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Ramxenoc445

Ramxenoc445

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  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1685785#Comment_1685785

    If it was an intended feature of the game, the Devs should balance the game around Survivors having comms. Why haven’t they done that yet?

    Because that'd be stupid and it'd make solo play unplayable

  • DC Penalty should always be on. It's not harsh for the first one but console optimization isn't good so you've gotta deal with it till they fix it or till you get the new Xbox and assuming the optimization is better there.

  • I'm gonna disagree with you on the playing any killer is easy mode part. I don't really think they coddle killers either. They seem to focus on balance towards one side at a time. They'll do some nerfing or buffing for killers and then to survivors. They also balance survivor around the top players so if you don't fully understand the best ways to loop killers you won't have the best of time. While it's not always fair to the lower rank players if they don't do it that way then high tier would be impossible to catch survivors. Even at this point it can be real difficult to catch them.


    As for the mories just wait until the nerf comes in. I'm hoping they make it a hook all survivors thing. Though as a killer that can be bad since it could lead to more IMMERSED survivor plays and then you not get to mori anyone though I hardly use mories as a killer so it won't matter much for me anyway.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681469#Comment_1681469

    Yeah, that's ultrawide, not widescreen. Widescreen would be a 16:9 aspect ratio, most commonly with a 1080p resolution.

    Ultrawide, like most gimmicky things, is going to give you problems in most situations until it becomes mainstream. Try looking up some solutions to this problem for DbD, but you really need to do more research when you buy games when you use things like ultrawide, VR, etc., because chances are, the games will have problems with that.

    well i just wanted a widescreen monitor. TBH i didnt know there was a difference between wide and ultra wide. But that explains why destiny kept crashing my pc trying to load.

  • @28_stabs said:

    Im not dbd developer, so I can only advice this:

    Step 1) find a 16:9 resolution for your screen. For example, if your screen is 1080 pixels high, then you can pick 1920x1080 or create this resolution in your screen resolution settings.

    Step 2) find scaling settings in your video settings. For example, Im Nvidia elite master race fanboy and my scaling settings look like this:

    https://us.v-cdn.net/6030815/uploads/O10E7G8URJ78/image-2020-10-14-203204.png

    Try Aspect ratio or No scaling. It should prevent the image from stretching.

    step 3) dont forget to save settings to keep them. If you dont like new image, find "restore default" button.

    Thank you sir

  • @lowiq said:

    https://forum.deadbydaylight.com/en/discussion/comment/1681469#Comment_1681469

    Same. I'm on ultrawide w/ same resolution. I play on 2560 with double black bars because the game is too zoomed in and unplayable on 3440.

    I basically play like this if i try to do anything that isn't this i can't get a stable 60fps on any of the settings. On some areas i'll get it but i'd rather keep the 60 and play this way. The resolution slider doesn't really seem to do anything different for me

    Desktop Screenshot 2020.10.14 - 11.30.33.28.png


  • Dead by Daylight Screenshot 2020.10.14 - 11.22.15.04.png

    @28_stabs said:

    It would be nice, if you uploaded a screenshot or any pic.

    Its only with the guys but this looks ridiculous

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680910#Comment_1680910

    OP was talking about playing as a survivor, but regardless, the FOV is part of the game's balance. It's that simple. You may disagree with the devs' choice, but you should present the facts as they are.

    Also, OP, I play on wide screen and don't have those issues. What resolution are you playing at?

    I'm not even sure because they don't give an actual resolution slider but my monitor is set to 3440x1440 though since I'm still running a 1070 in games I set resolution to 2560x1440 for higher fps

  • @28_stabs said:

    It would be nice, if you uploaded a screenshot or any pic.

    Sorry about that. I'm laying in bed and remembering to make this post because it's frustrating but I'll post it later because it's almost 4am

  • @Babyyy_Boyy said:

    With the next gen consoles dropping soon, I would like to know if ANYONE knows if DBD will be optimized on next gen consoles? The reason for this is because if it’s going to be laggy and have the high latency on current consoles today, I don’t wanna spend $500+ dollars an a next gen console for dbd to have the same crappy console experience.

    It'll probably hit 60fps And look better, but tbh I can't even hit 60fps on my wide screen with full screen 2k on ultra. Yet I can play destiny 2 full screen at 2k with 90FPS on high or highest. But dbd can't even hit 60... Pisses me off. I have to play windowed mode to get a normal look that actually fits the screen properly

  • @nam said:

    https://forum.deadbydaylight.com/en/discussion/comment/1678912#Comment_1678912

    I won the match because I'm skillful, but I feel terrible because I got so much stuned even I have the advantage. Imagine if a baby killer face the same situation, how would he feels?

    Deal with it. That is the game and survivor meta is the way it is because most of the perks are bad and killers tunnel so DS is very common

  • @Radiosity said:

    Is playing SWF actually harder than solo or what? SWF defenders keep saying 'git gud' regardless whether or not they acknowledge the benefits of communication. If SWF objectively gives an advantage over solo, you have no right to say that.

    You can defeat (or play well against) SWF as killer, but it gives them advantage great enough that players need to study particular strategies with particular killers that expect survivors knowing more than they can from in-game means.

    You can defeat (or play well against) a killer as solo, but you lack the advantage from the above group and, even if you're playing with a 3-man group, you'll need to bring perks that locate important objects and allies to have as many information as a group, and as fast as they can have it (especially on console).

    Communicating externally during a round when you cannot do so in-game clearly affects the gameplay balance, and since there's no reliable way to prevent it, and no guaranteed way to detect it, the game should be redesigned around it, not the players.

    Also like I told the other person. They have way better things they can and want to do than to try and rebalance the entire game over comms. Especially when most of the player base is solo. They'd have to also buff solo play which will still only buff comms anyway. It'd be a wasted effort killer balance wouldn't shift and they'd probably nerf all the killer perks to make up for their base power being increased. Wayyyyy too much to do for an issue hardly anyone (compared to the overall community ) really cares about.

  • @Radiosity said:

    Is playing SWF actually harder than solo or what? SWF defenders keep saying 'git gud' regardless whether or not they acknowledge the benefits of communication. If SWF objectively gives an advantage over solo, you have no right to say that.

    You can defeat (or play well against) SWF as killer, but it gives them advantage great enough that players need to study particular strategies with particular killers that expect survivors knowing more than they can from in-game means.

