RpTheHotrod
RpTheHotrod
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@ChrisPBacon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904375#Comment_3904375
I dont want to make the rescue form the hook guaranteed every time, I just want it to be easier. Besides, just because they free themselves from the hook doesn't mean they'll reach the exit gates. Of course this would need to be tested to see how often the survivors are able to rescue their teammate and escape as well. I remember hearing that bhvr's intended kill rate is exactly 50%, and I haven't seen any posts that suggest otherwise. Also, Im not sure where you are getting your stats from, according to nightlight, there are currently only two killers who have a kill rate below 50% (just barely below). I dont think the foundations to your argument are very solid. If my idea changes escape rates too much then I would scarp this idea, just because a survivor is able to be rescued, I think they'll hardly ever make it out anyway. Escape rates shouldn't be affected much, but everyone should be able to get one last thrill before the match ends. I could obviously be wrong about this, which is why I think it's worth testing in ptb.
Youd be misinformed. The killer rate desire for BHVR is 60%, not 50%. If it was 50%, then BHVR expects on average to never win (3k for a win). 60% is slightly under a 2.5 kill rate average (amounts to 2.4). A 62.5% kill rate would be an even 2.5 kills.
As for guaranteed escapes, that's exactly what it is. If anti camping was enabled in the endgame, then 1 of 2 things happen. Either they can self unhook hook, or the killer plays along with the anti camping andsteers clear of the hook in which the survivors can just easily unhook either way, it's a guaranteed escape with the exit doors open.
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@ChrisPBacon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904359#Comment_3904359
If all survivors are still alive then it is indeed unfair, I get your point. Im not sure on the statistics of how often a match will reach endgame will all 4 survivors still alive, similarly, I have no idea if this would increase survivor escape rates more than what bhvr would like. I understand my idea isn't perfect, Im not shouting for it to be implemented immediately, I just think its worth at least putting it in ptb just to get player feedback. If the feedback is negative then oh well.
I mean, its a really, really bad idea even on paper. Don't think it's worth even putting on the PTB. You're asking for survivors to get guaranteed escapes during the endgame collapse. You're talking about survivor escape rate targets, but not realizing that the majority of killers are well under the intended kill rate. Some are even below 50% when the kill rate intention is supposed to be 60%. Below 50% means on average getting UNDER 2 kills. Guaranteeing survivor escapes in the endgame would have thr numbers plummet even lower.
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904069#Comment_3904069
That would be VPN'ers. VPN'ing to a whole other continent instead of a server local to them so they can win every game due to high ping and lag spikes. I report them all for exploiting idc atp.
Naw, I mean they literally say they are from the UK, or that their steam profile shows they live in Spain. Even if they were VPNing, why is it putting me into a UK server?
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@EmidioPeguero said:
Michael Myers (without instakill addons), Nemesis, Doctor and Ghostface are so bad to play as compared to killers who are fast. That's why these killers are always at the bottom of everyone's tier list.
Why can't we have Michael Myers teleport in unexpected places like in the movies? Nemesis gets his long range dash like in Resident Evil 3? Doctor slowly assemble to a illusionary Doctor? Why can't Ghostface have another Ghostface around where he can manually switch sides?
I suggested quite some time ago that we should have Ghost Face's accomplice.
At the beginning of the match, 3 random lockers are highlighted for The Ghost Face. When The Ghost Face enters a locker, he can teleport to any other highlighted locker and the locker teleported from becomes highlighted (leaving behind the passive accomplice). Upon exiting a locker, that locker no longer is highlighted if previously highlighted (as him leaving the locker "clears" it). This simulates there actually being two killers in play. A highlighted locker hides the "inactive" accomplice inside. If a survivor tries to enter a locker where one of the Ghost Face killers are hiding, they are challenged with a surprise skill check as the killer within wildly swings. If failed, the survivor is injured and killer instinct is activated for 3 seconds. If passed, no injury is done, but killer instinct is still activated for 3 seconds. This makes it appear as if "the killer" can be anywhere when there's "secretly" two killers in play explaining how he can show up somewhere else unexpectedly despite the killer player only ever playing as one killer.
