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Seraphor

Seraphor

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Seraphor
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  • Getting cosmetics with iridescent shards is 'free', it just requires a little investment.

    The colour swaps of the basic cosmetics are pretty cheap in terms of cells or shards.

    But I could agree that having at least two colour options for a characters basic outfit as default would be fair.

  • I like the idea, but you have just buffed NOED considerably by increasing the totem requirement from 5 to 7, which I can't say is necessary.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130052#Comment_2130052

    Because you cant do that. You can - maybe - give a lot of information swf groups have, but you can never make them care for a random teammember like swf do, and you can´t make them teamplayers. Hell, as of now you cant even stop them from frequently disconnecting, only reduce the disconnects due to timeout times.

    Its still a big difference if you are asked to take a hit for the dude you play nearly every game with and that does the same for you and to do it for a random you might not see ingame again, not knowing if he cares at all if you get hooked for covering him.

    Information is a big big issue what makes swf op, but its not the only one regarding power level/balance disparitys.

    This is actually a weakness for SWF more often than not. Being overly altruistic.

    Smart plays can sometimes involve leaving a teammate on a hook to waste the time of a camper, or leaving through an exit even though a teammate is on the hook, because... the killer is camping, obviously, as that's the smart play from the killer in that situation.

    SWFs tend to all drop what they're doing to try and coordinate a rescue from a a camper, sustain several hits, probably only achievedx a hook trade, and while they're doing all of that, they're not doing gens, or they're getting more of them killed than if they had just left through the exit.

  • Ignore them. Tunnelling out a survivor quick is a valid strategy. It can seem cheap, and it's not fair to the survivor who got tunnelled, but it's not the killers job to play fair, it's your job to kill survivors.

    If they made an unsafe hook rescue right next to you that's their own fault, they can't expect the killer to ignore low hanging fruit.

  • I didn't even count the DLC's I bought, most of which were discounted, but I imagine I'd have to double my previous £40 estimate to be safe, but it might be less.

  • Got the game for free on PS+

    Have bought 2 rift passes and maybe 4 outfits from the store, so maybe £40 total? I don't know.

  • They're definitely not natural rank 20's or 17 in one case, but we have just had a rank reset so who knows, they might be returning after a few months of only playing on and off.

  • Survivors: Stay as far from Doc as possible, or jump into lockers when they're close to him, to avoid his Static Blast. Also drop pallets early to avoid getting animation locked by Shock Therapy.

    Tips for Doc:

    1. Use Terror Radius increasing perks, particularly Distressing, and try to ensure that you hit someone with Static Blast, don't just use it on cooldown. It has a long cooldown and if you hit no one, that's a huge waste.
    2. Try to be aware and take note of where survivors are before you use Static Blast. As you can discern from their scream, or absence of a scream, whether or not they've jumped into a locker nearby, or if they've tried to give you the slip by doubling back, etc.
    3. Use Shock Therapy tactically at loops and gens to catch survivors in the middle or just before actions. It has a short delay so the timing can be tricky. You ideally want to use it so you shock a survivor just before they're about to drop or vault a pallet. Use it at a gen to pressure them off it a couple of seconds before you actually get there yourself.
    4. Alternatively if they're already suffering from Madness II and you've brought some funky add-ons, you might even be able to sneak up on them as your exact position may be a little obscured through all of the distractions you're inflicting on them. Though this takes some skill and a lot of luck.


  • The problem is the difference in perceived value between BHVR and players.

    Players: "If I don't complete the entire rift, I haven't got my monies worth, so it's a scam."

    BHVR: "There's five full outfits in this rift plus 1000 auric cells, all of which would usually cost about $50 in the store, but you can get it all for a huge discount by completing the rift. Even if you only complete half of the rift, you've still saved a relative 50-60% off the 'retail price' when these outfits eventually end up in the store."

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130829#Comment_2130829

    The mind games at tiles like T L walls and shack are guesses but it is equal fair guess for both sides. It gives both sides a chance to choose something based off their surroundings and the side that outplays the other gets rewarded. With Spirit, the guessing game is entirely in her favor because survivors have no information while the Spirit has all the information to work with. This video explains it better than me:

    https://youtu.be/WBotva4KIK4

    Just because you can't see what she's doing, doesn't mean she isn't also making an equal 50/50 choice.

    While you're stood there wondering whether or not she's phasing or faking, she's already committed to one or the other. If you vault, and it turns out she was phasing to your side, you've won that coin toss.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130757#Comment_2130757

    Learn and adapt to what? Flipping a coin on the right side?

