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Pirate

Pirate

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  • @NursesBootie said:

    I agree with tru3's opinion about nurse, but i definitly disagree with wraith and bubba.

    I agree with tofu's opinion about Billy, but heavily disagree with this opinion about nurse.

    Just be yourself guys.

    can you tell me those opinions? I dont watch both of them but would like to know what they are up to. thx in adavance

  • @LethalPugy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1494541#Comment_1494541

    It would effect solos though. If I’m a solo player and i rock up to a game with people with only 3 perks. They’ve just lost 1/4 of their usefulness. Most perks are useful to all survivors.

    So i’m gonna have to spend more time healing, repairing, in chases, and saving.

    It doesn’t feel like it would effect me, but it would.

    Also this would kind of buff some perks. Distortion. Imagine keeping it until the late game.

    This people can COMMUNICATE! If they are exactly on your skill level they are MORE POWERFUL with ZERO perks then you with 4.

    Watch on youtube the "Depip Squad" they dont use perks, they are just killer mains, they win over 90% of their games

  • @LethalPugy said:

    But what about new people that just play in SWF for fun. Now they’re getting punished for no real reason.

    I spose if they tracked what the SWF did and how often they escaped they could remove one or two perks per person. Or else it may make bad teammates worse.

    And that just hinders solo players. The route id take is buff solo players and then buff killers if we’re need to.

    its simple, then people who are bad or new in this game will finaly not play in red ranks where they dont belong into anyway! as I explained (iof you read it all) it would affect ONLY SWF groups and the perks would even unlock if people in the SWF group die! So if only one is left he gets all 4 perks, any solo player would have all 4 perks at any given time.

  • @DWolfAlpha said:

    https://forum.deadbydaylight.com/en/discussion/comment/1494476#Comment_1494476

    No, because it comes with the downside of no longer downing survivors. Regardless of whether or not you go through a pallet first.

    https://deadbydaylight.gamepedia.com/LoPro_Chains

    read

  • @RickJames said:

    I feel that the only way to nerf SWF without killing the game would be to buff solos and then buff killers to compensate. I think most people would agree that taking away perks is a very boring mechanic, which is bad for the game no matter what side you play more.

    Its not a "nerf" to SWF it would make the game deep! People would need to think what perks should be run on what survivors, what survivor should go for saves and what survivor is the one keeping the killer busy and will run DS for example!

    Watch this match from Oroboro, it starts from 1h 45m 45s (as Leatherface) https://www.twitch.tv/videos/693880654

    You can clearly see, restricting the amount of perks in an SWF would make it more balanced! You said buff solo and buff killer, but thats just BS! Developer who balance only by buffing are stupid, we need nerfs.

  • While everyone is complaining about SWFs again and I had a very sweaty SWF team yesterday with 1 Map offering anti hook offerings and fog offerings with toolboxes and DS, BT and Dead Hard on everyone I would love to reactivate this idea again! What I suggestet above would force the SWFs use their strongest skill COMMUNICATION at its most and remove the ability from any SWF member being good at everything! With this teams of SWF would give every survivor roles what they do and so on. Pls reconsider again!

  • @cacao1 said:

    haha sorry man I guess devs dont care about our question even though they said they would answer in the forums.

    I would also love more indepth information about the new MM system. So we could give our feedback BEFORE they release it then refuse to change it ever again.

    Well... looks like it. It makes me very sad. I asked a few normal questions about MM and some questions that bothered me for a while now. BUT I guess Devs dont want a dialog.

  • @Peanits said:

    The first thing I would say is do not worry about getting to rank 1. Not everyone's supposed to be rank 1, and you shouldn't feel bad because you're not. It's a number that's used for matchmaking and there's no reward for getting there. If you're struggling now, pushing to get your rank even higher is only going to make your matches even harder and less enjoyable.

    Play for fun, do what you enjoy. You'll get better as you play, and some day it'll happen without you even trying.

    If the end game chat is bothering you, you can completely hide it by clicking the >> button next to it. It'll stay off until you press the button again to turn it back on.

