resume, I would say quicklyfacing an unknown player who plays a killer with randoms or with friends. Or, playing as a killer against a random team. I don't want to play against my friends I want a new killer every time. This is very basic. Dead by daylight is swf, solo and killer. Custom games are just an extra mostly used to test stuff because that's quickly boring due to the non existence of any kind of leveling up or random challenge.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/777752#Comment_777752

    If they disagree to it, then they disagree to it. At least they have a choice, unlike the killer who you want to put on the spot instead.

    For what it's worth by the way, I don't think putting survivors at the highest rank is the pefect solution. I would much rather it be that the game averages the ranks of the survivors, + move the survivors up a rank for each survivor in the SWF group, and then another +2 on top of that.

    That means if a rank 3~4 and rank 20 duo'd, they'd be match with around a rank 8~12 killer, which isn't perfect, but isn't terrible either. And a 4-man with 1 red rank and three rank 20's would still be matched with around a rank 8~12 killer. If four rank 10's all matched together, they'd get around a rank 4 killer.

    People seem be of the consesus that averaging the ranks or putting the highest rank for match making is one of the best solutions. So my idea is to just have a mix of both whilst simutenously giving SWF an indirect 'nerf' by putting them up against slightly better killers they'd normally be matched with to offset the communication SWFs have.

    100% agreed.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/777811#Comment_777811

    But that's not what this post was about, was it? Your original post claims you feel bad for your friends not wanting to play with you. Yet when offered the way that you CAN play with your friends without them automatically facing a red rank killer, you balk, not because of your friends, but because you wouldn't get anything out of it.

    Which is really what this whole thing is about, isn't it? You enjoy getting a lot of bloodpoints and rank rewards when you played with your friends before, because the SWF average placed you against a less skilled killer.

    But you don't admit to this, and frame the argument in a "they're the ones that are really suffering, won't someone think of my friends!" Way instead of "I just liked getting boosted by exploiting the SWF-ranking rules."

    No. What I want is a fair system which allows me and my friends to survive 30% of the games at list when the killer wins 70%.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/777683#Comment_777683

    https://forum.deadbydaylight.com/en/discussion/comment/777648#Comment_777648

    Wait, I thought this was about your friends having fun, but now you admit it's really about the increased bloodpoints and boosted rank you got against playing much lower rank killers?

    Progression and rankings is what makes every single game in the world enjoyable for a long time. No bloodpoints, no ranks, no challenges... Nobody would be playing by now.

  • @ProfessorDunwich said:

    I see why the change was made. Playing against SWF is miserable experience, especially if you are going a bunch of high rank survivors. Maybe they could average the two highest rank survivors instead of just the highest rank survivor.

    Alright so i'm the one who started this conversation. And here is in my opinion the best answer I've got. Do you guys agree with what professorDunwich wrote? If yes vote it up as I did :) If not, I Definately would like to know why cauz it seems to legit make sense to me

  • @ProfessorDunwich said:

    I see why the change was made. Playing against SWF is miserable experience, especially if you are going a bunch of high rank survivors. Maybe they could average the two highest rank survivors instead of just the highest rank survivor.

    Yes I would Definately be okay with that, so the killer will still get more lower ranks than his but not too much as it is now. I just wonder why didn't they did that already this is common sense and I'm sure sure there is a few other good possibilities.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/777740#Comment_777740

    Exactly, but those survivors know what they're getting into and agree to it. The killer does not agree to go against your mismatched SWF.

    That's exactly the problem. What about when they disagree to it? We never get the chance to play together again and that's unfair because it's unfair.

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