    That's how most of this game works.

    When you're looping, you keep running around while the killer gradually catches up. You then make a 50/50 choice as to whether you bait a vault, or commit to a vault, in order to extend the chase. If you choose wrong and the killer reads you correctly, then you get hit.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130756#Comment_2130756

    Because increasing the already overbearing grind is definitely the solution to fixing Dead by Daylight. /s

    Alternatively, just give WGLF and BBQ BP bonuses to players without needing the perks. Make WGLF just get people off the ground faster, and BBQ provide the aura reading upon hooking.

    And sad to say, but even unsafe unhooking grants the fastest and highest amount of BP for survivors in the game. Immediate 1k BP, +500 if it does end up being safe, plus the stack of WGLF if they make it away. And if you get to heal them, another 500ish BP.

    So yeah, there's very little risk in the move - especially if the unhooker is healthy.

    Nah, give options for increasing your bloodpoint yield, but widen those options so you have choices beyond just WGLF or just BBQ. Expand the 'grinding' meta.

    Having thought a little more about it... Lets say you had up to two perks for each bloodpoint category. Ideally lesser used or healthy but non-meta perks. Have each one increase bloodpoints for just that category by... 150% maybe. Maybe something like:

    Objective - Technician or Prove Thyself (PT would probably need a nerf if this was the case, which it probably needs anyway)

    Survival - Camaraderie or Boil Over

    Altrusim - No One Left Behind or Babysitter

    Boldness - We're Gonna Live Forever or Stake Out

    Simplify the 'stacks' a little to 50/100/150% so you only need 3 instead of 4, and some would obviously be easier to obtain than others.

    Suppose you chose a perk from each of those categories, you'd end up with a bonus +150% bloodpoints across the board. You wouldn't have to choose WGLF, you could choose Stake Out instead, etc.


    For killers:

    Brutality - Sloppy Butcher or Unrelenting

    Deviousness - Distressing or Play With Your Food

    Hunting - Thrill of the Hunt or Beast of Prey

    Sacrifice - BBQ and Chilli or Monstrous Shrine

    In terms of bloodpoint bonuses, there'd be no need to double up within a category, so BBQ and Monstrous Shrine's bonuses wouldn't stack, but if you ran the build of; Unrelenting, Play With Your Food, Beast of Prey and BBQ and Chilli, then you could try to activate all of your perks for a +150% bonus across all categories.

  • The problem is that Spirits phasing power is designed to be used in short bursts. A Fatigue state after exiting every phase would enforce a meta of only using an entire phase charge all at once. So it's hard to see how to fit a fatigue state into this power.

    One possibility could be if you do deplete the entire gauge and don't leave something left over, then you go into a fatigue state for a few seconds. This would encourage using her power sparingly.

    So kinda like an overheat mechanic that Billy/Bubba have.

    If the entire spirit gauge is depleted, you go into a hindered state where you have to land a hit within... 5 seconds. If you fail to hit within those 5 seconds, you get stunned for 5 seconds.

    While this would raise her skill ceiling a little... I doubt it would be that hard to just keep an eye on and save a smidge of the phase gauge.

    The other issue is that phasing is often used merely for crossing the map. While not usually an optimal use of her power, it's a viable use of her power, and this would limit that function.

  • I kinda wish they'd nerf these "100% blood point bonus" perks and spread that bonus out a bit.

    WGLF should really only give +100% blood points in the Altruism category or something.

    Likewise, BBQ should give +100% in the Sacrifice category.

    Give more +100% bonuses to other perks for different categories, and if you want the full +100% across the board, you gotta use four perks for it.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130409#Comment_2130409

    1. Where exactly is in game comms? I can't say i've ever managed to get in game comms working inside the game before so would appreciate that knowledge.
    2. You only have to look on this forum to see the numerous threads about SWF being a problem, and the huge amount of people that come and defend SWF saying how easy it is to pick apart an SWF. That in itself should be an indication that people clearly like going against SWF. Why not have ranked and casual where you can play swf in ranked and opt out in casual. Just because you like SWF does not mean the rest of us do. We should be allowed to turn the feature off and play the game how it was designed to be played... Without comms.
    1. Comms are available in ANY game, because discord exists. Devs are aware that discord exists. DBD is a party game (as in, you play in a party) so of course discord is a possibility.
    2. So SWF is widely known to be a 'problem'?

