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Raptorrotas

Raptorrotas

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Raptorrotas
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  • Pig now crouches instantly like GF and her eye level while crouching is raised.

    Blight eye level raised too.

    Nobody would complain ;-)

  • While I think workshop would be nice for Assets, I think the dev's would need to release an official tool/editor for Maps.

    Select grid shape, place tiles (Hill, Jungle gym, filler, Main building, shack etc) on grid, maybe have SOME freedom whats exactly in the tiles.

    Well thats the gist for "fair maps" in an enviroment open for everyone. For KYF, all kinds of maps could work.

    Would perhaps need a Server list for custom games in the main game.

    My personal opinion would be to use the workshop like TF2 does, look at that fancy stuff people come up with, and then officially implement it.

  • What it's called again? Sound occlusion, i believe, when they first added it to the game, killers couldnt hear generators through walls anymore, a single jungle gym wall blocked all sound from its other side.

    I cant remember all sound related patches or patchnotes, but in general the idea is that whenever the devs touched sound, it gets bugged. And the fix doesnt restore it back to what it was before. This happened between 2 and 4 times already.

    A bad metaphor would be " Sound is getting worse by 20% whenever the devs touch it."

    Theres also the meme going around that you have to turn up your volume a lot to hear survivors, just to get your eardrums popped when the chase music starts.

  • Wow my huge comment got deleted T.T while posting.

    To "fix" Ds we couild make th obsession mechanic an actual threat or detrimental status for survivors, like how it is in Ds description, but is not in pracrical use. "Wow i have spider legs around my name now, neat"

    • Being the obsession by default should negatively affect a survivor, but not by catastrophal levels. Im not talking about huge stuff like repair or movement speed penalties, but smaller stuff like harder skillchecks, nastier crows or quicker accumulation of bloodlust ( not faster bloodlust). Of course i dont really have an idea for acceptable negative effects.
    • This obsession penalty should be a thing ESPECIALLY if we ever have a obligatory obsession per trial.
    • Killer obsession perks shouldnt be buffing the obsession.
    • Survivors shouldnt want to be the obsession unless using certain obsession perks. I dont see DS being a perk that rewards you for being the obsession, but punishes you for using it by becoming the obsession. (Obvviously DS can be used to force the obsession on yourself, but that isnt it's primary use)


    We could also just nerf survivors in other things, just because we can. I generally have those ideas for some parts of the mystical killer compensation for the solo-cwf gap closing. I think survivors could be punished a bit for messing up or doing stuff in the killers face. Identity V for example lets killers deal double damage when interrupting survivor heal, repairs or vaulting. Obviously, exposing survivors when doing stuff would cause riots here in Dbd.

    • When a killer hits a survivor while performing a continous action (repair, heal, etc), said survivor will now flinch in place before being able to sprint away, this technically reduces their hit sprint.
    • When a survivor is hit during a vault, said survivor will briefly tumble down but get up again before being able to sprint away. This has the same effect of reducing their hit sprint as above.
    • Healthy vaulting survivors can now be grabbed, but struggle free again, this also costs them some hit sprint. Or just fix grabbing in general or increase the timeframe for when survivors let go of an object.
    • As we are in the wake of a graphical update, the two first points above can have some fancy new animations, and in the case of the vault, even different kinds depending on type (window/pallet) or timing of the hit ( before/after crossing the window).
    • When missing a skillcheck, you can no longer cancel the flinch animation by running away.
    • Exit gate switches now only progress when the lever is definitely in the lower position.
    • Regression now needs to be repaired for a certain duration before it stops. That duration is depending on a charge based buffer which is determined by the duration of the regression. The buffer starts at 1 charge and grows at the same rate as the generator regresses, up to 5 charges, but not when the generator is being repaired. As regression is only stopped once the buffer is depleted, you repair at 75% speed until the buffer is gone.

    While those changes barely compensate for a message system or ingame voicechat, these changes wouldnt even affect survivors not doing risky stuff at all. For weakening survivors or buffing killers in the general balance, I'd rather not include change to killer abilitties but only changes to the basic killer.