    As far as stress goes, that one I don't really have a great answer to. I just go into it knowing full well that I'm playing make belief freeze tag with Michael Myers and Freddy, and then it just feels silly to get upset. It's a video game at the end of the day. I'm playing it for fun, nothing changes if I lose, so there's no point in stressing over it.

    how about then you remove the ranks from being visible and make them hidden? People would care less about "loosing" something and could focus more on having "fun".

  • Its NOT Freddy > Hag or Freddy < Hag. It is like everything dependent on personal skill and playstyle. Freddy has a lower skill cap and much less counter play because he can set up while running or looping with survivor. But a hag can craft a masterfully created mmaze of death full of traps where every possible step of any survivor is thought of in advance which leads into 4 men slug in a few seconds (watching at you Otz).

    Short: Freddy can use power ongoing with little counterplay and has map pressure. Hag needs to set up and can be countered by SWF VERY hard but if everything goes right top tier killer.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432613#Comment_1432613

    Like I said above, when they both are working as intended what is stronger? A single escape or multiple escapes throughout a match?

    this! Talking about raw numbers and not the flaws of the current servers or individual ping Dead Hard is way better then DS because Dead Hard can prevent you from going down in the first place. So I have to completly agree with coppersly and original author

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432613#Comment_1432613

    Like I said above, when they both are working as intended what is stronger? A single escape or multiple escapes throughout a match?

    THIS! Guys who are against say "uhh Dead Hard is hard to pull off because of the lag/ping..." but speaking about raw numbers and possible uses its more powerfull. And I have to completly agree with coppersly and OP.

  • I agree with most of what you said. And I would love to have some kind of voting of what the comminity wants, it would make me feel better to know that even if an update comes that I dont agree with that alteast the majority is happy with it. But seeing what happened to nurses base kit and now with billy makes me feel that the devs are doing their own thing and dont care for the majority eventhough WE are the one who they should be thankfull! The DEVS need us more then we need them, everyone of us can stop playing DBD and find something else, but they are paying their bills with our money!

    Wants with that red addon that allows to continue sprinting after destroying a pallet? When I first read it I thought when I break a pallet with the chainsaw I will only be able to hit for one health stage BUT aparantly its always one health stage! #########?! How can the devs be so dumb? I realy dont get it... How can it be that everyone who reads it first thinks of the best possible version of the addon and then ends up frustrated about the devs not picking it but instead make a garbage addon. 90% of addons are pure garbage on every killer!

    True that was also my first thought! That makes no sense that a red addon would nerf you for the whole match for MAYBE one opportunity to saw trough a pallet. That makes ZERO sense to me.


  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039135#Comment_1039135

    Makes me almost want to make my own list, but a) that would be boring for the most people I guess, since I am a Legion main, b) I can't imagine how many time I would need to do it and c) I have now play for ... well ... I don't know how many time dbd not and that means my rank will be somewhere or right under earth :|.

    I would like to come back, but always when I think, I have time now for dbd, some rl crap comes along. Dbd is cursed for me at the moment^^.

    Anyways thanks that you have made this list. It is for sure interesting to read.

    Seeing specific stats from one killer (especially a main) over 100 matches would be VERY interesting! Seeing your stats while you climb would be also interesting! I would love to see it, and for sure many other too! But be warned it was not fun doing it and I also didnt play survivor meanwhile because I had no time for fun :D

  • @Peanits said:

    Golly, that's a lot of data. I gotta' commend you for taking the time to note all of that down, it must take a lot of time. It's very interesting to read through and see the different outcomes based on what's used.

    Thank you! But the most important thing to me is that I might have influenced people to take notes too and I am looking forward to see survivor and 4-SWF lists!

  • @ppo8820 said:

    This is impressive. What are your final takeaway thoughts on state of game and balance?

    I am happy that someone asks for my opinion :D

    About myself: I do have about 600h gameplay (mostly Killer) but also a lot of hours in stream watching. I would say I am avarge red rank M1-killer, good nurse and terrible Huntress. As survivor I am NOT a runner! I do gens and I can hide (not claudette kind of hide) and I dont play SWF, mainly because everyone I know hates this game after trying it.