Mechanically, this simply gives The Ghost Face better options at getting around the map with a weak potential to do damage from a surprise skill check if survivors happen to stumble across a locker with a killer hiding within (active or accomplice).
The Ghost Face would not be able to interact with a highlighted locker (where "the accomplice" would be "hiding").
There is no difference in gameplay between the "real" Ghost Face and the accomplice. Who's to say who the "primary" killer is, anyway? Essentially, the player will always be playing the "primary" killer, and the accomplice is always passive in a locker.
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I think they screwed up the server region assignments. I keep getting put into lobbies with survivors from the UK, or even Spain….despite me living in Central U.S.
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@upsideinsanity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904066#Comment_3904066
Yes it was aimed to stop predropping and running but there are pallets you literally CANNOT loop at which is why they are called god pallets. (think bottom of the stairs on midwich, upstairs in ormond, upstairs in Eyrie). There is absolutely no way to loop them, you HAVE TO drop and run.
I'd say it's be a big investment, but Knockout + Game Afoot would be a silly combo. Survivor drops pallet, killer kicks pallet and gets 5% haste, and survivor gets -5% haste once they flee. Yikes. Again, takes up TWO perks to do this and only works vs the obsession, but a combo worthy of shenanigans.
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Hard to say. If you stay at the loop, the perk does nothing (ie if you're running the loop). It seems to be aimed towards punishing pre-droppers who just drop and then w to the next loop. I suppose it can hurt if you drop and the killer immediately breaks, but you already have a 6 meter headstart while they are stuck in the breaking animation before your 5% speed penalty begins.
I'd say it's be a big investment, but Knockout + Game Afoot would be a silly combo. Survivor drops pallet, killer kicks pallet and gets 5% haste, and survivor gets -5% haste once they flee. Yikes. Again, takes up TWO perks to do this and only works vs the obsession, but a combo worthy of shenanigans.
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@Necromonicon said:
Saw someone mention he can hit through walls. He can also hit you even if he can't reach you. Got deep wounded from up near the gen on mothers dwelling main from the ground floor.
He can also dash and damage you even if you're on the completely opposite side of a window. It's pretty ridiculous.
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Imho, any killers released with dashes is just a bad call. It's a poor man's way to address the fact that any killer without a dash is just mechanically too weak, and as we get more and more "dash" killers that can close the gap that non-dash m1 killers need, the more they will balance the game around the assumption that all killers probably have a dash. Once global killer nerfs go into affect once the dashers get out of hand, the oldschool m1 killers suffer.
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903844#Comment_3903844
My guess is a latency issue between what the killer is seeing vs what the survivor is seeing. So long as he hits the attack when he sees it, it doesn't matter even if the survivor breaks line of sight in their end.
Likely. The game prioritizes the killers pov for hits and prioritizes the survivors pov for interrupts.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903745#Comment_3903745
You don't have to run too far from a gen to be out of the aura reading distance,
It's 24meters.
Moving around the killer.
It's not "too far", if killer is high mobility one it can cover a huge part of a map.
If Blight kicks the gen and immediately starts to rush (9.2m/s) in 5 seconds he can have a lot of information - just by using perk that was designed to prevend hiding near gen.
https://us.v-cdn.net/6030815/uploads/65EGDIN7J406/image.png
^ this is biggest dbd map.
Now let's see coal tower:
https://us.v-cdn.net/6030815/uploads/4YLYXTQMF9N7/image.png
Blight can see almost half of the map on smaller maps by using NtH.
And let's not forget that on 2 stories maps it reveals your position across all floors.
I already mentioned that's a specific killer issue, not a perk issue. Blight naturally needs nerfs.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903729#Comment_3903729
Then let's make this perk as it was intended - this perk should affect players that are hiding and only next to gens.
Right now it's free wallhacks for high mobility killers. If I hide next to the kicked gen - it should reveal me. But it shouldn't reveal me 2 jungle gyms away - only because Blight/Nurse/Wesker saw scratchmarks there.
Also this whole argumentation is silly.
