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Ryuhi

Ryuhi

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  • @Mushwin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785840#Comment_2785840

    Also without messages, everyone knows if someone is farming and gaining stuff, I am not fustrated just it's sort of eh.

    its funny you mention that, because almost exclusively when i play killer, its because of challenges or dailies. I do not receive any such kindness or consideration.

  • And...how is the killer supposed to know your challenge? How do survivors know the killer has a challenge and they're denying it from being achieved? Seems like a weird thing to be frustrated with.

  • You're not necessarily wrong, but thats a slippery slope argument. This is an extremely big oversight, or an extremely bad design choice. It needs to be addressed asap regardless of losing face in the process.

  • @LeleLP said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785791#Comment_2785791

    That comes down to survivors ACTUALLY trying to do that instead of just looping them right next to me cuz they want to. Also obviously if the killer chooses to leave the hook both contribute to that sadly. I know not every killer is trying to camp/tunnel/proxy w/e. That's why I wish we could get a kick away mechanic or something that way we can prevent crappy teammates from making idiotic plays and letting them be rewarded for it.

    Crappy teammates are literally what balances the game. Until thats addressed, killers need to take advantage of survivor mistakes, not be punished for survivors making mistakes. It absolutely sucks to be the survivor on the receiving end of it, but its an unfortunate truth. The only thing you can do is get better at nullifying killer advantages with your own skill and awareness, and shrug off bad teammates refusing to do the same for you.

  • @LeleLP said:

    I honestly can see why they are considering this. How many times a day do you get survivors running up to the hook to unhook you right in front of the killer without BT because they feel like it? We either need a way to kick survivors away who try and unhook us or yeah sadly need to make BT base kit. Or need more players who aren't morons.

    Why don't survivors start leading the killer away from the hook, instead of right back toward it? Sounds crazy, I know, but sometimes killers aren't even trying to camp/tunnel and it kinda happens because people divebomb the hook. everyone wants to be rewarded for horrifically bad saves.

  • assuming its not a lie, its almost terrifying that people can play this game for 4 digit hours and still have takes like this

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785719#Comment_2785719

    Ok so I let go of the gen before the hook. The gen still explodes and begins regressing. Now I'm forced to A) let it regress or B) touch it and get it blocked by DMS because the Killer is surely coming to check the gen that just exploded. It's a lose-lose for the Survivor.

    Again, the killer can't use pop after that scenario. You severely overestimate baseline regression on gens, as well as your importance as one survivor out of the up to three that are not incapacitated on the hook.

    If it really bothers you that much, do just that and tap the gen so it gets blocked and run away with a nice big head start. get chased on purpose and draw the killer away from the hook, reset all their map pressure entirely, and get a nice long chase out of it for more BP and interactive gameplay.

    Or just refuse to learn to counter any of it i guess.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/308332/remember-when-dead-dawg-was-disabled-because-a-totem-couldn-t-be-cleansed

    The killswitch is there for something that's absolutely game breaking and can crash the game or be severely exploited where the game cannot end for example. Neither of those apply here, survivors can be slugged etc.

    Whilst I appreciate RPD can be frustrating right now, it is something that has been brought up to the team.

    Its an exploit on the same tier of when survivors used to get on geometry where the killer couldn't reach to pick them up. That had the same "end result" where survivors could be slugged and bled out, but that was also before the plethora of perks that extend the process by long amounts of time, as others have mentioned.

    Its like saying a killer bodyblocking a survivor in a corner isn't holding the game hostage, because the other survivors can do gens, leave, and the EGC will do the rest. its beyond dodging the issue.

  • @Ghoste said:

    DMS is absolutely dirty on Artist and Doctor. They can easily interrupt repairs from a distance, allowing them to camp with no consequences. Add in Pain Resonance and the game practically plays itself after the 1st hook.

    Imo they need to limit how many gens can be blocked by DMS at a time, or reduce the duration by 10 seconds or so. The fact that the gens remain blocked for almost an entire hook state duration is unhealthy.