    My take on the killer: although I played 11 different killer in those 106 matches besides them I main Hillbilly and Nurse in about 80% of my games and do play any other killer with a daily mission. Killers like Oni, GF and Demo I tried the first time during those 106 matches. Because of that I would love to speak about Billy and Nurse a bit.

    Hillbilly: I love to play Hillbilly and I like to use weird addons like sound reducer, bumb-billy or no addons at all. But Hillbilly is to weak against red survivors! Sure I saw Zubatlel destroy red survivor teams with no addon Billy, I also did this myself, BUT then you get a monster team with OoO that never does a mistake and you dont get a single chainsaw! I remeber a match I played with no addons there was this claudette in pink (?) shirt she run me all match through 5 gen-ruin and all I could do is to hit her with M1 once! This person is the best survivor I ever played against! Not a single mistake! Not a single mindgame he lost! And he did not even tbag me in the gates. Hillbilly with the yellow recharge addon is a valuable Killer in red ranks. But hillbilly with yellow and green Addons is too strong even against red ranks. So Hillbilly is too weak and too strong at the same time.

    Nurse: I needed some time to build up confidence to play nurse without addons after her rework. The fun thing about nurse is: Nurse is stronger against good survivors then against bad survivors! Thats because good survivors do have some ambition to beat you but weak survivor just press W and are gone! You need 3 cicles of blinks to catch a survivor running just forward (no addons). Nurse cant be bullied (just like spirit and freddy) but Dead Hard is way to strong against her! If there is a top tier survivor he might be able to evade you for 2 or 3 blink cicles and when you finaly get him he uses dead hard and all your effort is gone again. Omega Nurse and Nurse with more then 2 blinks are OP. But now the nurse is in a good state! I am not a good runner as survivor but I can evade nurses for days, maybe because I main her I know what is effective against her! Thats the best tip I can give anyone: If you struggle against something then try it yourself and you will understand its weaknesses.

    Hard to swallow pill: Killer is too strong against bad survivors and too weak against good survivors.

    My take on the survivor:

    Toxicity: What killer mains forget when they play against survivors is that survivors are not an organism but 4 individuals! When a Killer says "why are you mad/toxic I only got a 3k" they tend to forget that 3 people lost the game. Survivors ARE more toxic then killers, thats a fact! But the reason for this is that they die ingame when they lose but the killer just doesnt get a kill.

    Balance: DBD is Killer sided when solo playing but Survivor sided when 4-SWF! To beat a 4-SWF you need a non bullyable killer or a Killer with OP Addons, a good map WITH a good RNG AND most important human errors from the survivors! Yesterday I played a match with Nurse on this corn map with the killer shack in the middle and I did not get a single kill! I only got 3 BBQ stacks thats it. Nurse on corn is unplayable and Nurse indoors is way to weak!

    My personal top 4 hated survivor perks:

    • Object of Obsession: This perk should not be in the game! What kind of horror game is this when you always know where the killer is? It was not balanced around SWF! Atleast one should not be able to see the killer if he is not seeing you! If I could remove just one perk, I would remove this one!
    • Borrowed Time: Nothing against Borrowed Time BUT survivor should not be able to abuse the mechanic of BT to tank a hit for the rescuing person! If they would remove the abuse of this perk it would be perfectly balanced and healthy for the game!
    • Decisive Strike: It would be balanced and pretty ok IF I would not get random DSed by a random person who I dont remeber hooking 59 sec ago! In my humble opinion the window for DS should be 20seconds but those 20 seconds should freeze if the Killer is hunting the person!
    • Dead Hard: Second most broken perk in the game! As survivor I cant use it because my ping is too good !!! I get exhaustion every time but still get downed! Dead Hard for distance is an exploit of the perk! And the fact that Dead Hard can negate a hit that is followed by a hook makes it nearly equal strong to DS! But DS is a one time use but Dead Hard is spammable on 40sec cooldown! Where is the logic?