I should vacate area next to gen when I hear terror radius? So how should I complete the gens when killers are patrolling them?I've always suggested the aura read should have the gen as the source and not the killer. In fact, that was how it originally was. BHVR shortly after its release then said it was a bug and moved the aura read to the killer.
As for your second question, if a killer is standing there at a gen, just to other gens risk free. If he's patrolling a gen, you are naturally not going to be working on a gen if he's coming back to that gen unless you want to give him a free hit or you're pushing a nearly complete gen. You don't have to run too far from a gen to be out of the aura reading distance, and part of the match is understanding how the killer player works - try to position yourself at a direction you think the killer won't travel at. For example, if there's a gen just NE of the gen he kicks, don't vacate to the NE or he'll just run into you then see your aura. Once he leaves, simply head back to the gen. These are basics of the game. Not one is expected to be allowed to just sit at gens risk free all match. The killer can't be at all of them at once. If he's spending a lot of time at one particular gen. It's time to focus on another.
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It's not a problematic perk. You'll know pretty quick if it's in place. Once you know, you can easily counter it by not hiding near a gen when the killer is coming. Best to vacate the area. The first time, you are caught off guard. The second time and beyond is entirely on you.
Of course, it is a problem for anyone with extended travel distance powers, but that's a killer specific issue, not a perk issue.
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Im a killer main, and I'm just really tired of the idea that all new killers need some sort of dash or speed. I'd rather just see m1 or ranged killers. I feel BHVR is starting to balance around the expectation that all killers have some sort of distance closure which ends up really hurting the m1 killers without them once killers get globally nerfed.
That being said, they absolutely do listen to survivors on ptb. Heck, BHVR even acknowledged survivor healing speeds were too quick and nerfed them on the ptb then completely reverted the nerf entirely after survivors had negative feedback on it leaving the healing speed problem in place. They definitely listen XD
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902817#Comment_3902817
Then what's the point of Kindred? When a killer can walk a few steps to get out of the aura reading?
It used to work as intended years ago, they caused it to have a bug, and refuse to fix it as it was originally intended.
Many people opt for mobility killers, rendering Kindred useless due to the lack of information soloq needs as most people who use the perk are solo, so let's punish them by obscuring the killer in a bubble? Because the killer needs stealth to go somewhere else lol?
To warn others of a camping killer.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903334#Comment_3903334
No, I actually agree with this. I don't like how as you improve and win more, your "reward" for your effort is just "you get harder opponents until you meet people you can't beat, then you get maybe knocked down a few pegs." And it happens both sides.
it's actually my biggest issue with the game and directly is why I take long breaks not playing it. It's NOT FUN to be guaranteed a stressful match you may be curbstomped in just because you won a bunch. That's not rewarding.I literally just got back from a 6 month break from DBD. Had to step away - especially when I main ghostie. BHVR treats m1 killers like the red-headed stepchild of the game.
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@Ricardo170373 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903015#Comment_3903015
This game was so much enjoable to play years ago, especially for soloQ, even without those "helps" we have today. Now, every single match we experienced is a championship match, its a give up horror show, disbalanced teammates or players u go against, u feels demotivated after 1 minute after the beggining of the match today, the question isnt if the game was unbalanced or not, was more enjoable. Today is boring and unplayable for soloQ, new killers, new maps, news perks, every decision from BHVR, especially change rank system to this horrible MMR, they made the game so much boring than before. They know it, year ago we dont have modifiers, matchmaking incentives, bloodrushs during the year like now. Today we have something everytime, years ago we had some bloodpoint rush 2 or 3 times per year, and even those "incentives" we have today, the player base still the same or even smallest than years ago. I love this game, but, yes, today the game is much boring to play than before.
I'm starting to feel like my killer style is going extinct. If it's a balanced match, I play to win. If the other side is having a hard time, I ease up, and if something really bad happens like someone "going next" right off the bat, I usually declare the match a bust and just let the remaining survivors repair up and escape. I'm not out for anyone to have a miserable experience. I also almost always give hatch unless the last survivor was toxic\cheating. I'm a P100 ghostie, so it's not like I need the BP\4K.