    You can defeat (or play well against) a killer as solo, but you lack the advantage from the above group and, even if you're playing with a 3-man group, you'll need to bring perks that locate important objects and allies to have as many information as a group, and as fast as they can have it (especially on console).

    Communicating externally during a round when you cannot do so in-game clearly affects the gameplay balance, and since there's no reliable way to prevent it, and no guaranteed way to detect it, the game should be redesigned around it, not the players.

    I can say yeah sure it can give an advantage to any group in general, but overall it's really only game changing for survivors that are already good at the game. Survs that already know the maps and are good at chases or the immersed players. If they're just an average player they won't do too much with the info that will let them win and escape or bully the killer. I don't think it's that important of an issue. I'd rather they learn to fix bugs and not have them happen again later.

  • @Ecstasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1677654#Comment_1677654

    To be clear, I mean obviously there are always games that are fun and not, but there's this other factor on top of that usual distribution. Here it's like... okay, half the games you'll also have to play with a muskrat in your pants. Why? Well, I don't know, some people like it... particularly the other team. So I'd really like to, y'know, opt out of muskrat matches.

    No doubt some games will still suck... but the natural levels are a whole lot lower, and usually for very different reasons. VC matches just aren't the same mechanically since this game refuses to balance around such a crazy huge shift in circumstances that renders some features/strategies muted, or even irrelevant. It's hardly the same game concept even, being 4 vs 1 coordinated cooperation instead of that 1 & 1 & 1 & 1 vs 1 with higher stakes of self-interest vs altruism.

    Actually, I suppose a better comparison would be a game that doesn't punish hackers at all. That's more in-line with the way VC breaks open the game too, rather than just the frustration (but I like the muskrat example). There are still fun & fair matches, but a lot needlessly aren't. It's all dismissed with "well, its fun for the hackers that way," and you're expected to just accept that. It's certainly a position, but... shrug.

    This is where I stand as someone who doesn't give a ######### about 4Ks, or whatever 'winning' means, or much of anything beyond chilling out for a fun match. I think, or at least feel, that I'm the sort of person this game was designed to appeal towards most. And I vastly prefer those games with 8 hooks throughout and no kills over any VC game (where after the first hook or two, they've got tabs on me across the map to spread & shred gens optimally) that ends up with a 4K because an end-game camp-off lets me punish them for leaving no man behind.

    Maybe things never change. Maybe I'll burn out soon anyhow. But, in the meantime, I'm going to keep making my case because I've got a legitimate beef and I'm stubborn as hell. If that doesn't work, well, maybe Ill just make my own ripofff game of their own ripoff characters homage game of their own homage characters... starring The Tracker! The Wrath! The Nun! The Thrillbillly! With hookers! And blackjack!

    It just sucks though because DBD is something that should--and still realistically could--be my favorite game of all time. That vision still lurks beneath the grit and grime even, but this neglected manifestation just isn't an investment I'd recommend as remotely worth the time/money to anyone new. Friends and enemies alike.

    In fact, whenever they do those player satisfaction surveys, where they ask you how likely you are to recommend this game to friends, I literally punch through my monitor onto the internet and use my mangled hang to write LOL on the form in blood.

    I respect your response but as stubborn as you may be they've already said no to changing it so... You guys valid points or not are beating a dead horse.. I don't think it breaks the game. Sure them saying where you are isn't fair to you but the other games like this have to deal with it and you know. Friday the 13th has in game chat. Last year as dead as it may be thanks to vivid and ######### players has in game voice chat. Not sure about that predator game but it probably has it too. Communication in games is important and some of the killer players in this game act like it's such a horrendous thing.

    Personally I usually look at these posts and laugh and maybe post no or something because what you guys want is impossible in some cases and why would they waste time money and effort to appease the people saying SWF isn't fair when they'd have to basically rework everything they've done already. When instead they can work on buffing perks, fixing bugs, "balancing" maps and killers, getting new licenses, new skins, new maps, better graphics, cross play cross progression, new original characters. They can do wayyyyy more that will make people happier and come back to play rather than trying to "balance" the game around SWF for people complaining about comms.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1677572#Comment_1677572

    Yes and how does one learn to be better while playing "nice" when they are taught by boosting SWFs like you that they should identify the strong, ignore them and focus on the others.

    Am I the one stating, oh I should tunnel?

    Also great comeback with the I must not be a very good killer, because it is fair to tell me to get good... but don't provide you a challenge, tell your friends to get good, because what would you do if you couldn't defend their fun by dominating the opponent that is no challenge for you. You are kind of showcasing the whole issue here... killer just get good, survivors with friends is all fine because my friends are bad and if they face better killers they cannot do anything, but get good.... It is hypocritical.

    https://forum.deadbydaylight.com/en/discussion/comment/1677585#Comment_1677585

    You might not and yet many do. Most fail, but those that don't are not failing because they are facing less experienced killers. They are out to destroy them and they can because they can simply get one of their friends in the group to target the weaker killers.

    I personally don't mind these guys now, because you just have to play their game if they are multiple or ignore them when they are alone.

    https://forum.deadbydaylight.com/en/discussion/comment/1677663#Comment_1677663

    Yet doesn't this mean they are not good killers, being taught to camp and now receiving praise from red rank survivors?

    You are so blind to not realize that SWF boosting teams where high rank survivors meet lower ranks is what is causing the killers to camp and tunnel? That they learn these tactics and use them every match, as we have no idea whether or not we are facing a SWF and this is the winning strategy.

    Once again you are showcasing the hypocrisy of survivors.

    When I say get better I'm not saying just play the game. There are youtube guides and for a reason. What I said applies to if you want to win against a SWF that has a red rank like me and then three others that are your rank. It's just logical to not chase the one you know you can't catch. If you spend the match chasing someone you can't catch you're just playing dumb.

    Also I praised him for making the decision to camp because it worked for him. No I don't like when killers camp but a group of good survivors will make you look and feel silly when you try to camp and they gen rush you and still all escape. It may work for him at whatever rank he is with the survivors he plays against but against a coordinated group or just good players camping won't work anyway. But he's at least trying to play differently and learn from his experience.