    Do other gens? like OP stated, it tends to encourage working on multiple gens at once, since it doesn't actually provide regression (and even prevents pop) spreading pressure effectively counterplays it quite well.

    Also since people seem to have a lot of trouble with this, the artist needs to move away from the hook to fire her crows, so at best she can proxy camp with it (which can still make room for a smart save) AND her crows need to follow along with terrain (there are many gens she legitimately cannot hit with her power due to elevation differences.) Lastly, if the PR combo is bothering you, learn to let go of the gen before the hook goes off: only time it'll block is if someone else getting hooked activated DMS within the past ~45 seconds (which means a good chunk of its duration already expired anyway, since it doesnt reset with each hook.)

    I say this a lot lately I feel, but a exceedingly large amount of people's problems with things on killer side come from people not understanding how they work. Play the killer and get stomped a few times, and you'll learn a lot of counters for them.

  • I liked charms when they were introduced, but boy have they become massive rift filler. If people got small amounts of iri shards or bp rewards instead I think most people would prefer that.

  • Killers didn't need to continuously apply map pressure, and it slowed gen progression (on average) while survivors were still glued to it. This made it commit two mortal sings simultaneously and we can't have that can we.

    I like new ruin in theory, but its changes have made it far more frail than it used to be (due to the horrible rng that is totem spawns, and only taking ~1 second to realize if a killer has it.) And it was only in a decent place before the undying nerf. Now you take it with the hopes of it actually working, but the expectation of playing with only 3 perks.

  • Anyone who says this is fine seems to forget we've had this problem before. Over the years there have been a few places that survivors could end up places where they couldn't be picked up, like on tops of rocks: these were all considered exploits, and were removed. Saying this is designed to be exploited is kinda silly when the exact same thing used to be considered holding the game hostage before introducing perks that actually make it even worse.

  • @CrashMADDS13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783611#Comment_2783611

    I feel like making it a task would only hinder solo survivors desperate for communication, while buffing swf that can side step that process altogether.

    I don't get why theres no communication between survivors in game

    it was directly designed that way, the killer's biggest weakness is that their time management is directly influenced by how efficient survivors are. The only way to balance survivors being more efficient would be to make killers more deadly, since time would inherently be even more on the survivor side. SWF breaking this balance has been an issue since it was introduced, and is why things like the kindred and windows buffs were designed to massively benefit solo survivors.

  • horrible idea, discussed to death. if you introduce it you need to balance around it, which requires people to either use it (or be even worse than they are now) which heavily discourages opt out. Meanwhile I don't want to hear what the average DBD player says/yells/complains/etc mid match, i get enough of that poison elsewhere.

  • Kindred/Windows I feel naked without anymore in solo, the other two are usually DH and then usually Spine Chill, but if i'm feeling particularly tilted i'll put in BT, DS, or CoH in the last slot depending on how/why im tilted.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/comment/2783081#Comment_2783081

    Why complain? Because mmr rewards only surviving the trial, anything else is unimportant and if you get bloodlusted then facecamped you will lose mmr, even if everyone else escapes. Therefor you will end up with worse teammates, so your chances of escaping will be lowered. At certain point you can get into elo hell, which escaping is true hell, unless you will constantly play hatch game.

    i mean yeah MMR's skill metrics are absolutely awful, but you're complaining about winning the chase. Winning a chase doesn't necessarily mean you escaped the chase, it means the killer wasted far more time than you gained for your teammates to complete your shared objective. Your argument against it would apply to a plethora of other issues that need to be addressed as well, so singling out BL is a bad faith argument.

    also, scoring a hit or breaking a pallet resets BL. route to a god pallet and you just reset their speed entirely.

  • if a killer gets to bloodlust 3, you already won the chase. why complain when you gained absurd pressure away from the killer? its fine just the way it is tbh.

