Orion
Orion
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- Orion
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There are two types of stealthy players:
- Those who do nothing the entire trial except stay hidden then take an easy hatch/gate that everyone else worked for.
- Those who stay hidden, but help with all the objectives (including totems and unhooks).
Both are looked down upon, but for very different reasons.
Nobody likes 1 for obvious reasons - they don't help.
The reason some people don't like 2, however, is much different. See, the majority of players are under the (mistaken) impression that you absolutely need to loop if you're going to play survivor. Since 2 not only don't loop (because they're never spotted) but also contribute to all the objectives and usually survive (because they're never hooked), it angers some of those same people; after all, 2 are doing things differently and succeeding, which shouldn't be possible.
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@Boss said:
Inb4...
Patch 4.0.1
Miscellaneous
- Edited the description of the Mori Offerings so that they indicate that they work with The Executioner's Cages of Atonement.
As long as the description is accurate, that's what matters.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1363864#Comment_1363864
The killer isn’t entitled to kills either?
Indeed. I'm glad we're all in agreement.
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1366836#Comment_1366836
Ahh then i am sorry, i missunderstood.
Btw i use surge sometimes. :P
Same here.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1361673#Comment_1361673
I don't disagree with you that doing gens is currently the only thing to do in this situation. That has absolutely nothing to do with the fact that THAT being the ONLY thing anyone can do is un-#########-acceptable. There are many things in games and in life that are currently 'the way' things are done - it doesn't make them the best way or the right way or mean that they shouldn't be changed to something better for everyone. Change is the only true constant and this is one of those things that's needed changed for A LONG time.
If I am not entitled to play however I want regardless of the situation - why are Killers?
Why am I not entitled to an OPPORTUNITY to EARN BP in a game because someone else has a cheap/easy way to incapacitate me for the entirety of my lifespan by being a complete #########?
Why should I have my items wasted because, again, a total ######### decided I shouldn't get the opportunity to play the game - and for some reason BHVR thinks its ok to put that choice in the hands of someone else.
Why should I have my offerings wasted because, again, a total ######### decided I shouldn't get an opportunity to play the game - and for some reason BHVR thinks its ok to put that choice in the hands of someone else.
Why should I have to DEPIP because someone decided to be a total ######### and remove my ability to EARN a PIP?
The answer is I shouldn't. I shouldn't have to deal with these things because you are RIGHT, this is a PVP game and in PVP games it is typically skill vs skill. And there is absolutely no skill in camping/tunneling people to death. It can be done against any survivor, by any killer, at any rank. It's broken.
I'm glad you're a survivor main who plays around this. I hope that works wonders for you. It doesn't make this any less bullshit and it doesn't negate the fact that devs making this EVEN EASIER is ruining the game for thousands of people. It is not remotely ok.
I don't disagree with you that doing gens is currently the only thing to do in this situation. That has absolutely nothing to do with the fact that THAT being the ONLY thing anyone can do is un-[BAD WORD]-acceptable. There are many things in games and in life that are currently 'the way' things are done - it doesn't make them the best way or the right way or mean that they shouldn't be changed to something better for everyone. Change is the only true constant and this is one of those things that's needed changed for A LONG time.
Due to the nebulous nature of what "camping" even means, along with the numerous instances where it's 100% the best tactical decision, I don't think anything should be changed. Also, it's not that rushing gens is the only thing you can do, it's just the best thing you can do, the same way the best thing you can do when rescuing someone against the Hag is to crouch-walk to the hook and the best thing you can do when facing the Shape is to break LoS so he can't stalk you. The killer does something, you try to counter it. That's the game.
If I am not entitled to play however I want regardless of the situation - why are Killers?
As I mentioned before, when you play survivor, you choose to be the victim. Killers have fewer restrictions by design. They're the 1 in the 4v1, so they're supposed to be the active role whereas survivors are the reactive role.
Why am I not entitled to an OPPORTUNITY to EARN BP in a game because someone else has a cheap/easy way to incapacitate me for the entirety of my lifespan by being a complete [BAD WORD]?
You had an opportunity and you screwed up. Sorry to be so blunt, but that's the way of it.
Why should I have my items wasted because, again, a total [BAD WORD] decided I shouldn't get the opportunity to play the game - and for some reason BHVR thinks its ok to put that choice in the hands of someone else.