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WARNING: Likely an unpopular way of seeing it.
I'm just not a fan of MMR in general outside of a newcomer bracket being separate. With "proper" MMR, you're essentially always supposed to go against equal skill players which means if you're a very good player, every single match is a high-stress high octane sweat-fest just to pull off a win against each other. It just turns the fun game experience into a miserable stressful one. I'd rather just go against random people. Sometimes you'll have a killer who REALLY knows their stuff, sometimes not so much and you don't have to sweat so much and can have a more laid back game. "Perfect MMR" works great for low to mid players, but it's just a stressful experience for high players. Without MMR, you'll end up getting a fair mix of easy matches, balanced matches, and holy heck what just happened matches. HOWEVER, I absolutely do acknowledge that this is from the POV of someone who treats DBD as a casual\party game (like it's intended) and do NOT view it as a competitive game like some tournament is going on. If it was a competitive game, then yeah…equally skilled players at all times is important….but it's just simply not one of those kinds of games.
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@NarkoTri1er said:
since they are basically only used by people lacking arguments in a discussion for ratioing other people as a way to make argument of other people void due to "hey, you got ratiod beo, 10 downvotes and one upvote", they should go
They really serve no purpose. People will downvote anything even if the context doesn't make sense to do so.
Here is a cute kitty cat.
ฅ^•ﻌ•^ฅ
May the chaos ensue.
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In DBD, it really comes down to survivor mistakes and the killer's ability to capitalize on such mistakes. In theory, survivors who play perfectly will always win considering the amount of tools they have available to them. Killers can play perfectly and still lose. It always comes down to the mistakes that survivors make - that's where the killer has his potential realized.
So essentially, skill in dbd is more about awareness of your surroundings, knowing when to relocate vs when to stay, being able to effectively loop, and so on. If you falter on any of these, the killer can and will take advantage of that and go in for a down. Mind you, there's still skill for killers such as effective mindgaming, countering loops, having good game sense on the whereabouts of survivors and their plans, but ultimately if the survivors aren't making mistakes, they have enough efficiency tools on their side where the killer won't win the match. The exception naturally is if the killer is playing blight or nurse in which they are just simply overtuned and break the rules that killers are balanced around.
So, while it's not skill in a typical game sense, it's skill in being efficient, instead - and that takes time to master.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903145#Comment_3903145
yeah just take a break to do other things you enjoy, the game isn’t going anywhere. Be kind to yourself fellow human life is too short to be doing things you’re not enjoying.
I took a 6 month break and just returned last month doing survivor only and back to my killer main yesterday. It's nice to come back with a fresh pair of eyes.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/441451/who-else-here-would-like
I like the idea but I think even the limited FOV during these actions is intentional. There’s been many times a Killer missed me hiding next to the gen because it blocks their line of sight in a specific way. I think having it 3rd person would maybe mess with that a little.
But I think understand the spirit of your suggestion; having more ways to appreciate Killer skins as the Killer.
Mostly play killer, but I agree here. I feel the vision restriction is an important part of balancing the killer.
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Popular request, but they generally want loud music to help hide certain sounds in a chase such as footsteps and such. Still, I wouldn't mind the music being slightly lower in volume...perhaps they could reduce footsteps slightly in chase only to make up for it.
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@zumer said:
I play as a survivor and have already failed 18 matches in a row. Either fix the balance or make a normal matchmaking. Or do you think that losing every match is fun? If you think so, then play your game with yourself. This is not a survival game, this is a sacrifice simulator.
Are you playing with other people? I know the system gets confused if you queue with others since there can be quite a difference in skill between multiple people.
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902737#Comment_3902737
Okay then what's the point of the bubble
To hide the direction the killer is running off to.
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The last thing we need is a system to encourage people to play even more toxic//sweaty/competitive than it already is. It's supposed to be a casual game. There's also challenges that innately put your team at a disadvantage. There's also a lot of friendly behaviour (like offering hatch) that would be heavily discouraged if the killer would be shooting themselves in the foot for not going for 4ks every map. I know personally that if survivors have a really rough match or an impossible 3 gen from the get go, I usually let the survivors just have the match. You're asking me to be penalized for giving the survivors a break.