  • @RakimSockem said:

    Not that Boil Over was ever gonna be meta but I find it funny how we (we meaning the community) complain about the meta and everyone running the same perks, but when useless perks get buffed (and are still meme worthy), we immediately want to nerf them to ensure that the meta never changes and no one is ever incentivised to run other perks.....

    Buffing bad perks in good ways is not only welcomed, but often encouraged. Kindred and Windows of opportunity are great examples where their improvements were both healthy and meaningful enough to be considered worth using.

    Boil over isn't that. Arguably neither is DMS (granted that issue has more to do with the gen speed argument, but thats a different topic.) If you take a bad perk and buff it in a way that its still only mediocre in normal use, but extremely exploitable at its worst... thats awful game design.

  • @KerJuice said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779829#Comment_2779829

    It’s a bit strong for solo Que. When you have bad teammates who don’t do gens or objectives, it severely punishes the ones that do. Too many games where I’ve been working on one gen for what feels like 6 mins because Scourge Hook keeps kicking me off (trying to train myself not to repair when someone is picked up- getting better at it) or DMS kicking in when I have to go for a save or solve Pinhead’s box, or I’m in Tier 3 madness.

    When I have teammates who actually do gens and we lose, I don’t mind. But when you have ambulance chasers running behind killers with their flashlights, it makes what used to be a frustrating experience, an infuriating one. I can’t tell you the last time I’ve had so many 4/5 gen losses in one week smh.

    Times like these I wish I knew what killers are running Scourge/DMS in advance cause then I would equip the Boil Over build and send their ass to RPD lmao.

    If you need to get off the gen to go for a save/pinhead box/etc, you're likely going to be away from that gen for the duration of DMS anyway. Literally all you have to do vs that combo is watch for the survivors aura to reappear in the seconds theyre getting put on the hook, let go of the gen, and get back on it after the hook registers. The ONLY time that doesnt work exactly like that, is if someone else was hooked within the >45 last seconds (which would mean DMS is still active, but only for its remaining duration anyway.)

    WORST case scenario... work on multiple gens. It actually doesnt do as much as you might think it does, since they can't be kicked or anything while blocked, you're generally not losing much progress anyway.

    But yeah, agreed with being infuriated at survivors who are allergic to gens and need their clicky clicky medicine regularly. Too many games where i'm doing 3+ gens while also having long chases.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781195#Comment_2781195

    Does Thompson House have a permanent second floor hook again? It originally didn’t, then they added one, then after the rework it disappeared from time to time. So it’s always there again or?

    IIRC it can't spawn if basement is also in the house, so its only there if basement is in the killer shack.

  • @IronKnight55 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2779543#Comment_2779543

    Yep. I absolutely hate going against her. I feel like a good nerf would be to make it so you can't be injured by crows unless you're swarmed (this would make looping her a bit better). Right now, you either stay at the loop and get injured or run and get injured. It's a no-win situation.

    Have you ever even played her? hitting someone who is already swarmed is a stupid tight window, unless you do the rediculous half map setup and catch someone sleeping on a gen. The only way to consistently double tap people with crows (who actually try to get rid of them) requires two specific addons that don't do much other than give you an extra 2 seconds total to do so. Hitting survivors with the big snuggly at loops is pretty much the only way to score injures with her.

    Learn the crow manipulations. The damaging part of the attack has very short range, and cannot go through any obstacles. Jumping in lockers immediately gets rid of flocks, while vaulting resets them. I learned more about how to counter her in 2 matches of playing her than I did in 20 matches vs her.

  • @Gaala said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781179#Comment_2781179

    Boil Over is situational. Can be abused, but playing normally isn't a great issue. THEN you have map, that are the real problem. Without changing Boil Over, just adding hook on those area (top of Saloon, Top of RPD library, Top of Crotus) remove completly the problem. And it's nothing new, they did it some times ago on top of Thompson House, when they discovered that you couldn't hook a survivor if they go down in front of the chest. They simply added a hook. And that's what they need to do in this case too.