You had the opportunity to play. The killer has that choice by design. It's an asymmetrical game and you're playing the numbers role, that's how it works.
Why should I have my offerings wasted because, again, a total [BAD WORD] decided I shouldn't get an opportunity to play the game - and for some reason BHVR thinks its ok to put that choice in the hands of someone else.
See above.
Why should I have to DEPIP because someone decided to be a total [BAD WORD] and remove my ability to EARN a PIP?
You always had the ability. However, the killer got you before you could succeed at it. I've had trials when I've been camped to death and still pipped because I avoided being hooked right away.
The answer is I shouldn't. I shouldn't have to deal with these things because you are RIGHT, this is a PVP game and in PVP games it is typically skill vs skill. And there is absolutely no skill in camping/tunneling people to death. It can be done against any survivor, by any killer, at any rank. It's broken.
You didn't get on the hook by yourself. The killer showed skill by finding you and winning the chase. It absolutely cannot be done by any killer at any rank. A noob killer will never be able to catch an experienced survivor, so the experienced survivor will never be camped or tunneled.
I'm glad you're a survivor main who plays around this. I hope that works wonders for you. It doesn't make this any less bullshit and it doesn't negate the fact that devs making this EVEN EASIER is ruining the game for thousands of people. It is not remotely ok.
I've faced Pyramid Head a few times now and became inflicted by Torment. Do you know what I did when that happened? I took him to one side of the map - the side I knew had nobody around - and waited for him to put me in a cage after downing me. Now, much to my surprise, he never actually put me in a cage, but if he had, he would've put me right next to the other survivors and I would've been uncaged and healed before he got there.
And no, it wasn't thanks to SWF that I knew that side of the map was empty, it was because of Aftercare. I had unhooked and/or healed every other survivor, so I knew where they were. I made sure to go down on the side of the map that would've benefited me the most if he tried to put me in a cage. He either realized this and countered by hooking me or was saving that Torment for the mini-Mori, but regardless, I made it difficult for him to down me again if he were to put me in a cage.
You need to think ahead beyond where the next pallet, window, or loop is. Think about where you will be going down - because you will be going down, eventually - and make it the best possible location for you.
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You can tell if a player is good or not depending on their win rate.
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Nobody says you'll be given a hatch 100% of the time, but you will definitely be left to bleed out almost 100% of the time if the killer thinks they can't hook you because of your wiggling. You're dead at that point anyway, so why give the killer a reason to make it worse for you?
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@Wubalubadubdub03 said:
https://forum.deadbydaylight.com/en/discussion/comment/1366712#Comment_1366712
I said gen speeds are slower, as in the generators get finished in a match slower.
With modifiers, yes. Base is still the same. When you just say "gen speeds", people will assume you're talking about base speeds, not with toolboxes.
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@Callmehandsome said:
They are biased towards new players, survivors. I remember from stats that roughly like 1% of the players have reached rank 1, so they don't care that much of high rank game play. You can see this from most of the updates and actions they make. Such as nerfing ruin to be less oppressive for new players (and overall weaker) ignoring how fast gens can go already in high ranks.
Most of the perks they also nerf they usually do small nerfs to survivor meta perks (exception of MoM, Sabo). But other survivor meta perks like sprint burst, DS have received multiple nerfs while still being meta. They are usually very cautious before making big changes to survivor perks or gameplay. Often times when killer meta perks get just ONE nerf they are no longer meta perks at all; STBFL, IG, spies, toth, unrelenting, ruin..
6,3% have reached rank 1 as survivor and 3,9% have reached rank 1 as killer, at least on Steam.
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@Wubalubadubdub03 said:
https://forum.deadbydaylight.com/en/discussion/comment/1366688#Comment_1366688
They nerfed toolboxes and increased the penalty for multiple suvivors working on a gen together.
Yes, but that's not the same as nerfing gen speeds. They still take 80 seconds to complete by default.
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Because they're cosmetics. They're pointless by definition. Nobody cares about which cosmetics you use except you.
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@Wubalubadubdub03 said:
I think they are biased towards neither.
It could be argued that they favor killer. They said that they wanted an average of 2 escapes per match, 2 kills. However, on average, every single killer is doing better than this. Despite that, they haven't nerfed killers, and have recently made gen speeds slower and tried to fix loops. This is because very few people play killer, and they dont want even less people playing the role.