    Another thing that could be seen as survivor nerf would be to closing of the killer tier gaps. In my opinion we can buff weaker killer abilities without changing the survivor-killer-balance (much) as long they dont become the new strongest killers. While there are some unreasonable possible changes, I doubt improving pig's crouching or eye level would ever make her as opressive as spirit, right?

  • If you're doing perks, you could do items, offerings or bloodpoints earned as well. The end screen has lots of info.

    If you're feeling feisty or just like a jerk, you could write down how many survivors start bitching first or unwarranted in endgamechat. Obviously you shouldnt talk ######### first or whine about them yourself. And of course, if you note them down you'd have to count yourself doing it too.

    Like dugman said, you could write down generator times or how many generators were done at all. That of course depends if you feel like recording your trials. Chase durations might be possible too, but all that video related stats could become tedious to collect. You'd also be able to count how often DS is used, not just equipped, or how often survivors unhook in your face, or the average unhook time.

    Like i said at the start, you should just take in the whole result screen and note EVERYTHING of it down. Rank, bp, perks, items, addons and offerings, as well as the survivor end states.

    Additionally, you maybe should also include your own stats, including perk, addon and offering usage. Damn freddy man with their 85/85 cake usage.

  • @ItzNobody said:

    https://forum.deadbydaylight.com/en/discussion/comment/1638486#Comment_1638486

    Yea my bad if ya getting tired of these threads 😅 but I hope it was entertaining somewhat. I totally get some people feelin annoyed by all this.

    Nahh, I'm good. Im not against such threads snd topics, but sometimes theres not much thought put into the actual arguments.

    " we want more counter play"

    -- cool whats your idea

    " make his aiming be super slow so we csn dodge when we see it, also make the shot more obvious, also make terrior radius bigger so we get warned earlier.

    -- did you think about the consewuences or how it affects the killer?

    "No"

    (Bad example is bad)

    DS has nothing except the fastAiming that actually helps him, the harringly slow reeling and "ducking weak deep wounds" are all stuff making his ability qeaker than its needs to be. Imagine he really took as long as huntress to ready a shot, he'd be soo much worse than her. He doesnt even have a crosshair lol.


    Regardless of the crdibiluty of this example, it actually happens a lot in "nerf this" discussions. Theres rarely any thought put into theoretical consequences. Just look at nurse and what happens when they added just a little cooldown, lol.

    It happens a lot in solo-cwf-gap discussions too. They often come up with all those UI-changes or even full blown aura reading ( which i consider the strongest basekit addition ever), but forget that such changes benefit cwf the ssme or even more than solo. Thus the gap wouldnt get closed, but either stay the same or even get bigger. Not to mention the killer compensation, which hardly gets discussed even among killers.

  • Whenever I see these no xounterplqy threads, I remember "Souls at astake" and its permanent and free deadhard combine with the "killer is attacking"-jingle warning sound.

    Thats what people want against DS, nevermind the huge amount of time wasted with reeling in survivors.

  • Its always fun to see the general misconception that swf is the norm.

    Solo is the default mode, swf makes it easier or changes the survivor mindset and their terms of engagement. And cwf is obviouwly borderline cheating.

    To the main topic, the 4v1 argument isnt flawed, as if it was ignored, the game simply breaks. If all four survivors could win the trial (not the chase, big difference, but gets ignored a lot) 1v1 then why the hell would it still be a 4v1?

  • What a difference the lack of teammentality and voicechat can do to the survivors.

    Its like theyre free to only look out for themselves.

    You forgot the most common thing of solos who are used to swf'ing:

    Untitled Image


  • *laughs in IdentityV's duo hunter mode*

    You should check out the rules for that. Highlights are 3 health for survivors, 7 gens to do, a 30+ seconds immunity phase when getting hooked ( sacrifice doesnt start for 30 seconds after being hooked, but you also cant be saved during that time)

    @notstarboard

    We definitely would need a certain minimum size and generator count for 2v8 maps, and maybe more gens ( IdentityV uses 7/11 instead of 5/7 gens in that mode). But camping or 2 killers focusing 1 survivor isnt really an issue, as that'll leave every else free to rush the gens. As for identical killers, IdV did force different killers, so I dont know if thast would really be a big difference. IdV had giant maps for that mode and they even spawned 2 basements.