    The changes to boil over did not account for an existing problem. They were tested, and during the tests the overwhelming response was that said changes exploited an ingame issue. Instead of shelving the changes until said issue was fixed, it was released anyway. This is a very common problem within the game, as oversights and issues like that can sometimes take literal years to fix. Therefore the best option is to not knowingly introduce something that is exploitable, until the exploit is fixed.

    The issue with "just adding a hook" has to do with how the hook generation works in the first place. Its designed to make it so that multiple hooks cannot spawn within a certain distance of each other, with offers increasing/lowering that distance. Add a hook in one of those dead zones? cool, survivors used multiple branch offerings and now its either impossible for that hook to spawn, or its the only hook anywhere near that spot.

    The easiest solution would have been to not introduce the 25% wiggle bonus until they figured out a fix to the underlying issue, but they decided to willingly make a bad design choice despite ample warning that it would cause issues.

    I would do terrible things to have the amount of free playtesting they get and, subsequently, take for granted.

  • If you're willing to ragequit on hook just because you don't like the killer, you are one of said teammates btw.

  • So forcing a 3v1 with 5 gens left simply because you don't like facing a killer isn't griefing, even though you're basically putting them into a near-unwinnable game? At least DC and take your punishment.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2781126#Comment_2781126

    Bad map design and hook spawns are not a Boil Over issue. I do think both need fixing in some cases.

    And slugging is a perfectly fine option if a killer is unable to hook. Survivors have ways to counter that.

    They absolutely are when boil over actively exploits them. Like many others have said, the changes shouldn't have even made it to live.

  • despite the fact you're straight up griefing your team, its not. doing it when the game is already over is one thing, but if you're doing it "just because you dont like the killer" you're kinda forcing 3 other people to lose by being selfish.

  • @GoshJosh said:

    Don’t enjoy being unable to hook people with Boil Over? Use a perk or two to counter it. I am having a great time laughing at all these forum commenters saying they don’t want to have to change their perks to counter Boil Over. When survivors have had to do this (if they want a reasonable match) since the inception of DS, Unbreakable, and BT. Here’s the argument:

    Don’t like tunneling? Run DS and BT.

    Don’t like being slugged? Run Unbreakable and/or less effective anti-slug perks. (Of course none of these usually matter without active DS.)

    Don’t like camping? Run Kindred and/or Camaraderie.

    Don’t like NOED? Run Small Game and/or other totem-hunting perks.

    All this in the off-chance any of the above happens. Leaving no room for any other perks I would like to play.

    Now how does it feel, killers?

    I am a solo survivor main who runs Windows/Kindred/Spine Chill/DH. My build is usually laughed at for not being meta enough, but I do just fine most matches. Any matches that I don't, I generally wouldn't have had a chance anyway. Meanwhile when I DO play killer, it feels like gen slowdown perks are required to get more than 3 chases in half the time. Survivors on the whole are almost entirely responsible for how fast gen speeds can go, making the bandaid perks for it much more necessary. On the inverse, survivors who claim they need the meta stuff are only thinking 1v1, not 4v1. Its crazy how much damage you can do to the killer by just having one really good chase and completely destroying their map pressure. Instead they think "but if I get chased, i'll eventually get hooked!" and play right into the killer's hands, then come here and complain about it.

    The boil over thing is an issue for multiple reasons:

    1) it was very clearly discovered in the PTB, as most game breaking issues are. Remember when CoH was allowed to stack if it overlapped? Its crazy thinking that perk was even more op than it is now, but yeah.

    2) hook spawns were not changed to account for it. Worse, it seems the algorithm for offers that add/remove hooks doesn't calculate pathing, only raw distance. this means on maps with multi-floor structures or blocked off routes, the travel distance is MUCH further than the game calculates. Badham is a good example, if the basement isn't in the school, you need to break a door to even have a chance of reaching a hook. Crotus Penn, The Game, Thompson House, and of course the infamous RPD are also maps that can cause dead zones because of this. Which brings us to

    3) slugging. If a killer picks you up and knows for a fact they will not reach a hook, they'll slug. If they see someone playing like they're in an SWF with you and/or can see boil over is being exploited, they'll force you to bleed out. Its not good gameplay, you don't escape, and the killer gets maybe 1-2 kills. its lose/lose, but you were the one who started the scenario, not the killer; they just "adapted."