  • @StrickxNyne said:

    https://us.v-cdn.net/6030815/uploads/6CNYVW2FDKS0/screenshot-20201006-204328.png

    They need to fix this boosting nonsense. I can't hang with red ranks thus I'm not a red rank. But they wanna team with someone rank 20 and sandbag the match and save them all game. So now I barely get blood points unless I camp the crap out them, which I'm doing every match now and getting 30k because like roaches they show up to save and go on hook. Just sucks because I can't play normal or for fun, I gotta camp some sweaty.

    At least you came up with a way to beat them and try to win instead of just complaining about it here because you're entitled.


  • @Ecstasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675853#Comment_1675853

    The fact that you can beat a given SWF group means absolutely nothing except that you were already up against a team who you would've beaten any day of the week in a fair game. That's literally it.

    The fact that not every SWF is a guaranteed loss doesn't actually make those matches fun at all. The fact you can even step it up going all-out doesn't even amount to much when you don't know when you're going against them to actually prepare. The fact that playing dirty and sweaty are good ways of closing that gap doesn't stop that attitude bleeding into the fair/fun games to worsen things for solo players too. The fact that better opponents make better players sure doesn't mean anything when they're so outclassed that they can't pick up on anything except that their pee-wee football coach & former semi-pro linebacker just gave them a concussion with a full speed tackle. The fact that players need to get better doesn't mean anything when they're so demoralized (and concussed) that they quit forever.

    The fact that other games have voice chat means absolutely nothing when many others don't... including this game in its pure form--with nothing even remotely close, even basic text, for mirroring the sort of huge advantages of communication provides--and here the most advanced communication you can send to other players across the map is a vague hook signal where players flap their ######### arms and hope others understand.

    I've beaten SWF matches too--they're usually still not much fun. Those moments sure as hell doesn't make up for all the garbage matches you're forced to eat either, just because players feel entitled to team up against someone vastly less experienced already, and then break the normal game mechanics wide open to show their friends a good time by stomping as hard--or as very hard--as they deem appropriate. On their end, it's all good cause their friend gets to have a little fun, but mama bird can sweep in to make sure things don't get a little too fair. For the sap having to play the prey that round, it's another step towards the toxicity cycle that's come to define this game.

    The only real point you're left with ultimately amounts to one thing, and that's "I like things just how they are, so don't touch anything" …but, in all honesty, I guess that's actually the one argument that I can't really refute. You want what you want; and you like what you like. Well, okay.

    You're entitled to your opinion and preferences. All I can do is callout the other logic that people use to prop up SWF/VC as legit somehow when really just rationalizing what they want instead of admitting it. There's very little wiggle room when it comes to breaking down assertions of fact people make about VC in SWF, so it's pretty easy to show it sure as hell isn't a fair setup. Or to show: it's not much fun for the other player, and usually the exact opposite. It's not an insignificant advantage or minor variation. It's not a matter of 50/75/100 percent of all players having those game-breaking benefits. It's not about them being godly, unbeatable, or whether most of them still suck. It's not something that realistically better shapes and improves opponents. It's not something this game depends on to survive. It's not about punishing people for playing with their friends. It's not a the best solution by a long shot, or even a necessary evil. It's not the only way of doing things and it won't doom everyone even just trying to look for a better way.

    After reading all that I don't even really know what to say to you. There will be fun and not fun games, not sure why so many killers like to throw it at SWF but, you're gonna have to deal with it regardless if you choose to play this game. The closest we got to some kind of nerf to SWF was MMR Skill based matches and that turned out to be much worse than what it is now. Was getting matched with rank 18s everytime I played against that killer for the day and the occasional high ranked killer. They tried to make the matchmaking also take the rank of the higher survivor and I don't remember if they disabled it or not but it seems to do an average now. I am like 98% sure there will NEVER be any kind of change to SWF. They already know how the community is so they aren't going to show you if you're against a SWF and if they do it'll be at the end. They've also said they wouldn't nerf SWF so..these topics about it are dead in the water before they even get posted. Not sure what to say to you or the others but maybe play a game you think is more fun and or better.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676799#Comment_1676799

    Why should the killer be punished because you want to play with friends? You are the people that choose to group up and yet your are telling the opponent to just be better, to just play against you and learn to:

    1. Identify that you are way better then them, already wasting their time in the initial chase and propelling the game into a loss on their side. So, drop chase as soon as possible if you notice someone plays well.
    2. Then ignore you... and find the weaker links of the team.
    3. Kill them and focus on them.

    Now people are surprised that killers tunnel the weakest link out of the game, camp them to oblivion or are you stating you don't go and save your friends when they get hooked? In short you are telling killers to learn to tunnel, camp and identify the weak links, ignore the strong links in a group and hunt them down.

    It is lovely that survivors are so quick to defend their friends, their precious SWF and go like... they shouldn't face stronger opponents and then expect killers to learn to play nice and tactics that aren't about identify the weak, target the weak and hunt them down. Ignore the strong and that is how you can still have a good game.

    If people want to create an atmosphere where killers don't learn to tunnel, camp and target the weak... to consider the fun of the surivors, maybe you should not pit new and weaker killers versus the strong and teach them these patterns - because I want to protect my noob friends, maybe teach your friends how to play the game... open up a custom game and play a killer against them and explain if you need to, maybe if they get crushed often enough they might start listening to you? Instead let us teach those green rank killers to tunnel, camp and ignore the strong and they might become red ranks some day and guess what they learned to do from teams like you.... and then we have survivors claim that killers are the toxic ones?

    Additionally if you as a red rank want to start defending your friends with flashlight saves, taunting the killer because you know you will be nearly untouchable and body block them when they pick up your friend etc. You know bully them like many of the red ranks that boost others do... is it truly fair and fun for the killer and not lopsided?

    Also not sure why you assume i set my day out to ruin somebody's game by bullying them. I rarely bring in items and not all SWF do this either. I've gone against plenty that try and bully me with flashlights and head on and ds and most of them fail because they aren't very good to begin with they're just enjoying their silly toys and dying with them.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676799#Comment_1676799

    Why should the killer be punished because you want to play with friends? You are the people that choose to group up and yet your are telling the opponent to just be better, to just play against you and learn to:

    1. Identify that you are way better then them, already wasting their time in the initial chase and propelling the game into a loss on their side. So, drop chase as soon as possible if you notice someone plays well.
    2. Then ignore you... and find the weaker links of the team.
    3. Kill them and focus on them.

    Now people are surprised that killers tunnel the weakest link out of the game, camp them to oblivion or are you stating you don't go and save your friends when they get hooked? In short you are telling killers to learn to tunnel, camp and identify the weak links, ignore the strong links in a group and hunt them down.