However, they also, like you said, seem to constantly favor survivor. Nerfing ruin but not DS, taking a long time to fix grabs and sound bugs.
They aren't perfect at it, but I think they just want to make the game balanced.
Gen speeds have not been touched in a very long time, what are you talking about?
@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/1366669#Comment_1366669
I had a different impression, OP mentioned how killers get more nerfs than survivors, not that they are weaker.
Good point. I'll just edit my comment to reflect the context of my reply, then...
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@iplaytomuchdbd said:
https://forum.deadbydaylight.com/en/discussion/comment/1364751#Comment_1364751
EXACTLY a killer mainly counters PASSIVE gameplay eliments and little on core unless specificly built to but theirs always a counter. the problom is that their us no counter. you cant take off torment theirs no repurcution 4 running around with ur ranged ready and theirs no additnal elements that affect him missing a ranged attack that arent on hit. ppl say deathslinger is broken but atleast theirs disadvantige of his power if you miss you have to reload as well as slower movement when aiming and less camera monuverabilty. theirs no reason he should be abol to sit in power going the speed other rang attack killers have to lose to yous theirs like 103 or somthing so ur still faster should be fine as well as less charges and a slightly higher penalty 4 missing his rang either that or make it a heaver depleation of the power meter. a killer cant have a strong passive AND core affect it needs to be balance or 1 needs to be weeker and those changes while keeping the rest will keep him viable. oohh also you should be abol to remove torment but still make it time consuming like mending or getting rid of madness. also b4 u say im just play surviver actuly both ranks are pretty close even the killer side of me says he strong.
Please spell check your comment and put some paragraphs in there. I'm having a hard time reading it.
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@White_Owl said:
It's not biased. I'm pretty sure the developers don't have the survivor vs killer mentality the playerbase has, they actually try to make everyone happy which is crazy hard considering how polarized the community is.
I think OP was asking if the game itself was in either side's favor, not the devs.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1366649#Comment_1366649
I said you would have to use those perks to provide some relief. The idea that you need a perk to deal with everything is the point. This is often the go-to reply from people. "Run this perk" and at some point you run out of slots because every slot is dedicated to dealing with something out of your control. I also said camping not face camping, there's a difference. I agree, just take one for the team but that is rarely done in solo queue. Ime everyone just suicides asap. Even with Kindred, nothing can be achieved if the person suicides. I just don't see it a remedy.
The difference is irrelevant, unsafe unhooks are what reward campers in the first place. The unhook gives the killers more BP (new chase and hits), more pips (again, new chase and hits), and allows them to "fast-forward" a sacrifice stage, all while generator repairs are not progressing as quickly as they should be, which also gives them more time to get more survivors.
The remedy is for all survivors to bite the bullet for once and stop rewarding campers. Suicide on the hook rewards campers. Unsafe unhooks reward campers. Not working on gens rewards campers.
And as for the "run this perk" statement, if camping were really as big of an issue as many survivors make it seem, they would definitely run perks against it. That's what players do.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1366629#Comment_1366629
You don't know what I do, so don't assume and look like a fool in the process.
You're speaking as if one person has the power to accomplish that. It's all up to the Survivor getting face camped (and the others to capitalize on it), but ime many attempt and then let go out of frustration. Then what? On to victim #2, assuming he doesn't just insta-suicide or DC, etc. Even the devs agree it isn't healthy or optimal but they don't see it as that effective in terms of getting kills or problematic to work on a remedy. If they saw 4ks from camping, they indicated it would be a problem.
You said you had to use perks like DS and BT to "counter" camping. Those perks only work if you unhook. If I'm mistaken, then please explain what it is that you do and why you need those perks to do it.
I know one person doesn't have the power to accomplish that, which is why I mentioned you should take coordination perks like Kindred. The camped survivor is just going to have to bite the bullet, like I have many times over.
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1366583#Comment_1366583
Kindred doesn't achieve much in this circumstance, but even so doesn't really address the core issue. At this point everyone would be required to run DS, BT, and UB to provide some relief to tunnelers, campers and sluggers. And two of the aforementioned perks only work once.
That's because you're trying to feed campers by attempting unsafe unhooks. If you actually want to punish campers, you genrush.