    From personal experience in IdV , 7 generators can grt don quite fast even with a permanent -30% action speed penalty.

  • Add Instant regress to kicking a gen, 3-5% might suffice. This would be a simple solution to make kicking gens "worth it" or a considerable option.

    To get rid of gen tapping, I have some unneccessarily complex idea.

    • A buffer will be applied to a generator when kicked. it starts at 1 charge and can go up to 5 charges. When the gen regresses, the buffer goes up at the same rate the generator regresses. ( I dont see why Ruin shouldnt speed this up)
    • When a survivor repairs the generator, the buffer will lose charges at the same rate as the generator is repaired. (Alternatively, the Buffer regresses at a steady rate of 1 charge per second as long the generator is being repaired)
    • Regression only stops once the buffer is depleted to 0 charges.
    • This means a survivor will suffer a "-25% repair penalty" while the buffer is still up and still applying the regression effect. ( This might be a problem with the current ruin)


    I think my Idea could also backfire and make survivors focus gens down more in one sitting. But im just a Killer, what do i know about survivor mentality?

  • Haha this is true.

    Personally, I think just being the obsession should have negative effects on the survivor, even if its not something drastic.

    "I used ds and NOW BECOME THE OBSESSION, woe is me " (/s) ,any survivor care for that totally detrimental gamechanging consequence of using an obsession perk?

  • A stun on demand is strong, especially if it becomes useable twice by addons. Compared to flashlights or partystarters, you dont have to aim at the face.

    Im not saying it couldnt be done in dbd, afterall it exists as flaregun in IdV, but this is a really balance tilting addition to the game. This would probably need as many, or even more killer buffs to compensate than the solo-swf gap closing.

    Now the chance to injure yourself is a no-go, thats too detrimental, it rather should be clunky to use than a coin toss, i heard survivors dislike those. Using it should slow down harshly (nurse fatigue or hb bumb) or immobilise sirvivors while aiming.

  • @CremelloJoJo said:

    If I'm going to get punished by wanting to socialise while playing my favourite game with my friends, I'd never pick DBD up again and I'm pretty sure the Devs don't want people dropping it for that.

    I want balance too, but not in a way that casual, non-toxic, fun-loving groups of friends will be absolutely at a disadvantage for. Sometimes my group barely gets a gen done because we're too busy memeing or just enjoying ourselves and not sweating over the objective...and when we DO sweat over the objective, being rank 1, we still get insane killers that destroy us before 2 gens get complete.

    God forbid people want to play and have fun with their friends.

    The problem with friends talking about their days and/or cute boys, is that theyre using the very same advantage those sweatteams are using, albeit less "professional"

    "*screeech omg myers hunting meeeeeee dont kill meee" is the same as "its myers, gonna loop him".

    I doubt thatat most cwfs,even the casuals, are keeping the game out of their conversations.

  • The only way to negate or lessen the impact of swf+ comms, or "cwf" on the game would be to give their advantages to default survivor, without adding anything that swfs dont already have.

    The long wished totem display for example falls under stuff that we cant give survivors without buffing cwf too.

    The two most viable things to lessen the solo-cwf gap are ingame voicechat and a premade message system (do gens, hunt totems, help me dimwit etc). (IDV has such a message system, would help here too)

    Obviously a survivor buff of such a scale would need a compensation in basic killer or survivor mechanics, not just slight tweaks to some killer powers.

  • Facecamping has been fixed with the implementation of swivel hooks, yet survivors can still bock hooking.

    Excuse the strawman, bit i just want to point out that our community will always complain by emotions, regardless of dacts or definitions.

    If its feels "fast" to the killer, it will be genrush, for the lack of a better explanation ( same with camping, regardless of the 3 other survivor positions).

    Personally, I'd call survivors priotizing doing generators over totems or saving others, genrushing too.