    It is lovely that survivors are so quick to defend their friends, their precious SWF and go like... they shouldn't face stronger opponents and then expect killers to learn to play nice and tactics that aren't about identify the weak, target the weak and hunt them down. Ignore the strong and that is how you can still have a good game.

    If people want to create an atmosphere where killers don't learn to tunnel, camp and target the weak... to consider the fun of the surivors, maybe you should not pit new and weaker killers versus the strong and teach them these patterns - because I want to protect my noob friends, maybe teach your friends how to play the game... open up a custom game and play a killer against them and explain if you need to, maybe if they get crushed often enough they might start listening to you? Instead let us teach those green rank killers to tunnel, camp and ignore the strong and they might become red ranks some day and guess what they learned to do from teams like you.... and then we have survivors claim that killers are the toxic ones?

    Additionally if you as a red rank want to start defending your friends with flashlight saves, taunting the killer because you know you will be nearly untouchable and body block them when they pick up your friend etc. You know bully them like many of the red ranks that boost others do... is it truly fair and fun for the killer and not lopsided?

    You're very hostile. Its funny because nothing you say against what im saying is gonna change the reality of how this game is and will probably stay, but that has always been the point. You need to catch survivors out of position if you wanna catch the good ones. If you can't you need to break chase and go for someone else. Based on what you've said you clearly aren't a good killer because your response is " oh i should tunnel ".

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1676623#Comment_1676623

    As someone that has played through it on the other end, I whole heartedly disagree that it is more fair. The amount of times that I had to face 2 red ranks in a team with lower ranks while at green ranks was unbelievable horrible experiences and not even that uncommon, 50% of the opponents are at a totally different level. Killers shouldn't need to always figure out who they should completely ignore, because they are playing below their own level. Also... how is facing someone on your own level a worse experience for you? Isn't a worthy challenge something you want? Just want to be a noob stomper?

    You claim you have people that don't belong, but you and they are the one going into into the match together. If they don't belong versus a more challenging killer than isn't the same as saying you don't belong in a green rank killers game?

    I find your stance fairly hypocritical. SWF groups have an advantage, why shouldn't the system try and match them with someone who is more capable of handling it? Why is the get good excuse only used for killers?

    No it's fair for me but not them because they have no chance unless they get really good at mind gaming and looping without wasting every pallet. But if I'm playing with them against that low rank killer once they realize wow this one is hard to catch. They should go chase the others and they can still have a good game. It's happened a lot. There have only been a few times where it was the other way around with a killer in my ranks where we all got out, but in those cases the killer wasn't as good. Not always sometimes we did just win but all I'm trying to say is. Long as the lower rank killer doesn't ONLY chase me. They'll be fine. But my friends are ass so if we go against a killer that is my rank they'll get stomped and be an easy 2k

  • @Babyyy_Boyy said:

    So I’ve been getting better with mouse and keyboard to the point where I can somewhat hold a good chase in solo que. I’ve experimented the past couple days on what could get a killer to commit to you (because they never do). Object of Obsession doesn’t work, spam vaulting doesn’t work, clicking doesn’t work, waving at the killer doesn’t work, but I finally found out how, just play a default survivor and they’ll think your a baby at the game and then they’ll chase you. I’ve been playing baby meg and the killer almost always tunnels me and seems to get mad of the fact that they’re getting ran by a baby meg. But yeah there’s a little tip for those that wanna buy your team some time. My team never seems to hold chase longer than 30 seconds. But yeah good luck and see y’all in the fog!

    I would say try and make yourself annoying without the typical chase me stuff. If you can control it make it so you barely don't get hit when vaulting or dropping pallets. Not too sure other than that.

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675836#Comment_1675836

    Nobody is saying that all SWF are all powerful. Also, the fact that they don't want to listen to their captain is a mistake on their end.

    If a killer chases the same survivor all game and lose then that is their own mistake. Though you being a rank 1 being faced with an inexperienced or lesser skilled killer, makes it more likely you can run them around forever. So, why should you not face a killer more at your rank because you choose to be with friends? Killers should be of higher caliber when selected by the matchmaking system when facing SWF, as why is it fair that the killers at your friends level should face you, while your friends shouldn't face killers at or at least higher than their level?

    The killer never getting the drop on someone because they are told they are targeted also gives survivors more time due to coms. This by itself can be problematic for killers.

    When it comes to SWF with coms, a killer is mainly reliant on their mistakes or godlike skill. It takes a lot of the mindgames and tension out of the game, while leaving little room for any type of mistake on the killers end.

    If the matchmaking system could make it a better challenge for both ends, instead of just punishing on the killers end.

    I get what you mean but it's more fair for everyone involved. Long as the killer doesn't chase me whole game they can still get an overall win. Lots of the killers lower ranked than me realize it and they capitalize on it. They'll just avoid me entirely so I do totems and gens while they chase my two friends and the random. But if the killer spends all game trying to catch me they've gotta learn when to let go that's not even a rank issue. If we go against killers my rank it's just a worse game for me and the other survivor involved because we have two players that don't belong there and they just get EZ Clapped. That's why the way it works should stay as is.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1675844#Comment_1675844

    I legit had a match as Deathslinger today against 3 survivors packing purple flashlights and all 3 DS and unbreakable and 2 (3 counting the 4th player) had borrowed time. I happened to have my build set up for bullies... Mad grit, Agitation, and Lightborn 😁. Once I found one all 3 just tried to flashlight stun me, block hooks... I mowed them down so fast. Still in a frenzy I kicked the hatch shut before even thinking "the feng min is the one that did 2 gens, and didn't participate in the mob😳".

    She was terrified, I had to wave her to the gate for like 10 seconds and she still wouldn't move til I took off for the other side of the map. She got out with just maybe 10 to 15 seconds left. I would've felt bad if she died because I believe she was solo and just trying to escape.

    Side question: why will it only allow killer to open gates sometimes? I tried because it's faster and had no interaction prompt... I've always wondered why some you can and some you can't . Any idea?

    Lmao and you gotta open it before hatch close or before they open it

  • I think it's fine. If it were really a problem I think more killers would be abusing it.

