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Splinterverse

Splinterverse

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Splinterverse
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  • Lithe is 1000% better. Sprint burst encourages folks to not run and requires management to be ready when needed.

    With Lithe, all you have to do is take note of where vaults are when you are working on an objective, going for the save, etc. Combine it with other perks to lose the killer and you will get away quickly and not be found. I often lose line of sight due to Lithe and I can run whenever I want!

  • Shrugs. I find it different but not better or worse. In some ways I like that there is no chat from the console players. It's blissful silence.

    I play both solo and SWF, so I would advise anyone who doesn't like solo to just switch to SWF for a bit. There's a public official Discord, so it's pretty easy to get going if you have a mic. And trust, not everyone on there is a god. There are players of all skill levels/ranks/etc.

    Contrary to popular belief, SWF isn't always a well-oiled machine.

  • OP -- I'm not sure exactly what they are using for matchmaking, but if they turned off MMR and replaced it with rank-based matchmaking, what you are most likely experiencing is time-based matchmaking. What I mean by that is, the longer you wait in queue, the more likely you are to be matched with folks who are outside your rank. BHVR believes it is better to provide a match sooner than to continue to wait until the appropriate opponents are found. It's time vs. quality.

    If you want to avoid that, your best bet would be to play during the peak hours of your region. That way you will have a greater number of players to be matched with. Playing during off-peak hours will reduce that number and will be more likely to result in mismatches due to time in queue.

  • The killers you cited have counterplay. Deathslinger's terror radius/music needs tweaking. Tunnelhead needs to not be able to easily cancel his power. Other than those things, they're fine. If you want to talk killers with no counterplay, it's Spirit. Her only counter is to run a perk (Iron Will) that she can then counter with a perk of her own (Stridor). That definitely needs to be changed. No one should have to run a perk to counter a killer. So, let's see if this new one offers that. If not, I'll join you on the complaint train.

  • @Justaway said:

    https://forum.deadbydaylight.com/en/discussion/comment/1546701#Comment_1546701

    you do know that walking doesn‘t leave a trail right?

    In Most of the examples you mentioned, you can just walk instead of crouching and use the perkslot for something else.

    I do, but urbaning is faster. Besides, you can't walk past a pile of junk on the junkyard map. You also can't walk right under the killer's nose. Urban lets you do that. I frequently hear "How did they not see you?" when in SWF. I'm saving my team daily while you question the perk. Go on with your bad self.

  • @shalo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1546627#Comment_1546627

    slugging for 4K is a cowardly way of playing says the Urban Evasion user.

    LOL. Urban Evasion is hella powerful especially in a team. I don't use to Urban around the whole map.

    There are a number of uses for it . . .

    • Urbaning to downed survivor so as not to leave a trail if the killer is slugging (obv)
    • Lithing and/or otherwise gaining distance and then using Urban to lose the chase.
    • Urbaning through Tunnelhead's poop (Pyramidhead for those who don't know his true name).
    • Urbaning to be within BBQ range or near the hook.
    • With killers that have a normal terror radius, you can urban away before they even get to the gen (or whatever objective) you are on. Then they waste 2 minutes looking for you, which is just as good as a chase and no one gets hit. It's also fun to watch!

    Endless reasons dude. Try it and you'll see.

  • For all the naysayers, here's the bottom line and you need to get it straight in your heads . . .

    If as a survivor you have to run a specific perk to counter a killer (Iron Will) and then that killer can counter your counter with a perk of her own (Stridor), that is a problem. No killer should require a perk to counter and that is especially true when the perk you use to counter her can be countered as well. Stridor either needs to not work on Iron Will or the Spirit + Stridor combo needs to be banned. Period.

  • Teach every killer that slugs for 4K that it is not worth it by either getting the hatch (and not going for the slugged) or use perks like Urban Evasion to waste a lot of their time. You can pick up the person repeatedly with Urban and they won't see you coming or going. Then, tell them in chat, "Feel free to slug and 4K but be prepared to waste a lot of time or watch me leave through the hatch."