    So therefore turning off SWF would be a 100% improvement for a killer, right?

    So why would any killer NOT turn them off?

    SWFs make up a minority of survivors. Killer queues would not be negatively impacted by turning off SWF. But survivors in SWF will have their queue time skyrockets, because as a minority of players, they are unable to be matched against a majority of killers.

  • @Kirkylad said:

    People will say that everyone would never happen because killers would just avoid them, but for me that should highlight a problem in itself.

    Of course it highlights a problem. Solo players need tools to emulate the level of coordination that SWFs have.

    If that ends up making survivors as a whole stronger, buff killers as well.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130269#Comment_2130269

    We all have our opinions. Queues would not be a problem according to this forum as a lot of killers seems to enjoy facing SWF. So by that standard people who do not want to face SWF would have longer queues which i imagine most would be fine with. The fact the game does not even have in game voice comms is a clear indication it is a form of cheating whether you like it or not. Name any game that is team based and does not let you use in game comms without third party?

    1. The game allows you to form parties and queue with that party. It's a clearly a function of the game, not cheating.
    2. What data do you have to support this claim? How many people play SWF? How many play solo? How many killers would be happy to choose to go against SWF and decline the option to have easier games without SWF?
  • They spawn when someone has the challenge to cleanse it, the same with Red Glyphs.

    The Tome Challenges aren't limited to the time those Tomes were 'live'.

  • Spend 8 seconds watching a death animation. In exchange, you get bloodpoints, and no penalty. Time wasted = 8 seconds.

    OR

    Forcibly disconnect from the network for force you out of the game, just to avoid 8 seconds of animation. In exchange, you lose any and all rewards from the last few minutes of gameplay making it a complete waste, and get a 5 minute (or more) penalty. Time wasted = minimum 8 minutes, more likely 10-15 minutes, potentially 30+ or into whole hours with stacking penalties.

    Seems like a no-brainer to me. Don't DC.

  • @TAG said:

    For me, personally, it's not Ruin that needs a re-examining. It's Hex perks as a whole. I don't think they can be reliably balanced because they are fundamentally really high variance as they currently stand.

    This is my problem with Hex perks, and why I prefer not to run any except maybe Devour and Haunted.

    I would love a non-hex Ruin-like perk that is a little less powerful, with some anti-camp incentive. Something like:

    After hooking a survivor, all generators not currently being worked on start regressing at 200% for 30/40/50 seconds. All regression is paused when you are within 32/28/24 meters of a hooked survivor.

    Could pair well with Thrilling Tremors, so you can identify the gens you need to pressure to get your regression.

  • @SammiieK1991 said:

    Aww thankyou guys for the advice here.. appreciate it 🙂 I always get stuck on it as I've never run it as playing a killer, so I had no idea what sort of perk it would be. I've heard mixed emotions of how survivors think of it some to be cool with it (like myself) and others who absolutely hate it, couple I've heard in a group chat saying it's cheating 😂 will put that down to never being prepared for the chases which obviously is one thing you always prepare yourself with at the start of every match. Was very confused when I hid in a locker how he knew I was in there 😂 I'm guessing that was either a coincidence or I didn't get inside it on time.

    Thankyou all once again for the explanation of how the perks run 😊

    Not getting in the locker in time is the usual culprit.

    If the killer is facing the hook towards you, you need to have finished the animation of entering the locker before the survivors is on the hook.

    If you're lucky and the hook is facing the other way, then the killer will be in animation lock for a good second or so giving you a bt more leeway to play with.

    Once the circle 'instinct' effect that shows you where they were hooked has vanished, you're safe.

  • @TunnelVision said:

    https://forum.deadbydaylight.com/en/discussion/comment/2130215#Comment_2130215

    If you enjoy playing against SWF as killer then what is the issue with adding an option to opt in to SWF. There are going to be like minded people like you that want to go against SWF; but there's also going to be a large portion who do not like going against SWF because it is seen as a form of cheating, alongside the bullying.

    Because SWF queues would end up insanely long and people would quit the game?

    SWF isn't cheating, just like Tunnelling and Camping isn't cheating.

  • They do work together. All of those effects will apply to the generator you kick.

    I know what you mean, but that would be insanely OP.

    Kicking with a 3 gen would make it impossible for survivors to progress.