  • @Ecstasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672906#Comment_1672906

    I've basically dismantled these talking points in the post you neglected or others in this thread. So if you care to take a look and jump to some sort of counter-arguments, I'm game. However, I don't any sense in covering the fundamentals again just for you when you're dismissing everything already with an active refusal to GitGud at reading, reason, and discussion engage my efforts in good-faith & consider alternative POVs.

    That's the core entitlement; you expect to be catered to with your own cheat-sheet and be heard as if your opinion matters just because it's your opinion. There's not even any pretense that you've evaluated the situation/arguments to logical conclusions, or understand the problem that people who aren't you perceive still. That's why you presume it's all about 4Ks and not fun. That's why you interpret any changes as you being "punished" instead of attempts at balancing how your fun already isn't fun for them--nevermind daring to give them any choice in the matter. And that's why you stubbornly insist the status quo is perfect when it so clearly is not. Yet there are better alternatives.

    However, you are right about some of the proposed solutions warping the game I suppose. But the aspect you've glossed over is that these elaborate changes proposed are only so damn complex because they're specifically catering to your perspective as well. They're trying to find the best alternative for a reasonable middle-ground for everyone here. You couldn't even argue distortion if we're talking the easy/obvious/fair solution: everyone gets to choose whether to play with/against teams or not... but we all know that's what SWF advocates want least of all here. [Because even they believe that no one actually wants to go against SWF, looping us back to admit that of course it's a broken & unfun]. You're faulting people for greedily wanting to distort the game when, ironically, we're the ones trying to play this game in its purest form.

    You can frame it as a matter of our entitlement--like we want this game to be something else entirely, so we should abandon it--but, the thing is, the game we want already does exist here. Obviously the mode where people communicate instantly is the deformed one when the base game doesn't even provide a means to even type messages to other players at your own peril. It's your variation that we're forced to put up with half the time--just so we can maybe play the fun one--that's distorted. You're cool with that--and that's okay too--but a lot of people aren't. In fact, so many people that this game has to hide going up against SWF... or no one will freaking play them. Now that sounds like an inherent problem where one game is fun and the other just isn't. Not GitGud, not 4K lust, not ezy pickins. Just not fun.

    I play killer too. My thing is I've beaten SWF with Legion and they aren't the worst killer in the game but they're down there. If I can do it so you can you. Try different perks or play differently. You know you're at a disadvantage against a SWF so stop playing into the info they can give. Stop chasing someone for too long just injure them if you can and go for the next one. Use blood warden it gets them every ######### time if you activate it. You know they're not gonna leave till everyone is escaping or till the one they wanna save is dead. Play differently SWF does not need to be nerfed to compensate for you being at a disadvantage because they can talk. You can do that in every multiplayer game DBD is not an exception. It's a game. You don't find it fair and no it's not if that's what you want me to admit but again most SWF groups are not actually good. You just lose for whatever reason we can give. Just play better or if you know they're SWF just say " oh well no way I could've won anyway" and go on to your next game. It's not that big of a deal. Sure the toxic ones I'm not advocating for but again you play the game and you know what can happen. You take that chance by playing this damn game. With how you talk you seem smart go play something else or do something better with your life that will use that brain of yours for something beneficial to you.

  • @greekfire774 said:

    Im still gonna hit y'all while you're locked in animations. They claim they fixed it but really they didnt. The only thing they addressed is him faking his power during those scenarios.

    That's what I've been saying it's still easy to get away with

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672913#Comment_1672913

    I have no problem admitting when I'm out played. It happens from time to time and I try to figure out what I could've changed and learn from it. A 3 or 4 SWF team is quite obvious. Just because players play without their "brain off" would not cause 3 players to systematically rush a totem after I hook a person trying to break it... Things like that are comms no doubt.

    Most teams IDC, a lot of them are not try-harding. Hell, earlier I'm fairly certain 2 of a 4 man SWF deliberately allowed me to kill them.

    The ones that go in to use this advantage to bully the killer, spend ample time body blocking in a musical chairs fashion and still tbag at the gate on the opposite side of the level til the end game finishes or til you trek over just to speed it up. Then send hate in the post game chat... They are the problem. I have entire builds set just for 1 to 2 kills against these types. Which they usually dc as soon as 1 is headed to death hook. I understand there is toxicity on both sides but it feels less like dealing with a group of legit bullies dealing with a toxic killer.

    Idk how to fix it, and most things that would fix it could be grossly abused against solo que.

    It needs to be acknowledged though and dealt with to a degree. Because it's breeding some nasty behaviour... Some kids won't have the who cares mentality and will get victimized then berated if it's not addressed.

    Two of my friends and friends are abusive to killers in the end game but they do it because they legitimately feel like killer is OP because of how bad they are so when they win ultimately because the killer was just worse than them or the killer chases me too long or camps me after catching me they're really rude about the win. And that's probably a big group of survs. I've had a guy call me ######### racial slurs and spam messages because I wouldn't eat a decisive strike. Dude was spamming in and out of a locker after getting unhooked near me and even after I left he kept going so I came back downed him and left him there. Hook killed the next and then hook killed him and let the claud live because she was the only one doing gens. Locker spammer then does all the chat abuse I said above. Like no I'm not gonna eat a free DS hit

  • @Kalinikta said:

    https://forum.deadbydaylight.com/en/discussion/comment/1672913#Comment_1672913

    You are a red rank, captaining a team and able to instruct others to do actions. You are able to shot call for them and none of them need to do it themselves. They all profit from your experience, your game sense and knowledge. Yet you are facing a more inexperienced killer, that is on the level of your friends and demand them to get on your level? Keep in mind if they chase you, most likely you can twirl circles around them for ages, while telling your team it is 100% safe to do gens right next to you and to run when you say so.

    You do have ways to figure out whether people are a SWF, inspect their profile and check out their friends. It isn't all that hard, but isn't always accessible. Additionally it is usually noticable when playing, nearly never get the drop on anyone, and the nowhere near similar ranks and then seeing zero information perks used in the end screen. Sure you have good players that solo will clap you as if they are in a SWF, but they tend to have at least some type of info perk and all be rank 1 or 2. The experience of the team will be visible. It is also much more rare to encounter these type of groups unless you yourself will be at that level and then you most likely already can play better against them.

    Personally I don't think that the devs should limit perk choices or directly nerf the survivors. Yet they should fix the matchmaking and place SWF teams at a higher level than normal to account for the coms, teamwork, reliability etc that comes along with a premade group and at a minimum base it on their highest ranked member. The answer to killers is just get good, so why not let them match people with a better one on average? This should make people feel more like they are having a chance against SWF, learn to play against them and give everyone a fair challenge.