    To me, slugging for 4K is a cowardly way of playing. It's like saying, "I don't want to let the hatch open because I can't deal with it if I 3K instead of 4K." Just hook the person or be prepared to waste your time. You coulda played a whole match during that time.

  • Do not come on here complaining about SWF until you've spent an entire day playing SWF on the official DBD Discord. If you do that, you'll see that the toxic bully squads are the minority.

    SWF has advantages but it also comes with disadvantages. You get poor communicators (including those that don't talk at all), you get people with bad mics or thick accents, you get folks that say stuff you don't need to know and omit the things you do, you get those that are know-it-alls shouting at everyone to play their way, and you get people that don't know how to play or that play in a very risky manner. Another factor is the peer pressure. In SWF, you get people screaming at you if you don't save them. There's also a pressure to not let your team down since they can literally call you out on comms. All of these challenges offset the advantages, especially when you consider that it can be distracting. Yes, there are groups that play regularly together and are a well oiled machine, but those again, are a minority within a minority (since the majority of survivors are playing solo).

  • @Awkward_Fiend said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531595#Comment_1531595

    Moris skip 1 hook per survivor (1/3 objective), since you still have to go through 2 chases, meanwhile can still give 2 survivors an escape at 2 gens, meaning that they've skipped 2 gens AND exit (2/5 or 2/6 depending on who you ask). The last few gens are also the hardest ones, which are the ones that almost always get skipped by keys. Moris are definitely stronger, but at least survivors can know whenever there's a mori in play, killers may not know since keys are pull-able from chests.

    Still. With all of that, that means only some survivors got to skip gens. Not all survivors. All killers get to skip 2 hooks per person. I'm sorry but even with your math, moris are worse. (But both keys and moris need to be reviewed. My point is that no more changes to keys until moris are also touched.)

  • @Xzan said:

    @Splinterverse

    You can check profiles on Steam. So saying that killer mains "assume" is just wrong. And even if you don't check it, there are certain playstyles that are dead give aways that you are facing a swf. Overaltruism for example, where they throw the whole game just to get an unhook (bonuspoints if they blame the killer for it).

    But you list some interesting points, so props to you.

    What about a profile tells you that the team is SWF for certain? If it's not certain, it's an assumption.

    And play styles are not always a dead giveaway. I played exclusively as solo for 3 years before finally playing SWF a few months ago, and I can tell you that there were many games over those 3 years where solo folks were being way too altruistic. It can be because of challenge or just how they play. It's all an assumption.

    If the team has the same user names and is dressed alike, your assumption is likely a correct one, but it's very difficult to be 100% sure, meaning that all we can say is that we assume based on whatever.

  • @MeatBycicle said:

    https://us.v-cdn.net/6030815/uploads/XJFCKSFNHEJX/standard-survivors.png

    This is pretty much every red rank SWF. Either you let them escape and get ######### talked, or you win and get ######### talked. Btw there was no tunneling, I don't get why he even mentioned that tbh.

    There was much more said but you get the idea. The people that say "my swf group isnt like this", I find you are either not being truthful or you are in a very small minority. Red ranks are filled with nothing but this salt.

    OP -- the problem with you and other killer mains on here is that you assume every group you go against is SWF. Apparently, you assume that even when you win. SWF is the minority of players. Toxic ones are a minority within that minority.

    Go to the official DBD Discord server. Play for a whole day as a survivor. Play with different groups throughout the day. Then come back here and complain.

    It seems one way or the other because you are the only killer in your matches for a given day. If you play as survivor in these SWFs I mention, you'll see that it's not as you describe as often as you think.

    SWF has advantages but it also comes with disadvantages. (Again, take up my challenge and you'll see first hand.) You get poor communicators (including those that don't talk at all), you get people with bad mics or thick accents, you get folks that say stuff you don't need to know and omit the things you do, you get those that are know-it-alls shouting at everyone to play their way, and you get people that don't know how to play or that play in a very risky manner. Another factor is the peer pressure. In SWF, you get people screaming at you if you don't save them. There's also a pressure to not let your team down since they can literally call you out on comms. All of these challenges offset the advantages, especially when you consider that it can be distracting. Yes, there are groups that play regularly together and are a well oiled machine, but those again, are a minority.