  • @blackhat112 said:

    https://forum.deadbydaylight.com/en/discussion/190507/what-if-killers-had-a-fifth-perk-slot

    I wouldnt post on these boards anything about common sense as their is not much of that here.

    It would be a great idea to have a 5th perk slot for a killer allocated to a hex totem honestly, but its doubtful anything will change since its been 4 years of essentially the same game.

    A dedicated hex slot would be interesting, especially to make the support-hexes more viable (thrill and the new one).

    Personally, I'd add a perk slot for only the teachables of any given character, maybe even survivors. (Sadly could/would create survivor meta).

    Although, the concerns about perk strenght in regards to perk slots are legit, especially with an unrestricted fifth slot.

  • Ruin isnt really a deterrent if survivors dont get interrupted. Using 2-3 perks just to protect ruin seems weird.

  • @SloppyKnockout said:

    https://forum.deadbydaylight.com/en/discussion/comment/1611361#Comment_1611361

    A FACE camper? A real FACE camper?

    Protip: Face camping doesn't exist anymore. Only people from 2016/early 2017 know what face camping is. Nobody who came after that has a clue.

    Its rather sad to see people still cry for facecamping. Its been removed with the swivel hooks.

    Someone mentioned facecamping ve some objective fact, how can this be when the definition of that term keeps changing.

  • Before the Blight was a thing i thought of a fungal zombie called the blight, a mix between plague and clown, he'd be planting those event-plants around the map to spread a network of infected pathways to afflict sirvivors with a slight slowdown on those paths and an ever growing infection similiar to madness or the plague (skillecheck stuff and repair speed for example). Sirvivors could break the plants to weaken the network.


    Another one would be a prison themed killer, "the Warden". Their ability would be spawning entity blockers in front of them, which would spread to nearby geometry and block those off too ( walls, buildings, trees, pallets, etc). If thats too weak, I'd like them to bring up a map screen to place traps that spawn huge circular cages made of entity blockers. Depending on how strong this is in reality, touching those walls could slow survivors a bit.

    @PigMainClaudette are you talking about an mountaineer or Mei from overwatch? ^^. She'd definitrly be the scariest killer here. Joke aside, nice to see someone else getting area-lockdown/denial ideas too.

  • What fighting games are these people familiar with that come down to "block up or low"? To be fair, the only fighting game im barely familiar with is Blazblue, but you gotta block up or down 3-10 hit combos before you erven get a chance to counter, while theyre doing it. The inittial attacks arent those huge swings you can react to, but the tiny jabs that get out fast.

    Schrödingers spirit is a fun problem, if you dont know if she's phased or not, then do something that works against both. Why'd anyone be running into her because she's standing still is beyond me.

    Normally there are many things i dont share similiar opinion to suicidefox, but this comparison is rather good.

  • Had to check the threat because I'm sure i recently already answered this somewhere.

    Isnt it absolutely normal for survivors to die on their second down? Didnt know survivors are immune until the third hook. If you get downed right under the hook, blame the survivor for the unsafe unhook. It's also rather common for survivors to "surprisingly" die on their first hook.

    1st hook mori ~ 2nd hook sacrifice, botg require you to be downed TWICE, you're already on your second chance.

  • Well, If these "griefing/ bad sheep/Traitor" perks were strong, but penalise themselves if equipped by multiple survivors, It could lead to funny situations... which would be purely advantageous for the killer. So its best to say those kinda perks aint never gonna be implemented.

    A "Traitor" status similiar to Obsession, when equipping such perks, with those perks having weaker or downright negative effects when used against other "Traitors". In my opinion, such perks could exist, if they arent designed to primarily target other survivors. They could be used to do so, but should have restrictions.

    Example: An exhaustion perk that lets you dash away from other survivors or walls, and granting a short sprint afterwards. (Numbers are just an example)

    • If used on a survivor, said survivor is slowed down/staggered/stunned extremely for 2 seconds (or has a "long" stagger effect like falling down a building), and the traitor gets a sprint burst for 3 seconds after the "deadhard"-dash
    • If used at a wall, its a 1 second sprint burst after the deadhard dash
    • If used against another traitor, both traitors stagger/get stunned and exhausted.