    Well I don't really tell them what to do. I tell them who the killer is and if I'm being chased that's about it with the occasional found a hex or he's coming to you. Sure they don't get the jump on them but my friends aren't that good. I have not a single friend out of the like 5 that is actually good at this game. We lost to a pig that we should've won against because they didn't listen and go do a different gen when I said it twice. So you can understand the level of skill I'm dealing with. The games usually go me getting chased until they do gens or till I die and they die right after. Even when I get chased the whole game that's hardly my fault for being a SWF the killer could go chase the other three and at least get a 2k off my two friends I normally play with. If I play with the console friends it's a guaranteed 2k. They're not good and my info in our case hardly ever helps.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669625#Comment_1669625

    True, not every SWF is good, but they all have an inherent advantage that the game really isn't built around.

    Even me and my casual SWF buddies usually escape simply because if someone is getting chased, we just hop on gens. If you were in Solo Q, you couldn't do that and it causes the Killer a massive detriment.

    Buff Solo's to SWF levels, then buff Killer's accordingly.

    Yeah because when I'm solo queue I can't see the person in the distance being chased or see that they got hit and decide yeah lemme work on a gen, nor can I have sound queues from certain killers that says I'm chasing someone and using my power.

  • @Moundshroud said:

    I do think transparency (both before and after a match) is important and fair here. Killers (and the odd man out Survivor too) should know that they have been put against (or next to) a SWF. It affects the match in a profound and discernible way whether the SWF is Seal Team-6 quality or just enjoying a competitive edge. The fact that we are purposely NOT told feels a bit sketchy to me. It could be being done because:

    1. They are afraid Killers (and the odd Solo) will duck the Lobby.
    2. They don't want us to be able to clearly track the issue and the problem ourselves.

    Neither reason is very good. If they are certain Killers (and the odd Solo) would duck the Lobby then there is clearly a reason for it that needs addressing. If they simply don't want us to know so we can't track success/failure, they are trying to obfuscate an issue, i.e. a clear reason that it needs addressing. I've tried hard and I can't think of any other reason we shouldn't know.

    I think that the only logistical solution to this issue is to have a Solo Que and a Group/Team Que. It solves 99% of the issues in that the Team Que can have additional Objectives added or extra Perk Slots unlocked for the Killer to attempt to balance the SWF 5th Perk (Comms) without unbalancing and strangling the Solo players. On a positive note for the DEV it opens up an entirely new and lucrative monetary stream of team cosmetics and potentially league dues and organizational options.

    While I commend the DEV for trying to fix the issue with Perks and so on, that is never going to work long term because whatever they add to balance the SWF will always hit Solo even harder. The only OTHER option is to try and give all Solo the same powers as a SWF which would require massive amounts of new coding, rebalancing and redesigning of existing Perks and Powers, and also require the subsequent buffing of the Killers too. That is the LONG way around, whereas the short way around is simply two Ques.

    That's a lot of changing to try and fix something that won't be fixed. They can't buff lack of skill or buff killers to make up for people having communication. What happens when they buff killers to deal with SWF but everyone is a solo player? Free stomping ground for the killer. Killer knowing it was a SWF after would be fine because they've already played the match and will actually know when they played a SWF. Knowing before hand will be a mistake and cause killers to bring mories because they're not confident in their skill, which will be a temporary solution till mories get nerfed. Then killers will still complain. It's not a balance issue it's a get better issue and learn to counter how they play.

  • @voorheesgt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671845#Comment_1671845

    This game is not built around SWF with comms... The fact that the game didn't die already shows us killers have evolved to a degree... But it's not giving in to us killers. It's keeping the core 1v4 mechanics IN WHICH WAS INTENDED in the first place. It's the devs giving in to the constant crying of survivors that has ruined the game at all... That's why your ques are 10x as long as mine.

    If you don't think development is heavily survivor sided you are delusional.

    My queues are very short sir. You will not find a single comment from me complaining queues are long. Unless I mean PTB. YOUR queues may be long but mine sure aren't. Also yes the game isn't built around comms obviously they didn't include it for a reason. But they can't do anything to stop it and they know that. Game dies when they do. Way too many people play with friends and they've said before that 4man SWF are a very small percent of all SWF and they also confirmed the escape rates are not much better. And you as a killer have zero way of knowing if they're SWF unless they tell you. So half the time you probably just got beat because you didn't do some things as well as you could've.

    I've played many games where the killer would ask if we were a SWF and probably be shocked to hear that we weren't. We were just solo players that aren't playing with our brains off and know the game enough to outdo the killer. Plus games like this are balanced in a way where the survivors have a slight edge due to teamwork and numbers. But the killer can win with knowledge, skill and capitalizing on mistakes. That is how you're meant to get a 4k and beat a SWF

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671825#Comment_1671825

    A ranged power that is frankly almost more trouble than its worth though

    I play a lot of FPS so I guess it's just fun for me.

  • @Ecstasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671845#Comment_1671845

    This represents just about every terrible argument for ignoring the massive issues with SWF (via voice-com) rolled into one post, and doesn't address a single one of its issues directly in favor of logical fallacies and unsupported claims. (With your next post already escalating to direct insults too... dude)

    When something is never going to happen, you never actually need to concern yourself with fighting to ensure it won't happen.

    You never need to be salty as sin, dismiss people as "refusing to actually get better," or even bother trying to seriously argue they should just shut up and accept the oppressive slog games for the amusement of you & your friends. That's entitlement at its core. Not to mention it's ridiculously hypocritical that you're arguing other people need to GitGud to overcome the cheating-level advantages required to keep your friends playing this game, as they refuse to get better on their own. All that said without any regard for the indisputable imbalance you're demanding being what renders most killer games negative fun--and fun is supposed to the driving factor for them too here.

    I'm not at that point yet, but when this game stops being fun... I stop playing. I'm speaking as someone who did quit for over a year until pretty recently. Last time I left, it was essentially the same bullshit. Matching-ups against teams & coordination in a game that refuses to design for it makes playing killer increasingly un-chill, especially as you rank up, and all those experiences just bleed over into solo survivor to ruin that too. Killers need to play assuming the worst just to keep up with potential SWF, so they go rough/dirty from the start, and end up taking it out on their next match, whether they meant to or not. And it's always those veteran/red-rank players you run into (the ones who still stick around long after fun is negative) who are the saltiest and most toxic of all. If anything, Dead By Daylight thrives despite SWF VC, not because of it.