    Balance suggestion: This game can be balanced even in THIS state if people of equal skill would be matched together EVERY game! We need a hidden score system that cant be influenzed by people so the game can match people by true skill (NOT RANK)

  • @BBQnDemogorgon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1034985#Comment_1034985

    But shes still barefoot even with 4 shoes. How do we fix this?

    Thats a problem for another day.

  • @BBQnDemogorgon said:

    But OP, Rin is barefoot.

    Yes! Thats the reason she can equip shoes you know?

  • @Stinde said:

    Now I started thinking of Myers wearing a hair bow and holding a hair brush in his other hand. Or the tacky earrings.

    true :D

  • @[Deleted User] said:

    I don’t think they’re wearing them per say. My understanding is that they’re still like offerings, burnt to appease the entity for a temporary boost to their power.

    I dont know dude! Trapper is burning his trap setting tools to set traps quicker? Hillbilly is burning rusted chains instead of equiping them and getting the same effect? Sure there are killer with addons more like talismans, but there are also killer that have addons with clear usage!

    it is even said in the addons description of the chains that they apply bad wounds that take long to heal, so they are clearly for equiping instead of burning!

  • @Sonzaishinai said:

    The thought of Freddy wearing 2 children's dresses cracks me up

    I'm going to give the explentation that the entity has no idea how the real world works so she's just winging it

    hahaha XD

  • @kreeper124 said:

    Two shoes on her hands, two on her feet! Duh

    that explains everything

  • @HYthinger said:

    decided to do stats but for 2man swf with a friend. mainly to show how broken match time is without hex ruin. made a discussion to ask for stats to track.

    https://forum.deadbydaylight.com/en/discussion/comment/1032636

    Nice!!! Please add your location (EU or NA), because I have the feeling that killer in NA face much less DS and BT then e.g. me in EU.

  • @ceeroover said:

    How do you know who is SWF? Did they told you after the match?

    Doing it over 100times I learned a very nice and quick way to do it (ONLY STEAM).

    In lobby or after match you click on every name of the survivor so the steamoverlay opens with 4 tabs to the profiels of the 4 survivors. Then you go into the friendlist of any survivor and copy paste the names of the other people in the steam search function. With this technique you can check for a 4swf in 20 sec.

  • @AAAAA said:

    https://forum.deadbydaylight.com/en/discussion/124011/stats-from-over-100-killer-matches-inc-swf-perks-gens-kills-ruin

    This is really good! My favorite thing is that you were transparent about your methodology and owned up to what you didn't keep consistent

    Thank you! It is very important for me to be as transparent as possible but also to stay myself ingame! If I had to do 100 matches with 4k-mercyless-tryhard attitude I simple could not do it. But sometimes people had been also so toxic I did not want to be mercyful to them.

  • @Aura_babyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1032395#Comment_1032395

    You have inspired me to do this.

    I will do 100 matches solo survivor and swf, and do my own version for killer!

    Everything will be written down, this kind of player data is exactly what we need so we can finally shut some people up and encourage the rest!

    Please dont overestimate it! Those 100 matches have been very exhausting! try not to loose your fun, maybe write some interim result here so we can encourage you :D

  • Hillbilly: Enduring+Spirit Fury+BBQ+Infectious Fright

    Addons: None (for muscle memory) / Primer Bulb + anything (strong) / Carburettor Tuning Guide + Primer Bulb (for OP and unfun)

  • @[Deleted User] said:

    Dang, this is actually really well done. I gotta start tracking my own games too!

    I am looking forward to your results!!!

  • @Aura_babyy said:

    This is amazing. I hope more people are encouraged to do this so they can compare. You have gone far beyond the call of duty as a player to provide feedback, respecc!!!

    Someone pin this man's thread

    Thank you for your kind and encouraging words! It would be amazing to see the results of ther people! I would love to see 100matches of a solo survivor and maybe a 4-stack SWF. That would be SO MUCH FUN!

  • @RayrafLPP said:

    Maybe i overread it but what killer rank are you? Just want to know to see how matchmaking works :) great job!