  • nah, bad design is not being able to use pop on a gen that is either ruin'd or blocked by the killer (the survivor perk should still prevent it.) There are multiple weird bad synergies like that on both sides, but it seems to affect the more meta killer perks. At least with stuff like the exhaustion system for survivors it makes more sense.

  • @eloise said:

    Juste after you give the offer if you put a map and someone does like he can just DC and nothing happens to this person, it's unfair. Make something please

    you really want to make some epic youtube "lmao killer can't hook ez" videos, huh.

  • @Chimp said:

    https://forum.deadbydaylight.com/en/discussion/comment/2777627#Comment_2777627

    ive been able to stalk a survivor while they are staring at me and not get revealed

    The most hilarious thing about how inconsistent his break out is, is that it doesn't work when intended, but stretch res can literally do it over obstacles where they should have zero LoS. A bug so great it only works as intended when completely not working as intended.

  • Any M1 killer, especially any without an instadown. 3 gen strat doesn't even work anymore if the survivors have two brain cells to rub together.

  • @Mandy said:

    I would like to clarify something with the kill switch. This is to be used in those cases where a bug is considered game breaking enough to affect normal gameplay (we can all remember the Breakdown issue and of course CoH causing the game to crash when it was initially put into the game, those are two examples of when we would use the killswitch).

    What you are describing as issues with a killer is partly by design - the chains do spawn, but there is plenty of time to do them as the bug was fixed where the chains would just keep spawning constantly.

    A lot of this is learning to play against the killer, and whilst I appreciate it is much harder to coordinate as a solo survivor, it can be done. When I play solo, I tend to be the one that goes for the box etc and take charge of the team - pointing to gens etc. There is limited communication with solo survivors but you definitely can communicate these things to a small degree.

    The issue of keybinding with consoles, that is a separate issue and one which I will check on.

    I made a topic specifically talking about the control mapping issue when pinhead originally came out, and it got completely ignored in the feedback subforum. Stuff like that is why the community acts like that board is a graveyard, months later we're finally getting even acknowledgement of something that was reported months ago and could have been addressed by now.

    edit: oh hey, found it: https://forum.deadbydaylight.com/en/discussion/279508/change-the-button-for-chain-break

  • CoH makes 3 gen setups unwinnable if the killer doesn't have an instadown. I'd love to see the counterplay to that.

  • Personally I consider playing fair, playing in a way that lets the opponents have a chance. Facecamping and tunneling have their place and aren't always unfair, but getting a down right at the start and then doing everything you can to get them out of the game ASAP is pretty awful. Likewise, abusing stuff like the boil over buff and CoH bodyblock trade squads are just as bad. The biggest problem is that people refuse to be the better person, and instead play rude as hell and use the opposite possibility as justification.

    Be the change you all want to see.

  • I know its a meme topic and all, but it is kinda surprising how female cosmetics seem less..... thirsty than a few of the male ones.

  • @Mandy said:

    We are continuing to monitor the situation with both perks - I am aware that certain maps are more of an issue than others with Boil Over in particular and it's something that has been brought up with the team.

    Appreciate the response, but.... the issues with both perks were pretty self evident, and the PTB had some very vocal complaints and issues with them in practice.

  • it baffles me how bad so many survivors are vs ms piggles. Just had a survivor with their trap not even on, blocking two jigsaw boxes while a meg with over half her timer gone was trying frantically to get hers off.

  • artist so that i can get pain resonsance, then all my killers attempting to get a chance of getting it.

    I might get 2 by the time the event is over if im lucky. oh and a bunch of envelopes on an underequipped killer i dont know how to play.