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Assuming you're asking if we think the game is in the killers' or survivors' favor:
The game is definitely biased (not "bias", I don't know why so many people make this mistake) in the survivors' favor. I'm an above-average survivor and killer, yet I'm red ranks with survivor and purple with killer.
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Bug reports go here: https://forum.deadbydaylight.com/en/categories/bugs
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@Nicholas said:
https://forum.deadbydaylight.com/en/discussion/comment/1366469#Comment_1366469
You're simplifying the issue as if everyone is SWF. What about people that attempt and give up or DC? Not everyone is willing to sacrifice themselves so willingly. I know I do it, I will struggle until the last drop and hope the three escape. Also from the perspective of the Survivor being camped, not fun. Imo the game doesn't do enough to discourage this behavior.
There are many perks you can take for coordination, like Kindred.
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@Rydog said:
Imagine if there were some mechanic in Overwatch to make it so that one player just doesn't ever respawn. The person applying this mechanic doesn't get XP for the match -- but they don't care about this at all, and they do it anyway. Why would Overwatch's keep that mechanic in the game? Why would they ever introduce that mechanic and then defend it as a plus?
There needs to be more of a deterrent to keep killers from doing this. Ideally, there needs to be a reason why killers would actively want survivors to be rescued so that they can be hooked three times. The fact that Behaviour can't figure this out is a big part of what drives new players away, and what pushes the game into this narrow meta that everyone constantly bitches about here, and what fuels all this political-party-esque toxicity between "killer mains" and "survivor mains." God damn, deal with it. This is your game. Get your house in order.
Here's the thing: there have been many, many mechanics proposed over the years to reward killers for not camping. From having hooked survivors suffer an interaction penalty, to speeding up the sacrifice process depending on the killer's distance to the hook. I myself have proposed mechanics to stop unsafe unhooks with a redefinition of what it means to unhook unsafely (unsafe unhooks being of the main reasons why camping works and a big problem when playing survivor).
Every time, without fail, these suggestions were met with massive derision and opposition. Why? Because nobody actually gives a #########. They want the killer to be punished, so the killer should be punished, just like they want to unhook, so they should be able to unhook.
I was even one of the supporters of the "have the sacrifice speed slowed down if the killer is near the hook" idea, thinking (naïvely) that there was no way survivors would abuse this and that they'd rush gens. The PTB sure showed me - survivors would rather troll the killer by forcing them into a lose-lose situation than just win the game outright. Then it hit me: no solution that depends on punishing the killer will work, because the killer is not the problem, the survivors are.
You can argue with my conclusion as much as you want, but it's drawn from a very real example of survivors getting exactly what they asked for and abusing it to the detriment of the killer and the game as a whole and supported by four years of playing this game. You think it's not fun to hang on the hook for two minutes? Give it a try when it's four or even twenty (like the OP was suggesting with the 90% slowdown), all because your teammates won't win the game since they prefer trolling the killer.
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@Letche said:
https://forum.deadbydaylight.com/en/discussion/comment/1365429#Comment_1365429
Thing is with this you're assuming a hell of a lot and the attitude is not helping your case (and don't act like you don't have one with the snarky 'but the devs made these' comment).
It's one thing to have a scenario, it's an entirely different and disingenuous thing to map out a theoretical game to the very second and base that as fact for your narrative that every game works that way when you know it doesn't. This is equivalent to telling killers to just 'run the perfect build at all times' to any and all scenarios. That isn't an answer. The survivors nor the killers should be tasked with having to balance the game for the devs. Hell, that's what one of Cheryl's perks is. The only direct counter to Pop. Have a problem? Just make a perk for it. That's how they fix things.
At the end of the day all you're doing here is protecting a #########, lazy and effortless play style and before people go 'but the devs allow it'; if the devs wanted people to play like this and solely like this they wouldn't have implemented a penalty for being near a hooked survivor point blank period, no matter how meager it is.
God forbid someone actually wants to play the game. At least when you play killer there's no impending threat of the survivors taking you out of the game so early you get not only no points but have no fun whatsoever and get to go back to a horrendous que. Even if you have a crap fest of a game, you still only que for a minute or two before finding a new match as killer.