    I started this project with rank 13 and climbed to rank 1. I did also depip in some games especially with huntress and trapper. But because I bring last person often to the hatch I did not climb as fast as it would be possible. There is also a rank reset between match 61 and 62.

  • @ZoneDymo said:

    If the devs wont give us stats, we will keep track ourselves!

    Friend of mine does this as well :P

    Please! You have to encourage him to keep doing it! I would LOVE to see his/her results!!!

  • @Aven_Fallen said:

    I am a big fan of the Question Mark in Line 44 for "Toxic".

    there is a coffee stain right on the paper where I wrote it down XD and because it is maybe over 20 days ago I can only write a question mark or to falsify the chart

  • @FireHazard said:

    @Pirate

    I don't watch Twitch Streamers in-general, mainly because it's boring to me personally.

    But, I did find a video about some tips and tricks from a fairly good Killer main [Otzdarva]. I'm going to be honest with you, if you want tips and tricks for how to learn a Killer than don't go on Twitch for it... i'd suggest watching youtube videos (aka guides) on it, as they're usually more into the idea of how to teach you rather than just raw game-play.

    [Here's the video by the way]:

    https://www.youtube.com/watch?v=1jiGKPd6rKU

    [Here's another video that might add a bit more to some things you'll want to know]:

    https://www.youtube.com/watch?v=IJgpKyTOTgg

    Hope this helps, even thought it's not exactly what you want.

    thx for your help! I LOVE otzdarva!!! He is great as person but he is not the "best" killer. But I will watch those vids thank you very much!

  • @Advorsus said:

    I don't want ridiculous reductions to gen speeds. I don't think it's the underlying issue for most people actually. I don't think ruin nerf is a problem either. I think fast games are a problem. Whether I win or lose, if a match only last 5-8 minutes it's just not fun. Match times being shorter than Q times isn't fun. I want to actually be in the game having fun. Not 10-15 minutes in Q with 5 minutes of action. Anything to increase match length would be welcome lol

    read my comment above yours and tell me what you think about THAT. (it starts at the bottom with the words "SECOND IDEA:")

  • @Peanits said:

    I don't hate the idea, but I will throw a scenario out there:

    What if I hook someone, move away, then wait for a rescue with the Hag, Huntress, Demogorgon, Freddy, etc.? I can get right back there or interrupt their unhook from a distance, meaning I could take advantage of that faster progression while not giving them any opening to actually unhook.

    That would be my main concern, although to a lesser extent, I would also be worried that it would encourage survivors to rush the hook as fast as possible, which in turn forces the killer to camp, at which point you'd lose any benefit. I can see this backfiring a bit on both sides. The killer wouldn't want to have the person they just downed freed the second they step away, and survivors wouldn't want to be farmed off the hook before the killer really has a chance to leave.

    Hey Peanits! I am very happy to hear from you and I am happy that you have feedback and concerns.

    May I answer it from my perspective:

    1) About the "camping from afar"-scenario. It IS true that those killer would benefit from this mechanic BUT they already benefit from it today! I dont know when you played against Hag the last time but its the only thing hag does "camp from distance" espacially with Make Your Choice. What I am trying to say people who abuse it now will still abuse it. People who dont abuse it will continue to play fair. Thats the spirit of DBD you give us the opportunity to play like an ahole or like a fair player and thats what we do.

    2) People should be encourached to go to the hook! When killer learn that they benefit more to hunt someone instead of camping the hook they will play accordingly! Especially if you make DS go away faster when the killer hunted someone in between hunting the player who was hooked and healed 1 min ago!

    In my opinion the game is with most killer heavily survivor sided. Only a few killer that ignore loop mechanics and are mastered to the limit can be stronger then a ALTURISTIC team, but a team that just wants individualy to survive will win in 99% of the time!