    In the current state of the game, @Orion is right tho. Such perks would be to be CAUTIOUSLY designed and tested. I mean currently the Obsession isnt feeling threatened by the killer, so i doubt the traitors could be implemented "fair and balanced"

  • Thank you for generalising Killers, don't you remember them "Killers only want 4k's"

    You should simply ignore people stating obvious stuff.

    "I equip PERK/KILLER/ADDON because i think it'll help me win", "Survivors want to escape", "Killers want to kill ALL survivors"

    "water makes stuff wet"

  • I'd support the Idea of a Prison themed realm / maps. It's nice because it can work for both Outdoor and Indoor maps.I personally had an idea for a Chapter, but since i suck at backstory, proper formatting and perks (which sadly/weirdly take up most of a KILLER concept discussion), i never posted it in this forum.

    Concepts for a Outdoor map are rather simple: we just need a design for the jungle gym walls and the "color theme" haha.

    1. Default outdoor map like Coaltower or McMilliam House. The Jungle gym walls are brick walls, either burned down or ruined with overgrowth, maybe a few chainlink fences too. The Building of interest would be a guard tower similiar to the McMillam House. Would in effect probably feel similiar to Asylum maps, just with different coloring
    2. Alternatively, we could take Bedham as example, with different buildings like Laundry, Visitor center etc (just look for stuiff on prison architect lol)

    The Indoor Map should either be an amalgan of different prison locations (Similiar to Lery), or focus on one type, let's say JUST the prison block (I'd say similiar to the GAME)


    My personal Killer concept for such a Chapter would probably be called "the Warden", a former prison employee who simply snapped and did something bad. (I did mention i suck at backstory), I'd say the design should include a glasgow smile to justify a kuchisake-onna skin if the killer is female (personal bias would be chooseable gender like legion). Since this isnt my thread, I'm not gonna go in details but my ability Idea would boil down to placing down walls/entity blockers to hinder survivors movement and maybe slightly slow them down when getting too close to those walls, effect would infect nearby jungle gyms or vaulting spots.

  • While rather intrusive into the game's balance, I think slimming down the number of addons could work.

    Getting rid of the "+% variable" - addons, with a compensation in basekit might be a possibility, if we get more interesting addons in return. Example would be on trapper bags or other's charge speed addons.

  • Survivors dying after their second down is suddenly ez mode, thats ridiculous.

    You realize survivors die on their second hook?

    They actually tend to kill themselves on their first hook a lot.

  • When the game's balance is so skewered the devs have to give double damage to the killer with soo many perks.

    Trigger bait aside, I think you're overthinking it.

  • @teamdehn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1555257#Comment_1555257

    Its impossible. Comms will always give a significant advantage. Its boggling the amount of people in this game who think queuing solo will ever be as effective as queuing up as a team in a team game

    The problem with changing swf is that its advantages arent really game mechanics, but mental differences and "optionally" a voicechat.

    Swf plus comms is a multiplier ontop everything solo can do. Adding aura reading, ui elements and similiar stuff will always be better used by swf than solo.

    There are only two things to lessen the swf gap, a message system (focus generators, heal me etc) or downright adding voicechat to the game.

    You're absolutely right that a team will always have an advantage over randoms. But currently its teams with comms vs randoms without comms.

    ---

    Also, the whole premise of this thread is wrong, if the game was balanced about a certain level communication, survivors who're just " chilling in chat and talking about cute boys" wouldnt have such an advantage over default play, even if they fail to use it correctly.

  • @MadLordJack said:

    If sloppy is such a bad perk, why do I get so much value out of it? It's not placebo either, I genuinely come across more injured, vulnerable survivors when I'm running sloppy as opposed to any other perk. It's especially dependant on the killer in question, but for the most Sloppy is never the wrong choice of perk (unless you are playing Huntress. Or Plague. And even on Plague it can be amazing if you're absolutely insane.)