Spawn camping in some games is allowed, doesn't make it right. People are still gonna do it, it sucks and there's nothing you can do about it but move on because there will never be a fix. People are gonna be #########, that only reflects on them. 🤷♀️
I've been camped more than enough to know that only doesn't work if survivors try to unhook. I was once camped in a basement by an Insidious Bubba while using Kindred. Everyone saw him there, so they rushed gens. I hadn't reached halfway on the sacrifice progress by the time there were only 2 gens left. You know what happened then? They completely dropped the ball and two of them stopped working on generators just to come and "rescue" me. The killer ended up with a 3k.
Survivors are primarily responsible for camping being as big of an issue as it is. If they stopped rewarding it, it would stop being a problem. However, despite them having created the problem and having the key to solve it, they want the devs to punish the killer for playing in a way that they (survivors) make worthwhile.
If you think my scenario is unreasonable despite all those coordination perks, then point out the ways in which it's unrealistic. Make a more realistic scenario, still taking into account all the facts (survivors spawn directly next to generators) and the premise (that survivors are using all those coordination perks and the killer camps every survivor to death).
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@AvengerBear said:
https://forum.deadbydaylight.com/en/discussion/comment/1365845#Comment_1365845
there's simply not enough time for one hook to repair everything by the time all 3 survivors checked and realized it's a camper. If a survivor realizes camping, they should just go do gens instead of crouching around the hook, and the penalty should give them enough time to repair and escape. As it's right now, the camper is guaranteed of 2k, and 4k most of the time cuz survivors don't have enough info to know it's a camper and need to gen rush. And, it's doesn't stop there, if you think there's flaws in the mechanic, why don't you come up with ideas to fix the flaws instead of bashing on it and willing for the problem to stay?
Kindred takes care of the "checking" problem.
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@xFAKExAxoN said:
https://forum.deadbydaylight.com/en/discussion/comment/1365359#Comment_1365359
I completely agree with you on this but what I meant was that there is nothing on play that forces the killer to make the choice they just decide based on their style of play, if the killer likes easy kills they camp if the don't or don't care enough to want easy kills they don't. What I meant with my previous comment is that if there was something that forced them to choose between them like say survivors being next to hook then they should at least be forced to think about their aproach to it not just camp for no reason. If they camp then I want it to be for a tactical reason rather than just camp to satisfy their style
Indeed, survivors cannot force the killer to play in a certain way. Like I said, that's par for the course when you choose to play survivor. The killer is the one who can force you to do something differently.
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@bm33 said:
I thought that was supposed to happen when playing against Pyramid Head?
It was Huntress.
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No, they don't.
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@Letche said:
I always see the 'just do the gens' argument. Since when were survivors able to do all the generators in the time that one person dies on first hook? Maybe with two-three gens left, but no one takes into account having to actually locate/get to the gens first and the time that takes. You wouldn't believe the amount of killers that act like having 3 gens left is the end of the game.
Odds are if they don't get saved they'll struggle for that 4% just to get redowned off the hook, ultimately giving them more points because they want to play too, not play lobby simulator for thirty minutes just to sit on a hook for two, which only decreases the amount of time the other survivors have to do the gens.
9/10 Games where the killer face camps a person on their first hook to death they still get 2-3 kills (even when the victim is left to die because it's not like they're on the hook for 6-10m) and somehow 18-20k+BP while the survivors get nothing for healing, altruism or chase resulting in 10kBP at best and less because there's no interaction.
Point is they'll always camp for their own reasons, but especially so if they're getting rewarded about the same as if they had not face camped someone. Less effort, about the same outcome or better if people are stupidly altruistic. Bottom line is no one is saying you can't play that way, but just because you can do something doesn't mean you should.
It's still a ######### outcome but I feel as though people may be a little less worried about this scenario if finding a match didn't take so long.
120 seconds to die on the hook. Assuming a survivor is caught and hooked in 60 seconds, that's 180 seconds. Gens take 80 seconds to complete and survivors always spawn directly next to one (travel time is essentially zero), so by the time the survivor has been on the hook for 20 seconds, three generators should have been repaired.
You then have 90 seconds to repair two more generators and open a gate, assuming it takes 10 seconds to reach the next gen (it doesn't, it's a gross overestimation). Gates take 20 seconds to open, true, but with three survivors and two generators, one of those generators is going to be repaired in around 50 seconds, with two survivors working on it. The last one will be done very quickly as well, with three survivors working on it, and you'll have plenty of time to open the gate and GTFO before the hooked survivor dies.