    SECOND IDEA: Dear Peanits, if you are by any chance still here what about this idea:

    Let the match start with a cooldown of 15min (or 10min, or 12min) until the gates are powered finishing a generator will reduce the cooldown by one minute there are 7 generators on the map so the survivor even if they rush in 4 minutes 7 generators means that 15-4-7=4min to survive the killer until the gates are powered and they can escape. Meanwhile the survivor can also hide for 15min and do nothing and then escape because after 15 min the gates are powered. With such set timer you could freely add secondary objectives e.g. a special switch that has to be channeled (with skill checks) that would make the timer go 1,2x speed e.g. but also would notive the killer that someone is there (maybe this objective is only avaible if 3 gens are done).

  • @Archimedes5000 said:

    Unfortunately, this solution would also increase facecamping effectiveness 2 times...

    Please read again what I wrote, dont skip after the half

  • @cacao1 said:

    I like this idea very much!

    Lets say it this way: for killers its better then nothing at this point! even the compromise version.

    Thank you! Atleast someone :D

    I mean it is by no means the ultimate solution but its something that goes in the right direction?

  • ps: how about a much smaller cone on the shock but bigger range and much faster travel time this way it could be a skillshot like huntress

  • @immortalls96 said:

    But..not all doctors work in hospitals

    BUT this one does. His map is a hospital?

  • @Peanits said:

    He still has greater control during his dash (he can strafe), a shorter charge time for his attack and greater control while attacking, and more tracking while outside of his power. You could also make a case and say that the survivors are more likely to spend time healing to avoid you getting your power.

    i WISH you would have removed the strafe (because it looks wrong, like its glitching) but let the flick! I miss old billiy with the flick SOOO much! Nowdays people are 360°-ing Billy (atleast they try). Make Hillbilly flick again!

  • where did you find the results? I would love to see how other voted

  • @Almo said:

    I've let 4 people go in about 850 hours of play. Those were cases where it looked like a solo Survivor caught in a 3-person SWF who were playing in a really unpleasant manner, causing them to be the last one standing with no real chance of escape.

    As for "rules", one of DbD's great strengths is "player agency". Killer plays how they want, Survivors play how they want.

    I had a survivor playing how he wanted yesterday, he run infinites on hadonfield NON-stop! I am aware of this exploit and I am also using balanced landing on my survivor BUT I dont abuse this spot under any circumstances!!! This is a NON written rule, because we are a community that are playing a NOT PERFECT and not balanced game, so we need rules but more importantly good manersand RESPECT for each other!!! If you as a Dev say that there are no selfmade "rules" then fix your game in the first place.

  • @Carlosylu said:

    Did this events happen when you were dying on first hook, sand bagged by a teammate, moried by tunneling, facecamped or downed in the first minute of the game?

    what? I dont understand what you are talking about! I already said what happened: during the chase suddenly a DC

  • @Sleephartha said:

    A 50% kill rate would be balanced. Meaning half your games are 4ks, half are 0k. Or, 2ks per game. Instead not a single killer is at 50%. All are above 60. And the highest, most complained about killers are in the 75% range. Is this not crystal clear now why survivors complain about OP killers? And now imagine if we had detail that showed 4 solos vs 4 man swfs. I’d reckon it looks even worse for solos. Probably 80-85% or worse. This game is heavily skewed toward killers.

    75%!! This is a full 25% higher than it should be. And people wonder why survivors like to derank... it’s because the game is more balanced when higher level survivors play lower level killers. Thanks for releasing these stats Behaviour. I’m vindicated.

    In a good horror film there is only 1 survivor.

  • ahhhhh! that makes sense now XD

    I thought it might be a Dev or something similar XD

    thx for the info!

  • @Huntar said:

    Humans have to be the ones playing this game.

    Then you still didnt read it, because I told you how humans would "hear" with their "eyes" (auras)

  • @Huntar said:

    Completely blind means that this idea is 100% unworkable. Humans are visual creatures. No amount of sound support will make up for that.

    he is not human :S Didnt you read it? Sonar is his "superpower"

  • @SolidSnake said:

    This is actually a really cool idea that need a bit of work, but will offer a different approach to gameplay instead.

    Thanks :)

    I wish this game could be more horror and adrenalin then running in circles.