    Plus, Botany Knowledge is a very good perk. It's just no DS, it's no Unbreakable, it's no Iron Will, it's no exhaustion perk, it's no Kindred or Bond... Pretty much the only time I ever see it run is alongside Self Care, and even then it's usually me running it.

    Its like survivors are suddenly fine with staying injured once theyre mangled, even if its only ~ 4 seconds more healing.

  • @Customapple0 said:

    Not saying you should respect the 4%, but it’s a dick move camping someone because of stacked luck offerings.

    For once you probably found a game where survivors aren’t using meta perks, yet you just gave them a reason to go back to using meta perks again.

    How is a swf fully decked in small pp build ( ds, ub, sb + random) not the meta?

  • Good thing you left out her normal dash, it'd be too oppressive for dbd survivors. Or her "dont look at me penalty"

    (In IdV the geisha can dash towards survivors she has locked on, similiar to demogorgon, but faster windup).

    Though I'd prefer hell ember for the crossover. Especially WITH the moving puppets.

    Good concept nontheless.

  • I think he could do with regenerating evil to siphon off survivors. Or infinite evil at a slower rate at "empty" survivors. Something. Its rather jarring he can run out of power.

    Well an addon pass would probably kill his mirrors and tombstones.

  • The Photographer in IdenitityV can unlock such a skill as secondary power, alothough he has to hold and release the skill like nurse (the further back you want to travel, the longer you have to hold). Technically you'd only need to add a trail to the killer he can see his movement, like survivor scatchmarks (IdV uses footprints for clean visibikity)

    While nurses addon seems similiar, she only undoes a blink, and has to do it before her fatigue which is an incredibly inferior version of just warping to the spot you were before.

    Personally i dont think its worth being the only ability of a killer or their main ability. It could be a good gimmick but doesnt sound too exciting as the selling point for a killer.


    Also, survivors already complain about nurse and spirit, are you really sure there should be another killer added they'd hqave to pay attention to not walk into where the killer could appear at? Boohoo my bias is showing.

  • The hatch is a safety net to ensure that survivors simply stop trying to get out once a certain point in the trial is reached.The less survivors remain, the less generators have tobe completed for the hatch to spawn. Additionally, it spawns for the last survivor remaining regardless how many generators are complete.

    "Survivors dont have to do their objective to escape" - call it my biased opinion or a fact.

    Imagine killers had a button in the basement that instantly wins them the game once 4 generators are done. While this sounds ridiculous, and might be a rather obviously bad example, thats what the hatch is like for survivors.

  • @MusicNerd_TC said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515553#Comment_1515553

    There is a difference between a character being inspired by a real life killer, and the real life killer themselves.

    Except Jack is a myth and not a person, they never identified him.

    Like a wrestling persona.

  • @pedroframil said:

    Come on guys, do you really want to glorify serial killers? There is no way that it can be a good thing.

    We have a massive number of interesting characters in pop culture, and a lot of possibility for original characters that would not hurt the memory of REAL WORLD VICTIMS.

    The game has the doctor whose theme and methods is likely inspired by either some crazy chinese doctor or a cia research program that included torture of random hospital patients.

    Should he get removed?

  • Most people talk about the myth, not the unindentified murderer.

    Arthur conan doyle wroze a book about it, but now a character in a video game is offensive?

    Quick someone sue those FGO-creators for loli-ripper-chan

  • Because the weather is nice, they'll disconnect

    Because they had a good dream last night, they'll disconnect.

    Because they diskike your killer, theyll disconnect.

    Because theres a discount on a merchandise they're interested in, they'll disconnect.

    Because they went down first, they'll disconnect.

    Because someone else went down first, they'll disconnect.

    Because there's no punishment for doing so, they'll disconnect.

    Because they're looking forward to the next avengers movie, they'll disconnect.

    Because someone else isnt following their made up rules'they'll disconnect.

    For no reason whatoever, they'll disconnect.

    The'll disconnect because theyre told not to.



    Cant believe i could do a medaka box parody here.

  • If Identity V can do so, I'm sure DbD can too.