  • @ Antares2332 said:

    She generally gets 2k in red ranks against decent survivors.

    Spirit with Stridor? use IRON WILL. You have a better chance of playing mind games while she's in phase.

    Hell no. She is NOT balanced. Any killer that requires a perk to counter (Iron Will) that can then be countered by her running a perk (Stridor) is not balanced. Countering killers should not require a specific perk in a survivor build. Period. Accept it and move on already.

  • LOL. You just need to hook them immediately. The hooks should not be far unless they stacked Petrified Oak which is incredibly rare.

    Think of it this way, if you hook them right away, they carried that perk for nothing. It doesn't get used. You made that perk slot worthless.

  • @Xbob42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531971#Comment_1531971

    You clearly have no idea how keys work if you think it "only skips gate." The only time it only skips the gate is if all 4 survivors are still alive. If even one survivor is down, it also skips the last generator, more with each dead survivor.

    So, the killer will be patrolling gens with 3 people alive, knowing it's going to be a close game... and then bam, everyone escapes with no warning whatsoever. The game just ends.

    Fun!

    I do know how keys work, but the hatch doesn't even spawn unless a certain number of gens are completed and based on the survivors remaining. Moris are actionable after the first hook and encourage tunneling. They are vastly different. The only reason any one would feel that keys are more egregious is if they are killer main and can't get perspective on it. Can't help with that. Soz.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531736#Comment_1531736

    Actually this year we got a small change for mori’s that prevents it from being spammed to prevent holding the game hostage.

    Yes Mori’s are an issue but devs have this and keys on the list of getting changed

    That fix was an exploit (or bug if you want) so that doesn't really count.

    My point is that moris are more of a problem and that keys cannot be further touched until moris are.

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531744#Comment_1531744

    I am seeing your comments and it seems that you have never played as a killer, so I am opposed to arguing with you 😄

    No matter how many times they explain to you, you will always defend your opinions equally if someone tells you a valid argument.

    It's obvious to me you haven't played enough survivor. And my points are plain as day to see. One thing (a key) does not advance the match for the survivors nearly as much as moris do. Moris skip entire chases, etc. Hatch only skips gate, if you can find it in time.

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531595#Comment_1531595

    But.. the survivors don't even need to put up an offering like the killer does to get a mori..

    Irrelevant! So you're saying you can't use another offering if you want to use a mori? So what! You are skipping 2 hooks times 4 if it's an ebony. That's a lot of speed. A survivor can bring in a key just like an offering. It doesn't matter that it comes from an offering and not a chest. There are other ways to get the equivalents of moris too with Devour Hope, Rancor, and certain addons.

  • @ Antares2332 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531595#Comment_1531595

    But.. the survivors don't even need to put up an offering like the killer does to get a mori..

    So what? An offering is extra work? That doesn't negate the fact that it skips far more steps than a hatch. And dramatically reduces the opportunities for all survivors to achieve objectives, challenges, etc. A hatch only takes away the gate. Heck it doesn't even spawn until very late. Moris are good to go after first hook. You just can't ask for changes to keys without changes to moris at the same time or before. Period.

  • It's not a guaranteed win bud. And honestly, as powerful as moris are, it's a free kill if not a free win as it is.

  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531595#Comment_1531595

    Yes, I am gonna run franklin’s every match JUST in case a survivor gets a key from a chest

    That's not the point of the Franklin's reference. The point is that SOMETHING, really anything changed with regard to keys and we've had ZERO changes to moris for years.

  • @bendermac said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531595#Comment_1531595

    You're living a dreamworld when you think this game is in favor of killers.

    I disagree. It's been killer-favored for over a year. I'm not the only one who feels this way. Every patch is changes that benefit killer and only nerfs for survivors for the past year+. But deny it all you want, I don't care.

  • OP, no, no, no.

    Keys have already received a counter with Franklin's.

    Moris have not been touched!

    Moris skip many steps in the game (2 hooks per survivor). Keys only skip exit gate. It's already balanced in your favor, so move along now . . .

  • @zumer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1530856#Comment_1530856

    Do you think I have no SWF survival experience? In 90% of voice acting games, the assassin cannot resist and the match ends quickly. But when I play solo, I win 1 match out of 10. It's not normal that the game is so skewed.