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I don't think punishing the killer for doing their objectives is the way to go about things.
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@Retro_Gamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/441373/bad-games-toxic-survivors
Unfortunately, toxicity among survivors is a common occurrence.
They use the huge amount of resources provided to them by the game and feel unpunished.
Besides, MMR works terribly.
I recommend that you do not fall for their provocations.
It's ironic I find survivors more toxic than killers. Thats not to see some killers arent toxic, but yeesh, the amount of survivors that are is pretty crazy. That being said, not sure what anyone can do about it. Trying to punish it would start potentially affecting legitimate gameplay. You could cap crouches per few seconds i suppose, but I don't feel tis worth the devs time to implement such a limit.
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Interesting opinion, but I have time entirely disagree. Map offerings are awful because all you ever see at levels beyond lower mmr brackets is just the same offerings over and over and over and over and over. Dbd has essentially turned into a 2 map game. Nerfing those is a great move, though I would have just converted them to map BAN offerings and it'd only select one killer ban and one survivor ban (not 4 survivor bans).
As for the DC penalties for go next another amazing change. Anyone who "goes next" intentionally is trolling all of their teammates forcing them into extremely unfavorable odds which makes their gaming experience horrendous. This is a great change to keep matches played out as intended.
As for surrender, I mostly agree with the changes, as some players do indeed troll by dragging out a match that would naturally end already. What I don't agree with is how no gens getting done within a certain time period should be a killer surrender considering it's the survivors that are failing to do their objective. All this does is encourage survivors to just hide all game and refuse to touch gens to try to get the killer to surrender. BHVR didn't think this one through, at all. If it was the other day around, then sure the survivors could hide all gsme but then lose anyway with their surrender giving the killer their win.
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It's been happening to me in the u.s. Last night, I was versing 4 man swf squads from the UK (according to them).
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@bazarama said:
Thanks for the replies.
Not camping, the hits were in and around shack as survivors tried to save the one on hook.
No hits in basement at all. Closest was a second hit on stairs the rest went down outside shack.
Who knows?
For what it's worth, the anti-camp meter disregards vertical distances. If you're even near the shack, it can start building the meter albeit slowly. If you're in the shack itself, you're essentially right on top of the hooks, so it'll be sped up significantly.
That speed goes down if there are other survivors nearby, however.
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Could be deliverance. Could be sables perk of guaranteed unhooks in basement. Could be anti facecamp meter.
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The queue is already horrendous when 2v8 is out. I don't think we have enough population in the game to start permanently splitting the community into two parts.
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Not really. Technically, you could have a p100 character and never have played them a single time. All Prestige does is show how much bp you've dumped into a character.
It typically means, though, that they at least have a decent amount of experience with them. It likely means they are experienced, but an expert isn't a guarantee.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901715#Comment_3901715
It's not "strategy" to mindlessly sneak up on survivors with little counterplay for uncoordinated teams. "Fooling" survivors is not skill, it happens automatically by playing a stealth killer and with this change even moreso, so long as you're up against a team that isn't an alpha swf. Word it however you want but sneaking up on people isn't skill and the copium is crazy
Mindlessly sneaking up on survivors might work at the lower MMR brackets, but going up against experienced survivors means getting into their heads to try to come up with an approach that they don't expect. It's just like looping - anyone can chase anyone in a circle around a wall, but it takes skill to pull off mindgames to trip people out during the chase.
With ghostie, you have to put in a lot of game experience to best figure out the most likely place survivors are, which paths they are likely to take, and cut them off in an ambush. If you have no skill in doing so, then you'll be ambush no one and wasting precious time.