  • @[Deleted User] said:

    Yeah its probably the one killer perk that actually ruins the game for me and it’s absolutely horrendous for solos. Spending 60 seconds on a gen just to be chased when a survivor gets hooked near your gen and by the time you’ve got away from the killer you have to start the gen over again. There’s absolutely no point working on a gen in most games until the totem is gone which just means whether you win or lose depends on how fast Ruin is found. At least you could work through old Ruin, but new Ruin not so much unless the killer is really struggling to catch survivorz

    And yet conversely, as killer, I often find running Ruin is completely pointless. Either:

    A. Survivors cleanse Ruin immediately.

    B. Survivors commit to gens and they pop despite Ruin.

    Corrupt Intervention is far more reliable and often more effective. It shows you the furthest gens, which indicates where survivors will be spawning. It wastes the survivors time looking for an accessible gen, preventing those early pops. It often preserves a 3-gen for you to defend later.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2129405#Comment_2129405

    Dang, that description needs to be rewritten! Sounds like Stake Out is way better than I thought it was. Should be good to combo with This Is Not Happening for some off-meta fun.

    It says "when you have a token... great skill checks have a bonus 1%"

    It doesn't say a token needs to be consumed, only that you have a token. So if you're hitting those greats yourself, and you have a token that's not being consumed, you get that bonus 1%.

    I would imagine you don't get the bonus for natural great skill checks if you have 0 tokens.

  • 90% of killers who have BBQ use BBQ, because it doubles your bloodpoints.

    BBQ is Bubba's perk, so 90% of Bubba's are going to be using BBQ.

  • They're selected by BHVR.

    Some may be random, but others definitely aren't.

    For example, they often put a perk in the Shrine of Secrets when the next Tome features challenges using that perk. The last couple Tomes have featured a lot of Oni and Yui challenges, and in the past three months the Shrine has featured Blood Echo, Lucky Break, Nemesis, Breakout, Zanshin Tactics, and Any Means Necessary. All of their perks.

    Other times you'll see a clear theme like a few weeks ago when we had Stridor and Iron Will together in the same Shrine, which couldn't have been a coincidence.

  • Nah.

    Killers don't have an issue with queue times. They will be able to uncheck the (2), (3) and (4) party SWFs without affecting their queue times much at all, because the majority of survivors are solos.

    Meanwhile, SWFs queue times will skyrocket, and people will no longer be able to reasonably play with their friends.


    Once again, the only fair way to 'nerf' SWF is to give solo players tools that emulate the coordination of a SWF.

  • Console players can't 360 a killer mid chase as well as PC players. A good PC player can vanish right under a killers FoV.

  • @MeiHellsing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128471#Comment_2128471

    :( I hope the devs are working on it. It’s aggravating playing against her now lol

    Once again, nothing to do specifically with the Spirit. This can happen with ANY killer, it depends on the quality and stability of the killers internet connection.

  • Spirits hitbox isn't any bigger than any other killers.


    https://www.youtube.com/watch?v=g97HfhHzS4M


  • That's just latency on the hit validation, it has nothing to do with Spirit specifically.

  • So console and PC should be seperate... but you acknowledge that if you turn it off you don't find games...

    So if they were seperate... you wouldn't find games...

  • I wish people would stop claiming BBQ is strong.

    1. Lockers
    2. Hide behind a gen
    3. Be within 40 meters of killer (huge radius)
    4. Run in the opposite direction while it's active, then turn around and walk the way you want to go.
    5. Run distortion
    6. If those fail, it gets the killer away from the hook, so they're not camping.


    BBQ or campers. Which one is it?

  • @Mary_Saotome said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128007#Comment_2128007

    Weaker killers SHOULDNT BE KICKING GENS. It doesn't get them pressure, it wastes their time.

    Weak killers innately have less pressure than strong killers. Which means they need to take more action to pressure gen repair. Kicking gens to make them regress is supposed to be that action, but it's actually counter productive because of how regression works.

  • @[Deleted User] said:

    I don't see why this is an issue. When survivors tap a gen, it does not passively gain progress until 100% while they go off to do other things. When killers kick a gen, it passively regresses to 0% while they go off to do other things. It makes sense that the latter action requires some modest time investment. If done at appropriate times, kicking gens should save the killer much more time than they invest with the kick.

    There is no need to make any changes to this mechanic unless survivors are overperforming and this is intended as a means to adjust game balance. The mechanic itself is fine. Killers just need to be selective about which gens they kick. If a survivor is tapping a gen you just kicked and you're not running Pop, you're doing it wrong.

    Regression is 1/4 speed of repair.