    I mean, dear Caleb is a western yehaaw guy in a suit with a hat, so why cant we have a british guy in a suit/cape with a top hat? Additionally, we have MULTIPLE masked knifenuts, so another wouldnt be that farfetched. Also we have fancy dangly cape animations since GF's dangling arm clothes chefkiss. Theres enough Material available to design him. ( Something similiar to "Record of Ragnarok"'s design would fit after some obligatory "dbd entity touch or killer"-alterations)

    The problem would be more rooted in the actual Ability of the Killer, not his design or identity.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504824#Comment_1504824

    4-man SWF already know how many totems are left. UI wouldn't affect them in any way whatsoever.

    Highly off-topic,but voicecomms are neither reliable nor instantaneous at GATHERING information. While theyre good for conveying information from A to B, A still needs to remember to actually convey the info only they are aware of.

    An UI update would give any info to all 4 survivors instantaneously, remain in the Hud probably permanently, and be highlighted enough so that comms now can be better used for coordination instead of gathering information.

    Cwf is a multiplier to anything a survivor has ingame, unless it's tools to convey information (voicechat, quick messages pingtool), which cwf already has. Adding anything else will be more efficently used by people who can communicate than by those who do not.

    Closing the so called gap between solo and swf is rather hard, because the only 2 differences are sirvivor intend ( "me for the team", instead of "me before the others") and voicechat.

    To get back on the topic at hand, Op's suggestion is better than ui chanhes as theres a downside, but sadly its still more useable to cwf than solo.

  • Con: It'd help NOED-Killers too, cue the survivors not wanting this /s

    Good idea. a thousand times better than the braindead UI or aura suggestions that'd help SWF more than solo.

  • @SurviveByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1500932#Comment_1500932

    Why should killers be allowed to see the survivors? It makes sense why survivors shouldn’t be able to see the killer. Because that’s the fun part about spawning in each game is that you don’t know. But why do killers get to see the survivors? You should just feel fortunate you get to see what they’re bringing in and be able to change to Franklins or Mori or keep your current load out. That part is unfair to the survivors already.

    Killers are balanced with the preparation time in the lobby in mind. They'd need to be stronger if they werent allowed to prepare for items or survivors.

    Im pretty sure survivors would rather be locked in too than killers being buffed in general mechanics (affects all killers) to compensate the lack of preparation.

    In the case of locking in survivors too, they wouldnt even lose the ability to equip an item in the last few seconds,...

  • Funny tst we dont get the choice to keep both strong killers.

  • Schmuckbait is tasty. Camping works because survivors fall for it.

    You have no obligation to help that stranger on the hook. Just escape. This isnt a teamgame, despite the swf folks telling you otherwise. Their escape or sacrifice do not change your score.

  • Nurse was da best, gets gutted

    Billy was at the top, gets shanked

    Spirit simply s the next "ttop killer that needs slight adjustments or addon pass"

    Funny thing is that lots of us seen it coming with nurse and called certain survs outfor back then for what theyre still continuing till today. Its especially aggravating since the balance ideas for default-swf is in favor of the lower end while the killer-tier-list gets always changed at the top, when it'd be better if the lower tier killers got buffed to lessen the gap between the killer tiers.

  • Oh no, is that survivor gonna continue the loop behind that wall or not? - acceptabke mindgame

    "Oh no, she's standing there, menacingly, is she phasing or not? (Better run into her blade like a dwight ) " - "not a mindgame"

    Not a spirit player, but i cringe at all those claims of lacking a mindgame.

  • @Snowbawlzzz said:

    https://forum.deadbydaylight.com/en/discussion/comment/1489870#Comment_1489870

    Actually this comment highlights the problem of trying to "prove" counterplay

    No matter what happens, there will be some excuse you can pull to say "a good deathslinger would've _____". The fact is that humans don't play perfectly or see the future. and if the Deathslinger IS that good and can play around all your attempts to throw him off, he deserves the kill

    Dont bother with azame, they keep demanding prooff but dont provide their perfect 4k deathslinger round when asked in turn.

  • Maybe his ability is easy zo hit because it can have a quite a long TTK? 🤔

  • Only 3. because swf doesnt have 1. or 2. either.

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