For example, the following was part of a small series I was putting together about ghostie ambush logic. This isn't comprehensive, but was a quick example of how to take a step back and gauge your surroundings to find a good place to ambush. Just running stealthed in a straight line like you suggest "works" simply doesn't cut it at higher level play.
https://youtu.be/jXOm9vKSGnA?si=0KfHgKKc8alwt1zPHere's another utilizing your actual TR to generate the illusion of a chase, then using stealth to make them feel that their exit is safe
https://youtu.be/-AtXC79jYT0?si=bu76xLzxs7L_BBEwAnd one more example. Someone with zero stealth skill probably would have just kept chasing or tried to cut them off and end up catching no one. However, a skilled ghostie can get into the mindset of the opposing players to have their tactics work against them. This link should automatically skip to 6 minutes, but if not, skip to 6 minutes.
https://youtu.be/aU9_G7vlDTA?si=RJy-SmQr5XYp0RYD&t=6mNone of this is just stealthing and taking a straight line to the nearest gen like you assume that all stealth plays are like.
Even if you disregard all of this and pretend taking a stealth direct line to a gen is the only stealth play and takes no killer skill, the entirety of the survivor going down in that case is entirely on the survivors skill. If a survivor is caught off guard on a gen, that's entirely on them, as an experienced survivor would be looking around and being very aware of their surroundings. Your whole issue comes down to a lack of survivor skill, not a lack of killer skill.
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The answer is a clear
"Some of them do. Some of them don't."
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I like looping when it comes to working with mind games. Non mind games loops are just kind of boring since you're just running a loop where both sides knows exactly how it'll pan out and the end result is inevitable (usually looping 3 times then running to another loop).
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901748#Comment_3901748
People are downvoting because the downvote option exists now, just like on Reddit. Personally I think it should be removed from the forums again, to prevent simialr issues to reddit like downvote brigading from coming here. I see more Killer posts than Survivor posts downvoted just like on Reddit and even worse, it looks like people are being downvoted more for having certain avatars, and that's deeply problematic.
Not to mention bot accounts that just auto flag anything with a downnvote for teh lulz.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901511#Comment_3901511
Its a horror themed game, doesn't mean killers popping out on top of you and getting a free hit just because you're not on comms takes any skill, there are plenty more intelligent ways to buff ghost face that aren't free. And yes nurse is 1000% more skillful than ghost face, doing well with ghost face doesn't require more skill from the killer player it just requires less coordinated survivors
It sounds like you might just be upset that you have to bother looking around and being aware of your surroundings. Normally survivors can play the lazy game and just watch for a red heartbeat to know when to do something other than holding m1 down on a gen. With stealth killers, survivors have to make the effort of being alert and watching for signs of a nearby killer (sounds, crows flying away, etc...). The issue isn't a killer lack of skill (which ghostie needs a ton of since he needs to be VERY good at m1 looping and mindgames to succeed) but instead an issue of survivors actually doing more than holding m1 on a gen.
If ghostie is so problematic for you to face, you need to consider than you're getting beaten by one of the weakest killers in the entire game - one of the easiest ones to play against. Ghostie has no chase powers, no ranged powers, no anti-loop, and so on. His entire kit is built around ambushes, mind games, and the element of surprise. As a survivor, it's the single thing you have to worry about vs him as a killer as opposed to the large amount of things you have to worry about on other killers.
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Getting feedback about a report doesn't mean someone was punished - it just means someone reviewed your report and took what they felt was the appropriation which can include doing nothing and closing the report. Sometimes the appropriate action is to disregard the report.
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900767#Comment_3900767
Impossible though. SWF that know that you need to do generators to escape and can communicate where the killer is are so rare that you'll basically never run into it!!!
Comes down to survivor experience, really. New players are unlikely to all be together, and even if they are, they are unfamiliar with how to play. With more experienced survivors, they are more likely to know what to do and are more likely to be playing in an swf. As a survivor, I almost entirely play solo queue since none of my friends play dbd, but I'm usually pair with 2 or 3 people playing together. As a killer, tend to get p60-p100 sweat squads all working together with synergizing perk loadouts (usually a streamer, sometimes all streaming), but keep in mind I'm a p100 killer, myself.
Just comes down to the quality of survivors the game puts you against regularly. I get 4 full man squads usually 6 out of 10 matches, usually 3 out of 10 have 2 or 3 people together, and 1 out of 10 is 4 solo queue players.