    This means if you kick a gen, and you manage to keep a survivor off that gen for an entire minute... it will only take them 15 seconds to make up for what you did. Regression is honestly a joke. Which is why it's utterly useless when a survivor can just tap a gen to undo your 3 second kick animation.

    Now consider that while you're spending a minute keeping a survivor off one gen, there's three other survivors out there working on other gens.

    Basically for every kick, you need to make sure a survivor doesn't touch that gen for 15 seconds (12s of regression + the 3 to kick it). If they don't touch the gen for 15 seconds, you have broken even. If they tap it within those 15 seconds, you have literally wasted time and put yourself at a disadvantage, and the survivor is actually benefitting from that kick.

    Now, that's not such a huge deal if a survivor has to evade you to stop your regression, that means they have to work for it, they need to execute some degree of skill to not get caught while doing it. But when they can stop it MID CHASE without even slowing them down... it's a huge liberty.

  • What if I play both 50/50 and ######### talk both sides equally?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127500#Comment_2127500

    Do you happen to have a screenshot of that by any chance? I feel like situations like this, make more sense when there's an image of it. Because I find it really odd someone would be rude to you for helping your dog.

    This is starting to sound like victim blaming. I'm not sure why you're picking up the defence of an unknown TTV streamer.

    ######### and Karens exist. What does denying their existence achieve exactly?

  • Some people get defensive when they're called out for being in the wrong, and instead of apologising or accepting responsibility, double down, deflect blame back and say things like "not my problem". You might also know them as 'Karens'. So yeah, totally believable.

  • @Marigoria said:

    Another post about "TTV bad".

    I would also be annoyed by having someone afk in my team, it's a 4v1 for a reason, not a 3v1 + dead weight.

    By all means be annoyed at the time. But if you find out that there was a reasonable explanation, be an adult and admit you were wrong.

  • Your dog should be banned for choking.

    Seriously though hope your dog's ok.

  • Speeds themselves aren't bad, it's how quickly survivors can jump on a gen right at the start of the game. So some kind of additional objective that can slow down that first 60 seconds of a match and just those first 60 seconds would be ideal.

    As the match progresses and gens get done, it swings more towards the killer (providing survivors are also being eliminated) so that's when gen speeds need to be as fast as they are, otherwise a 2k becomes a guaranteed 4k.

    Kicking and halting regression is another issue as well, and I'd say that either kicks need a default amount of regression or it should take at least 2 seconds of repair to halt regression.

  • If Hag traps are just a power, why can they be removed with Flashlights?

    It's just one of the counters to that power.

    Victor doesn't get stunned by flashlights btw, only blinded.

  • @UnusedMapOffering said:

    https://forum.deadbydaylight.com/en/discussion/comment/2127117#Comment_2127117

    It is not guaranteed but that doesn't mean it isn't any less than an oversight by the developers enough of an issue for enough players to complain about it and enough of an issue to where there's an ongoing debate about it. It's an unusual problem that to my knowledge Dead By Daylight only have. It's so strange.

    That being said, I agree with you very much. It'll probably mean in game chat, which makes me uneasy but at least it's something. I like that we're actually discussing solutions, that's what we need to see more of.

    I don't think it necessarily means more chat functions, there can be gameplay tools to emulate communication, that SWFs would have no need for.

    I've suggested the following ideas, maybe not all of these at once, and maybe the Glass Bead one would still be an overall buff for SWFs too, but still, it's ideas:

    1. Survivors can view each others perks and item loads outs in the lobby, so they know the capabilities of their team mates.
    2. Survivors can press a button to trigger a pre-set map-wide message, something like "Killer is here", "Coast is clear", "Help me", "Leave me". In addition, have this 'ping' in their direction so you know where the message is coming from. Maybe with a 30s cooldown.
    3. Make the 'Glass Bead' add-on a default mechanic of all maps.
    4. Make something 'like' Kindred/Empathy/Bond a basekit feature. Perhaps you can hold down a button to trigger 'Survivor Instinct' which gives you a general direction that each survivor is in via the 'heartbeat' graphic of Killer Instinct. Give it a cooldown obviously. This wouldn't be an aura so not technically as strong as Kindred etc.
  • ^ this.

    Pressing them faster doesn't give you any more progression.

    About 2 presses per second is all you need.

  • "Gen camping" is a pathetic excuse... but I know where it's coming from.