  • @Peanits said:

    It's to remove hatch standoffs. At the same time, we added the ability for the killer to close the hatch. Now that the killer can close the hatch, whoever gets there first wins.

    You mean as long as the survivor has worse ping he can escape even through a closed hatch.


  • @SolidSnake said:

    Remember how it was when game just released? Darkness, tight, claustrophobic places with lots of corners to turn, or fields to be lost in, games that lasted really long because killer could not find the last remaining survivors... It was a great hide and seek expirience, where only infinites ruined the fun in games, but majority of survivors said that infinites should not be fixed, because "it's the only way to lose killer". Of course they were just bad at this game, bad at hiding and staying hidden, but they still wanted to win... Eventually majority of infinites were patched, but those bad survivors found another way.

    And here we step into the new age of DbD, that does not deserve another way except "clown fiesta". When you see a survivor and a killer running circles around every single box, bench or other object in the world - it does not reminds you of a horror game, in fact only thing that's missing - is Benny Hill theme for things that happen in the screen to make perfect sense.

    Survivors are not trying to hide anymore. They aren't scared. They know for sure that it's literally impossible to kill them all if they do not make mistakes, so instead they taunt the killer like a bullies, inviting them into the chase so they could show them their "mad skills" of running around the objects in circles.

    Now a typical rank 1 game looks like this: killer finds survivor, they loop around the obstacle for 3-4 times, drop a pallet, break a pallet, proceed to another looping spot. When there is no more pallets left on the map - generators are usually done because it takes a way lot more time to "disarm" all the loop places than to repair all the gens. And even if killer will hook someone - survivors will instantly swarm that hook, and unhook the victim as soon as another of them will get hit, and then run away with borrowed time, or just instaheal and run away. If for some reasons the victim won't run far enough to make it to the gates (never happens, but still) - there is decicive strike, goodbye, have a great time! So let's say killer downed the same person again, thrid time - for that he need to tunnel really hard and ignore all the survivors who will bodyblock you, try to blind with flashlight or run around to make more red scratches... but let's say that for some miraculous reasons he did it, and did it faster than the gates are opened. Survivors instantly swarm the hook, surrounding the killers, asking him to hit them! And as soon as he does - they just unhook and run away with borrowed time, t-bagging at the escape gates. Turns out, the killer now plays the role of the victim, and the survivors are bullies who are not afraid at all and can do whatever they want.

    And the developers encouraging this type of gameplay, making new, very open maps where it's hard to break line of sight a lose the killer, making game brigther and survivors having coloured suits that are easy to spot, so Claudette remains one of the few really viable characters for stealth gameplay. New perks do not discourage looping and encourage stealth, there is no changes to mehchanical side of the game, and the last nail of the coffin - are existance of the SWF mode.

    Ability to play with comms makes game several times more easy for survivors and allows them to bypass lots of in-game mechanics. Actually, it's a legal way to cheat in this game. But people who run exploits or cheats do get punished, when swf premades who run comms - do not... Developers could easily either remove swf, or add voice chat to the game by default and then re-ballance it according to that change, but they perfer to close they eyes and pretent that problem do not exist. And survivors are happy. Remember how they protected the infinites? Well, just the same kind of people are cheating with swf now. They enjoy abusing this exploit, enjoy being way more powerful and gaining wins without putting any effort into that. And developers fully support them, giving a giant spit in the face to the all non-swf community of survivors and killers as well. Before de-piping was a good way to not have to deal with toxic swf premades, but now rank 18 killer can be constantly matched against full rank 8- swf premade for unknown reasons, so there is no way to escape them even after long and tedious (even game takes 15+ minutes to find) process of de-piping.

    The game is a mess that screams for massive rework and drastic changes, but i quess as long as money coming from people who set up a giant hype about new killers who will be nerfed to trash tier soon after the release - nothing will ever change, amirite? I quess there is no hope of good old hide and seek gameplay to ever return to this game?

    To have true horror again we need killers like this:

    https://forum.deadbydaylight.com/en/discussion/70934/would-you-please-consider-adding-this-killer#latest

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