  • @selflessnea said:

    How do you know they were high mmr. Just saying you could have just been bad at piggy going against mediocre survivors.

    There are pretty easy ways to tell if survivors are coordinated and/or strong, and they have nothing to do with one's skill with a specific killer. The amount of plays your average survivor does flat out wrong is staggering sometimes.

  • What, you thought people would stop with gutting her power? People ragequit vs legion still. Legion

  • @lagosta said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772340#Comment_2772340

    The same was said of boon: exponential abuse in the RPD library, but if you disregard content creators how many of those have you seen in your matches?

    That's why my answer to the question posed by OP was it's too situational to be Meta. It can be obnoxious but it's easy to identify, I mean it gives you a hud element, and you can still slug and apply pressure somewhere else as a killer.

    When people bring up these types of abuse potentials, they're often not talking about your average match. There have been a very large amount of mechanics that have been extremely exploitable by SWFs in the past, while simultaneously being only average (or sometimes even just bad) without coordination. Pointing out these types of oversights is important since the dev team doesn't always test for them (or worse, ignores them and says "how bad can it really be?")

    Remember the good old "Object is fine, because the person who has it tends to die more" argument, and the infamous instant flashlight situation. If all you care about is the outcome and not how abysmally bad something is for game health, you're missing the human element.

  • Its ok guys, they're looking into the errors when trying to purchase the rift pass, calm down.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2772323#Comment_2772323

    No Heal-Meta was a funny time.

    Killer Players rejoicing because Healing Speeds (and with those Self Care) were being nerfed, followed by "Survivors only do Gens"-Posts...

    I mean, the problem remained the same: Killers often don't have enough time to counteract the gen speed. Gens could take 30 seconds if it meant that the killer could find, chase, 2 hit, pick up, and hook within a very short period of time as well. Its just like how furious survivors used to be if they got downed by a Billy, "how are we supposed to do gens when he has mobility and an instadown?!?!"

    Time management is, and will always be, the hardest part of balance in the game. Its why a lot of solos can't do much (low coordination means inefficiency) and its why a lot of killers feel stifled in their playstyle options (playing fairly usually means giving up a lot of map pressure and, thus, time.)

  • @ShameOnYou said:

    https://forum.deadbydaylight.com/en/discussion/comment/2754520#Comment_2754520

    No, it is not just for the workplace. https://www.ada.gov/cguide.htm . Also, I know BHVR in based in Canada and I am starting to think BHVR discriminates against handicapped people. https://www.ami.ca/abcs-of-canadians-disabilities-act-cda

    "The ADA prohibits discrimination on the basis of disability in employment, State and local government, public accommodations, commercial facilities, transportation, and telecommunications. It also applies to the United States Congress."

    Yeah I don't think any of those apply here.

  • @indieeden7 said:

    Only the dbd community would accuse a sound bug of being a nerf

    To be fair, the sound bugs on killer side can last multiple years before getting addressed, so its not a far jump.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2769525#Comment_2769525

    if Killers create a new boon totem you can break that gives 4% more speed for survs and you need to hit the survs 3 times to put them in diying state we can agree

    That has literally nothing to do with what I said. You can not only permanently disable noed, you can do so before it even has a chance to activate. You can even use the application of CoH to disable it while blessing it and preserving it to be reblessed if snuffed. That means that one has significantly more counterplay than the other.

    I think I'm starting to be convinced most of the people who think CoH is ok (or at least equal to noed) legitimately have no idea how to use it properly.

  • One has meaningful counterplay and the other doesn't. Seems a pretty easy differentiation to me.

  • honestly, they made it easier to play against her than to play as her. Every time I win at a short loop vs her because I could hear where she was kills any and all motivation to use her on the offchance im playing killer.

  • @El_Gingero said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768906#Comment_2768906

    No. That’s not what I said lol.