    You insist that any changes would kill the game? Okay, well that's your claim to prove. You don't automatically get to attribute all the success of DBD to the bully simulator aspects. Especially not when that element is also clearly responsible for so, so much of the toxicity and bullshit that sheds away players and gives this game its bad reputation. The cycle of aggravation that reinforces players needing to move to SFW doesn't represent inherent necessity when you can break that cycle instead.

    Here's the other thing, even if--that's even if--you're right about decimating its player base, then its not like most potential solutions couldn't be reversed just as easily. You've got one example of anecdotal evidence that three people might stop playing. I don't know about the theoretical, though I did hear about an actual killer exodus in the time I stopped playing. And people still frequently quit this game or switch over to survivor exclusively to get away from the neglected slog that players like you demand. Because somehow any attempts at balance are really just "punishing" you... even allowing them a damn choice in the matter. Here's my claim and it's self evident: there's no game at all without someone willing to put up with playing the killer.

    From the tomes, to crossplay, to the web loot; they're doing a lot of creative and cool things to boost the killer player-base artificially. But that's only gonna go so far until they address the core problem. This is a game that requires 4 times as many players on one side as the other, and the one includes some of the biggest pop culture icons around while essentially the badass role, yet somehow it's easier to get a game as a killer. You'd expect the queue to play killer to be about four times longer... not shorter.

    PS: Kindred should be included for all survivors. That's a damn good start. Whispers for all killers too. Both help improve the gameplay/fun factors, are all around useful, and shouldn't really require a perk-slot.

    Also as you said this game has horror icons. You also forget not everyone cares to win every game with a 4k like you and the others wanting a SWF nerf. There will always be killer players.

  • @Ecstasy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1671845#Comment_1671845

    This represents just about every terrible argument for ignoring the massive issues with SWF (via voice-com) rolled into one post, and doesn't address a single one of its issues directly in favor of logical fallacies and unsupported claims. (With your next post already escalating to direct insults too... dude)

    When something is never going to happen, you never actually need to concern yourself with fighting to ensure it won't happen.

    You never need to be salty as sin, dismiss people as "refusing to actually get better," or even bother trying to seriously argue they should just shut up and accept the oppressive slog games for the amusement of you & your friends. That's entitlement at its core. Not to mention it's ridiculously hypocritical that you're arguing other people need to GitGud to overcome the cheating-level advantages required to keep your friends playing this game, as they refuse to get better on their own. All that said without any regard for the indisputable imbalance you're demanding being what renders most killer games negative fun--and fun is supposed to the driving factor for them too here.

    I'm not at that point yet, but when this game stops being fun... I stop playing. I'm speaking as someone who did quit for over a year until pretty recently. Last time I left, it was essentially the same bullshit. Matching-ups against teams & coordination in a game that refuses to design for it makes playing killer increasingly un-chill, especially as you rank up, and all those experiences just bleed over into solo survivor to ruin that too. Killers need to play assuming the worst just to keep up with potential SWF, so they go rough/dirty from the start, and end up taking it out on their next match, whether they meant to or not. And it's always those veteran/red-rank players you run into (the ones who still stick around long after fun is negative) who are the saltiest and most toxic of all. If anything, Dead By Daylight thrives despite SWF VC, not because of it.

    You insist that any changes would kill the game? Okay, well that's your claim to prove. You don't automatically get to attribute all the success of DBD to the bully simulator aspects. Especially not when that element is also clearly responsible for so, so much of the toxicity and bullshit that sheds away players and gives this game its bad reputation. The cycle of aggravation that reinforces players needing to move to SFW doesn't represent inherent necessity when you can break that cycle instead.

    Here's the other thing, even if--that's even if--you're right about decimating its player base, then its not like most potential solutions couldn't be reversed just as easily. You've got one example of anecdotal evidence that three people might stop playing. I don't know about the theoretical, though I did hear about an actual killer exodus in the time I stopped playing. And people still frequently quit this game or switch over to survivor exclusively to get away from the neglected slog that players like you demand. Because somehow any attempts at balance are really just "punishing" you... even allowing them a damn choice in the matter. Here's my claim and it's self evident: there's no game at all without someone willing to put up with playing the killer.

    From the tomes, to crossplay, to the web loot; they're doing a lot of creative and cool things to boost the killer player-base artificially. But that's only gonna go so far until they address the core problem. This is a game that requires 4 times as many players on one side as the other, and the one includes some of the biggest pop culture icons around while essentially the badass role, yet somehow it's easier to get a game as a killer. You'd expect the queue to play killer to be about four times longer... not shorter.

    PS: Kindred should be included for all survivors. That's a damn good start. Whispers for all killers too. Both help improve the gameplay/fun factors, are all around useful, and shouldn't really require a perk-slot.

    I'm not reading all that. First of all they literally can't do ######### about me using discord also I can use my phone they can't do shiiit about it, second thing being yeah git gud and move on, third thing if you already quit who cares. Play something that caters to you. The game is still alive and thriving and I'm pretty sure they've already given a no on this topic multiple times. Git gud. Also you may not realize I also play killer. I main Legion. I have, and will get beaten by a SWF. But I've also beaten them and they've left salty or congratulated me for beating them. So again git gud.

  • @TheCoolDBDGamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1662768#Comment_1662768

    At rank 19-20 4k's 90%

    At rank 13-10 4k's 40%

    At rank 10-5 4k's 10%

    40% and 10% kill rates at non red ranks. " good killer" tho

  • @Slendy4321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1668290#Comment_1668290

    I don't see how that solves anything. Learn how to play without your friends. Problem solved

    It can go both ways y'know

    It doesn't go both ways at all. People spend time with their friends and people choose to do that in this game. You can try to sound as smart or convincing as you want it'll never happen. No matter how right you think you are for saying SWF is a problem it isn't. People like you use to say it wasn't even intended for the game. BVHR shut those people up in a dev stream saying that it was planned for base game release but they didn't have it finished yet. It will always be there it will never punish those people for playing with a friend. You can git gud and deal with them or be a baby complaining in the forums about how it's unfair that people play with friends in a VIDEO GAME.