Now, you're probably thinking this requires too much coordination, right? The good news is that the devs have you covered.
- Kindred
- Better Together
- Detective's Hunch
Those perks will allow you to have increased coordination, even if you're playing solo survivor. You can also bring a map if you want, that will help as well.
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Survivor. As a survivor, you can die and still pip, even in red ranks (I just did it, for example). As a killer, good luck pipping if you don't hook anyone...
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@xFAKExAxoN said:
https://forum.deadbydaylight.com/en/discussion/comment/1363913#Comment_1363913
It's not about the survivors always being sucsessful in this situation it's about making the killer choose between risking the chance at killing the others just to kill 1 or hunt the others, risking the kill he could have.
Also even though it is mostly the survivor's fault he was hooked, it isn't his fault to die if he was camped, the survivor doesnt get to decide if he isn't rescued that is mostly in the hands of the killer in this situation since he would be the one stopping the others from saving him
The killer is making that choice by camping. That's literally its main drawback, that the killer might be forced to let every other survivor go because they're focused on one kill. The problem is that other survivors feel entitled to the unhook, so instead of using the two minutes of free reign on the map wisely, they instead decide to crouch around the hook and waste that time.
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Buonasera, Fran1994.
"Tunneling" is a survivor term for when a killer chases a survivor "too soon" after he or she was unhooked. "Too soon" is completely independent of the actual passage of time and depends solely on the perception of the survivor. They could be fully healed and spend 5 minutes alone and still accuse you of "tunneling".
I would honestly ignore anything survivors and killers say about the way you play. If you're not cheating/exploiting/hacking/whatever, you're not doing anything wrong. You might be playing in a way that is inefficient, but that's something you'll learn by playing.
Buona fortuna and see you in the Fog.
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Removing the stun outright if you hit 4 survivors might be too strong, but sure, the Legion should be rewarded for playing well.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1364800#Comment_1364800
Sure there, bud. That was just a low-key flex to say you had the most upvoted question.
Not gonna address what I said, then? Alright.
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@3067774 said:
https://forum.deadbydaylight.com/en/discussion/162540/devs-losing-touch-with-community
Honestly I already found away they can fix it add a new mode that's what they need add a mode called like 3 death game mode the killer can mori 3 times in the game after first down you die you wait 1 min and respawn till all 3 lives are gone from the survivor no bleed out time either so he cant camp while downed boom problem solved benefits killer by always having a mori faster then being hooked and help ls survivors from being camped problem solved but the dev's dont know what a new game mode is so idk what tf they are doing.
The people who suggested that the sacrifice speed be slowed when the killer was near the hook thought they had all the answers, too. Turned out they didn't.
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@SloppyKnockout said:
One of many beta quality games that somehow gets to pass as full release on Steam.
That's not what beta means, but OK.
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1364556#Comment_1364556
I actually did play before SWF was a thing so I know full well that argument is just some bs that Peanits likes to spit out. That had a minor effect on queue times. Why don't you go ahead and throw out the how rare swf groups are statistic is as well. It's the other big "swf doesn't need to be worked on" argument that directly contradicts this one. The majority of people who wanted to play together before SWF was a thing played KYF. The amount of people who wanted to play together that dodged lobbies was small enough that it wasn't much a burden on queue times. Not to mention, that was back before they had the dedicated server lobbies they have now that would further make it less impactful on queue times. In addition, the amount of people who would keep doding instead of queueing up as SWF would be even smaller than what happened before SWF was introduced. This argument is so overwhelmingly flawed that I'm surprised anybody gives it any credibility. It's just a desperate last ditch effort of an excuse for not nerfing SWF.
Dude, I wholly recognize that the gap between SWF and solo needs to be worked on. I also wouldn't say that SWF groups are rare because that's just plain false; there's some form of SWF in 70% of all lobbies or something along those lines. I just disagree that a direct nerf to SWF is the right course of action. That's it.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1364785#Comment_1364785
What's hilarious about it is, THEY CHERRY PICK THE QUESTIONS LONG BEFORE THE STREAM...and they know DAMN well they can't answer them.