    1) I actually run kindred all the time. The point is that kindred offers inferior information at the cost of a perk slot. SWF has superior information for free. SWF have become so prominent that they’re making balance difficult for BHVR, which is why they want to bridge the gap between solo + SWF by providing the former with more information at no cost. So no, running kindred does not address the issue.

    2) Welcome to game development. Features require work. I know BHVR like to pretend that everything is “too difficult” but if you believe that, I’ve got a bridge to sell ya.

    Every other game can manage comms or pings just fine and “toxicity” is easily dealt with. Sure, this community can be terrible at times but most people are regular gamers and just want to play video games. I’m always seeing “toxicity fear porn” when comms are suggested, and it honestly sounds more like an excuse than a reason. Just go into the options and select auto-mute. You don’t have to deal with other people and everyone else doesn’t have to suffer for your personal preferences. That’s the beauty of it. It’s optional. You don’t have to engage at all.

    So why do you honestly care if people want to use comms? You can opt, the game balance improves, other people have more fun, more players come back, game grows, etc. It’s a win-win.

    Also, would it really need to be proximity based and allow the killer to hear / see the communication? No…That would defeat the entire purpose! Killers would have to be buffed accordingly but balance would actually improve and probably by a good margin.

    3) I refer you back to point #1.

    So going back to your SWF comment, like I said, SWF breaks a lot of things, not just the info kindred provides. Any comparisons to it as a baseline means you want that for free, without having to spend anything for it. Contrary to popular belief, doing so without normalizing the game for that level of information being provided free is extremely bad for the game's balance, and is yet another way to stife killer strategies and make a lot of them quit altogether. You keep undervaluing how much you're getting out of the perk, and demanding it be free because you're greedy and want more perk slots.

    As for game development, please, tell me what you actually know about it. My comments dont even have to do with it, they had to do with resources and assets. In this case, that would be getting every voice actor they've had in the game for survivors to record more voice lines, which has a direct cost. Asset recycling is VERY common in games to avoid said costs, so when its unavoidable and new VO work needs to be done, it generally has to be worth its value or its just a profit sink. You also keep saying "every other game" after I left a clear example of a game where it was extremely toxic, L4D. Oh, and if you want to go with strictly voice, F13 was another great example (as that had proximity chat.)

    I care if people use comms because the game is not balanced for comms. Ideally SWF wouldn't have them either, but its impossible to prevent without completely banning the software used for them (like discord.) The game balance "wouldn't" improve, it would actually get considerably worse since it is designed around survivors being disorganized. I was going to keep going but then I saw you honestly think that comms and pings should be free to use without the killer having any idea, so you clearly dont care about balance and just want to play swf without having to actually make friends.

  • @SpitefulHateful said:

    https://forum.deadbydaylight.com/en/discussion/comment/2768911#Comment_2768911

    If there are two players left in the game, I'd prefer that at least one of us gets away. This is why I get incredibly pissed off when a remaining survivor runs over to me when it's painfully obvious that I was slugged as bait or rushes to my hook instead of looking for a hatch because it ends with the last survivor hooked and incredible levels of smug in the game chat from the killer who now thinks he is the Hannibal Lecter level of genius.

    Also, survivors have no way of knowing about other survivors' contributions throughout the trial. One game I literally spent an entire game healing other survivors, distracting them from the killer, and generally looking out for the rest and Nea pointed me out to the killer (I hid when he downed her because she was on her last hook and I couldn't really help her, just avoid getting seen through BBQ&Chili) and then proceeded to say that I wasn't contributing to gen fixing and I deserved to be griefed. That was one of the reasons why I dropped being altruistic and don't have any problems if my other teammate is waiting till I get sacrificed to get the hatch.

    Yeah nah. I've had games where we get 3 gens done with just 2 people, because neither gave up. Just running the killer and trading off and/or bodyblocking (especially with CoH.) If there's only 2 left, no gens pop, and i see the other survivor going in and out of lockers and crouch walking around corners of the map they've proven they don't deserve any noble sacrifice. Especially since they're certainly not willing to provide one themselves.

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