    A killer kicks a gen, and the regression is immediately halted due to a survivor hiding somewhere nearby. It feels like playing killer is entirely futile, because even when you ARE pressuring gens, it doesn't amount to anything. It's why some people choose to camp hooks instead, because going out to pressure gens won't do anything.

    Of course, that's mostly down to them not playing well enough to find the survivor that's hiding nearby, but not everyone is a hugely experienced killer, and when you're learning killer and this is your experience game after game, then you develop these mindsets and habits.

    They really need to stop 'gen tapping' from being a thing (a minimum 3 seconds to stop regression?) and give more impact to kicking a gen, so that when a killer actively goes out to pressure gens, they actually achieve something.

  • @DemonDaddy said:

    Personally I don't think it will help anyone but the Survivors in this game. A major complaint is bad teammates and how overly coordinated swf can be. So Mmr could potentially let the devs find the middle ground and adjust things to close the gap.

    Unfortunately killer will feel the changes perspectively as better survivor pairing will result in much quicker matches and que times will pair them with higher skilled Survivors regardless of where the killer skill is actually at.

    Hi, killer main here. The MMR test was brilliant for me.

    The problem with killer in this game, is that it's incredibly easy to rank up with a few strong killers, and incredibly difficult to de-rank, because even if you play badly, you still end up black pipping. The result of this, is that because you have to pick a strong killer to score high and get a lot of bloodpoints, for the grind, you reach red ranks incredibly fast, despite you not actually having the skill to be there. Once you get there, you can't go back, and now you only face sweaty SWFs who know how to 360 and gen rush. At that point, you can no longer try out new killers, because you always face the teabag squad.

    With the killer specific MMR, you can swap to a killer you have less experience with, and you will be paired up with similarly less experienced survivors. Which is exactly how it worked for me. Spirit (high exp) = tough red rank survivors, Bubba (no exp) = browns and yellow so I could get to grips with his chainsaw.

    This benefits every killer, even those top players. If you don't want to go against the sweaty commandos and you want a chill game, you have the ability to do that, by playing as a killer you have less experience with. Or, if you keep going against the teabag squad and losing, your MMR will go down, and then you'll end up with survivors of your skill level.


    Ultimately, MMR is just a different way of matchmaking. We already have rank-based matchmaking, which matches you by rank. MMR is just another similar metric, but it allows for a little greater accuracy, it's something they can tweak without messing up the ranking system, and it can be applied on a per-killer basis. These are all positives.

    It's never going to perfectly match you with your equals, it's never going to be that accurate because of the fluctuations in player counts at any given time, but it will be better than the flawed rank-based matchmaking we have now.

    If they don't implement MMR, then ranks need a major overhaul, so that newbie killers aren't trapped in the torment of red ranks.

    Something like increasing the ranks to 50, having it take twice as long to gain a rank, and be much easier to lose a pip.

  • @UnusedMapOffering said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126263#Comment_2126263

    I don't get the confusion, many of us believe there's an issue with SWF, this discussion has been done to death. I honestly think the people that responded here are acting in bad faith, which to be fair, the OP makes it easy every time. The issue is with communication, that's not what developers had in mind with the game and it wasn't designed with third party communication in mind. That's not on the fault of the survivors but the developers not even bothering to take the extra steps with their own game. Even the most casual of conversations could break the game and cause an additional sweat. It's not rocket science. I'd just add voice chat in the game then apply any additional changes if needed.

    I mean people are literally saying solos need to be buffed to SWF level, if SWF isn't a problem, then why are people saying this? Either SWF has this problem or it doesn't. Mind you, similar names are seen in that post saying this.

    SWFs can be a problem, because communication allows for the capacity for better coordination, but that coordination is not guaranteed.

    This is why although SWFs sometimes have an advantage, you can't simply "nerf SWF" or "buff solo" to account for it. You will be disadvantaging a lot of casual SWFs in the process.

    The only way to do it, is to give all survivors greater communication tools, that will enhance solo players, but be superfluous to those in a SWF.

  • @Lord_Tony said:

    https://forum.deadbydaylight.com/en/discussion/comment/2126218#Comment_2126218

    maybe that's your team but the average competent SWF isn't like that.

    I don't see how your experience represents SWF as a whole

    You're gonna have to give me some evidence that SWFs 'as a whole' are this elite commando squad.

    Meanwhile other people are corroborating my anecdote. While it's not empirical, it does seem to have consensus.

  • Even though they've just done Demogorgon... they still need to make his footsteps silent when walking out of a portal.

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