  • No. If they ever give in to killers like you that refuse to actually get better and deal with SWF and Nerf them just because this game will die and your queue times will shoot up for those still playing. You're never getting a SWF Nerf. It just punishes people for playing with friends. My SWF group I'm the ONLY one who is always a red rank on both sides. The rest hardly play so if they got punished for playing with me they'd stop playing and so many other people would as well. It'll never happen because it's a dumb idea. There is a reason they never respond to these ideas and the one time they did they said they wouldn't Nerf SWF for reasons similar to if not the same as what I said. Know what they did say they considered? Making kindred base for solo players to have more info. You as a killer don't want that because SWF or not they'll know where you are.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1666795#Comment_1666795

    If he gets one he needs to not be 110 at least..because that would remove any pallet play he has and a 110 without pallet play is doomed to fail

    Well when I play him I try to shoot me before they get close to drop or right as they would've been able to. Or try doing a moon walk to flick turn around and shoot to catch those who sit and pallets. Doesn't always work but it's funny. If they made him faster I'd want a terror radius side increase. Not sure if that'd truly be fair but I'm tired of all the monitor DS players. He gets close for free and has a ranged power.

  • I don't think she does but if she gets one it only makes me happy.

  • @MeltingPenguins said:

    Now, LBH, the reason people whine how these to are 'boring' 'OP' etc is because people can not go for their stale, boring, overdone routine in a match.

    Look at it. Since the early days people are playing the exact same against every killer, regardless of ability or map possibilities:

    engage in chase, loop, flashlight, teabag, gen-rush. rinse and repeat.

    Sadly a lot of killers do their bidding and play a style to compliment this: don't really use your abilities, be an m1 killer, don't break chases off, get gen-rushed.

    Deathslinger and PH put a stop to the whole nonsense, and survivor players hate that.

    So, what we need isn't to nerf these killer to pamper bratty, uncreative survivors, we need more killers than can cut chases short, that can't be looped as easily, hell, that maybe even benefit from breaking off chases.

    Give us a plant based killer who can trap survivors actively by growing traps in their path, give us the spring-heeled jack who can soar into the survivor's paths and over pallets and low walls... give us variety.

    Pretty sure they get hate because they're bullshit. Windows and pallets are meant to be the way for a survivor to be safe and not get caught. When you have pyramid head that can launch a grounded attack that goes through that pallet and window with not little effort to it of course people will hate it. Also gotta remember most people don't spend their lives playing this game like some of us or caring to be amazing at this or focus on counterplay. They just wanna play and enjoy themselves and they're very anti fun. Though I'd rather go against DS than PH at least he takes skill to be good.

  • I just hate mories and when I go against survivors that only use meta.

  • @calem said:

    This is probably the most bizarre thing I've seen as killer so far. In the lobby, I noticed they all had ttv names and I checked their streams. They were all on comms with each other, had 2000+ hours each in the game (2 of them had over 4000), the usual stuff you see.

    I loaded in Badham Preschool II as Slinger. I downed a Kate pretty quickly, hooked her, one of them dc's, the Kate then dc's. The Steve and Feng then come and find me to point at the hook. I figured everyone wants this game over. I hook Steve who dc's while on the hook, and hook Feng who dies instantly.

    I went into one of their streams to ask: Why did everyone DC?

    Apparently, they only DC when playing against Slinger. The reason being, "he is unfun to play against". Now, don't get me wrong, I completely understand where they come from when saying this. It's near impossible to react to Slinger's ADS insta-shoot, and you can gain distance on him simply by holding it up. But then they said he is "unfair". This is where I disagree and I think most will too. Is Slinger strong in a chase? Yeah, there is no denying that. But he is evened out in his insane lack of map pressure. He's a 110% move speed killer with no map pressure. They were all comms together, one of them had Prove Thyself, it would not have been hard at all to gen rush me (it was a Preschool map so it was large).

    I watched the stream for another game just to see what they behave like, and it's honestly quite pathetic. They went against a Forever Freddy (Swing Chains, Jump Rope, Thana, Dying Light, Sloppy) and said that THIS game would be more fun than a Slinger. They proceeded to gen rush a Forever Freddy with the Prove Thyself.

    My question for everyone is this: What do YOU think about Slinger? Is he fun to play against? Is he fair to play against? Do you think DC'ing against every x killer you play against is pathetic behaviour, especially on stream?

    TL;DR 4 salty streamers on comms DC'd solely because I played Slinger who is apparently "unfun and unfair", but Forever Freddy is acceptable.

    He's only fun if he's bad. I hate his terror radius, I hate his face, I hate his ADS not having some kind of delay on m1, I hate his range and I hate he has a gun. I hate him entirely basically. He is very fun to play as and very easy for me though. In most games anyway. I refuse to ever DC though. I take my punishment with pride and just be salty and go to the next game or stop playing as I have now.

  • @Raptorrotas said:

    Theres an iniversal truth in every video fame:

    • Players optimise the fun out of video games

    No statement about games especially multiplayer have ever been more true.

  • Any game that doesn't make me regret my own existence is a good game

  • @Deficient_Artist said:

    https://forum.deadbydaylight.com/en/discussion/comment/1664425#Comment_1664425

    "Long as you don't let the sword drag you can still fake it" if you get faked out by this your an idiot

    Not sure how you think it makes you an idiot considering you'd still be watching and seeing he's about to do it so you'd react and then be punished because he still can cancel the animation

  • @immortalls96 said:

    He would need to be in swing range for that to even matter lol, at that point he's risking losing his target , and slinger can't have a huntress cd..it wouldn't work for him ever without changing his core kit significantly ..hed be the worst killer in game, no exaggeration

    Well I don't think it should be as long as hers if he got one but who knows if they ever will do or say anything about it.

  • This would be the most complicated perk to ever be introduced when it already works fine. Will never happen. Too complicated and sounds wack

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1661285#Comment_1661285

    Nah I LOVE Franklins. It sets up ridiculously easy extra hits because you just KNOW Blendette is gonna panic and try and come back for her purple flashlight or key before it disappears.

    If you’re not patrolling within range of the dropped item, the killer is using Franklins wrong, and ignoring an obvious and predictable survivor behaviour.

    I guess that's fair especially on people that bring in items they rely on. I usually just wait till they're chasing someone else but that's only if it's something I brought in if not I leave it.

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