One nice thing about almost always vs swfs is sometimes they like the match enough to reach out and invite you to join them. I was ghostie vs an swf team the other day and after they invited me to hang out with their crew. Sometimes it's a positive experience.
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Give my kudos to the artist who drew and animated the examples provided in the OP.
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@ChuckingWong said:
Lets not balance this game "because SWF" please….
If she is still getting undetectable from putting her drones down and being in the drone radius then aura read from hacking wont be that much of an issue.The devs literally balance it around swf though - people are going to provide feedback as such.
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I don't feel the population is big enough to handle a population split. It's already excessively painful when 2v8 comes out. Queues go from seconds to 15+ minutes.
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I have not really had any issues playing solo queue with chaos mode. As long as you're decent at looping, the killers are usually in a really bad spot unless they happened to get some strong perks by chance. Sure, exhaustion perks help, but survivors innately have access to some really great loops with or without perks. The trick is utilizing them well.
Heck, I had a killer who got zero kills. He ended up with 2 hex perks. Felt so bad that I just left the exit gate and ran over to a hook to at least get him a consolation prize XD
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I loved the original Alan Wake, so when he came out, I just had to pick him up. It is also nice that he has a half decent ability to blend in with some environments.
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I'd say 90% of my survivor matches are solo queue - I personally have a load of fun. Sometimes the teamwork is just oh so right, and after we will add each other and play a few matches together after, but usually it's just solo. As long as it's not a blight/nurse/wesker, it's usually at least a 3 man out.
Granted, sometimes I play at late night, and when I do, it can be the wild wild west of the quality of teammates.
Here's one of my two favorite solo queue saves to date.
https://youtu.be/SmXWT7gN3qw?si=DtI4UV4Db1cxzf3-Other one is on Reddit, no video link directly sorry.
https://www.reddit.com/r/deadbydaylight/s/1a3v6oOcZR
Solo queue is perfectly viable once you're in the mmr with other experienced survivors, but it's pretty frustrating on the way to that point.
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His excessively annoying screaming.
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899372#Comment_3899372
But that's not entirely true though because even outside the chaos shuffle mode you do not see people using these perks. The devs aim so low with the perks because they're afraid of making them overpowered that they end up useless. All I'm saying is they should stop aiming so low when they are creating new perks. It's okay if an occasional perk is out of band/OP. They can always just nerf OP perks later, but once these perks are released useless they're often doomed to stay that way forever because there's far too many older perks that need attention so they don't want to dedicate resources to newer perks even if they need the attention just as much as older perks.. The best builds always consist of perks that are individually useful. Requiring synergy to make a perk useful is basically sending a perk to be executed before it even had a chance to be good. If your perk requires 2 perks to compete with a single perk, it's basically always better to just run 2 other perks that are useful individually. Exceptions to that are very rare (buckle up before it got nerfed for example)
And of course this happens with killer perks sometimes too, but I think it's much more common with survivor perks, and it's a product of their design process, which I think is where the flaw lies.
I think this is a victim of them feeling compelled to create 3 perks per character. They arent going to create 3 super strong perks on a new survivor - it'd effectively cripple killers if all survivors got 3x strong perks. Thats end up being 16 overpowering perks vs the killers 4.
They had mentioned before that they usually have a rule of 1 strong perk, one perk that's situational and one "fun/silly/interesting" perk such as dramaturgy...if I recall correctly.
With how many survivors we have these days, that means there's more and more of the weaker situational or "fun" perks are dropped into the pool to pick from in chaos shuffle.
If the devs ended up eliminating the silly or situational perks from the chaos shuffle picks, then we'd have 16 strong perks vs the killer which ends up being what they are wanting to avoid. Perhaps a happy medium is to exclude the silly perks from chaos shuffle.
Additionally, I feel they should probably start only having new characters have 1 or 2 perks moving forward. We are really diluting the options stacking on 3 perks per character- especially when chapters used to come with multiple survivors. At least it's typically one survivor, now.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899025#Comment_3899025
that actually can't happen, whilst yes they can make the character appear to others to be cheating - on our side we can see it clearly so that does not get an innocent person banned.
That's great to know, and quite a comfort. Thank you for the correction.