My god, this company.
They didn't cherry pick anything. Questions were asked and upvoted by us, the forum users. Then they answered them from most upvoted (mine) to least upvoted (dunno which one that was). They also said right away that some questions might not get a concrete answer if they couldn't give one (y'know, like every company ever). If your favorite question wasn't picked, that's just because nobody liked it.
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Doctor counters stealth and Plague counters healing. What's your point?
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@Mister_Holdout said:
The devs didn't mention anything about the sound bugs? How typical😑
Because it wasn't the topic of the stream.
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@Shivadeathkiss said:
https://forum.deadbydaylight.com/en/discussion/comment/1364673#Comment_1364673
No you can't 'force' people. This is not a competition game as far as I know like the other games you listed.
Everyone I know plays this game casually. No one's entering tournaments and getting money, titles, or prizes.
Dead by daylight isn't Nazi Germany, it's just a game. And no you can't force casual players to play as you would like them too.
Godwin's law strikes again, I see...
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@MiniPisa said:
Wait what I missed the stream and was gonna watch it later. I guess I made it into the video then huh?
I like how they basically answered my "When will the new matchmaking me implemented?" question with "we're working on it"
They don't have an ETA, that's normal.
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@TattooJake said:
Denying comms in some way would help out dramatically imo. Then they would only have to rely on what they are seeing on screen and not their buddy saying the killer is over here so you guys are good to do such and such gens.
How would you deny comms given that smartphones are a thing?
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Yeah, I feel this is a nice middleground between what the devs intend (survivors being made aware that the killer now has no TR or red stain) and what would make Trail of Torment a good stealth perk (don't have an effect that partially counters the stealth aspect).
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@Dehitay said:
https://forum.deadbydaylight.com/en/discussion/comment/1364365#Comment_1364365
https://forum.deadbydaylight.com/en/discussion/comment/1364373#Comment_1364373
I can't believe how many people buy into this utter nonsense of "nerfing the overpowered system won't work". That's one of the most direct paths towards balance and saying it won't work is utterly ridiculous. The real issue comes from the fact that most suggested nerfs would end up affecting solo players as well as swf players. However, you can definitely nerf swf themselves in order to help balance the game and very well should.
Did you play before SWF was a thing? Survivors were dodging lobbies all the time until they could get into one with their friends, increasing queue times for everyone. Believe me when I say that many would do this just to avoid the penalty.
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@MojoTheFabulous said:
https://forum.deadbydaylight.com/en/discussion/comment/1364424#Comment_1364424
The first reply has already suggested the perfect change. Nice job.
Thank you, but I opened my own thread to try to make sure the devs see it.
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@MonsterInMyMind said:
https://forum.deadbydaylight.com/en/discussion/comment/1364493#Comment_1364493
What i meant was were the questions actually answered and not the typical beat around the bush type answers.
Some were, others weren't. There are things they're not allowed to reveal yet, which they said when they were gathering questions.
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They answered the questions they could from most upvoted to least upvoted. If the questions weren't good, that's on us (forum users) for not upvoting the good ones.
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@LordRegal said:
https://forum.deadbydaylight.com/en/discussion/comment/1364424#Comment_1364424
Please make an official feedback about this change, that would be an excellent rework of this perk and I would fully support it.
It's done: https://forum.deadbydaylight.com/en/discussion/162622/trail-of-torment-and-the-q-a
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Thank you and thank you for opening this thread. I was going to do it when I wasn't feeling so lazy, so you saved me some time. :P
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@ayaya said:
https://forum.deadbydaylight.com/en/discussion/comment/1364419#Comment_1364419
I agree but it becomes problematic when half of matches are like that
It would become problematic if half the matches were like that yes, but they're not. Even if they were, that just exacerbates the need for survivors to punish it by gen rushing.
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I get the idea that survivors should probably be made aware that the killer is roaming while Undetectable, but there's a very simple way to make it work with this idea in mind: instead of making the killer Undetectable, have all survivors become Oblivious and remove the aura.
It's the same idea, survivors still become aware that the killer could come from anywhere at any moment, but now they know that they won't hear the terror radius or see the red stain.
EDIT: So as not to distract or detract from this thread, I created my own - https://forum.deadbydaylight.com/en/discussion/162622/trail-of-torment-and-the-q-a