    I don't know what your SWF experience is. But I challenge you to revisit it and play again.

    I do not think that killers DC frequently because of SWF. I have played nearly 2K hours and I have only seen about 5 killer DCs and some of those were in solo.

    Yes, there are advantages that SWF have over solo, but as someone who plays both, I think there are advantages solo survivors have over SWF.

    • Solo survivors do not have to deal with the extra layer of distraction that comes with people talking in your ear.
    • Solo survivors do not have to deal with the challenges in communication that can come from folks who don't speak when playing SWF, speak with thick accents, communicate poorly, are verbally antagonistic, are verbal know-it-alls, etc.
    • Solo survivors don't have the added pressure of altruism or objectives that come with people on comms. They can choose not to save and they don't hear about it. They can choose to focus on a challenge at the cost of the team's objectives without hearing about it instantly.
    • Solo survivors can more easily DC without hearing about it. Try that in SWF when you still have hooks left and see where that gets you.

    I could go on. It's all about perspective.

  • @zumer said:

    Dear developer, remove this mode from the game and balance the single player game. Swf can be unfair.

    Before you criticize SWF, you need to go and play for an entire day as a survivor in SWF on the official DBD Discord server. Play with multiple groups. You will see that toxic, bullying, or OP SWF groups are the minority. SWF is already a minority, so it is a minority within that minority.

    Most posts like this come from killers who are struggling for some reason . . . they are playing a weak killer/weak build or need to improve their skills. The common denominator when you play all day as a killer, is YOU. If you think that everyone is experiencing the same "unfairness" that is really a biased perspective because you are the only killer in all of those matches. Go play as SWF for a whole day and you will get a different perspective.

    Also, you can't remove SWF from this game. People like to play with their friends. If they can't do that, they'll leave and the game will have very few people left.

    Plus, SWF brings it's own challenges. It's not all smooth sailing. Most SWF aren't a well-oiled team that always plays together. As you will see if you take up my Discord challenge, there are folks who don't talk, folks with bad communication, folks who don't know how to play, and all kinds of pressure from voices on comms telling you what to do/not do. It's not peaceful and organized every time. In fact, by the time most SWF teams get to that point, someone leaves the group and you have to start again. Yes, there are advantages to being on comms, but some of that is offset by the additional challenges. There's even the pressure to perform knowing that you may hear the salt from your team via the comms if you don't. That alone can make people make bad choices or take risks they shouldn't have. I've seen folks all get downed on comms trying to show off with a flashlight save or something. Trust. The perfect team is a minority within a minority. No need to nerf that.

  • Dead Hard is incredibly buggy and when I play with folks that have it, they are constantly talking about how it failed them. Perhaps when hit validation comes to the game, it will be worth using again.

    And for those saying Sprint Burst is better, it's garbage. Sprint Burst is only good if someone really uses it properly and doesn't hold back from running. Lithe is honestly better if you look for the nearest vault every time you go work on an objective (or really do anything).

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515375#Comment_1515375

    You do realize that nothing you say upsets me, right? I'd guess not so much. At this point, it's pretty clear your an idiot, but that much was clear from the get go. Since you live in delusional 'Survivors must have all the control' land, I don't expect you to understand that the issues with matchmaking have ALWAYS been an issue, or that Survivors are, at this point, stronger in nearly every respect than 75% of the Killers that play this game due to the devs coddling them. The ability to open a door as a killer works for BW at ONE gate. If an swf is using comms, which is the majority of the time, one person is all it takes to figure out it's active. Or if you have a designated spotter.

    The ability to 99 the doors also pretty much nullifies RM unless there's only one person, which already nullifies it unless the killer finds the hatch first. Since gens haven't been slowed in the least, and BT/DS are almost assured in every match, unless you Kill all of the Survivors before the doors are ever powered, you're looking at trouble.

    Then there exists the obvious issue: experienced players assume perks. If a killer opens the door too quickly, an experienced Survivor would be stupid not to as BW. Given experienced Survivors will also have cleansed as many totems as they can, NOED is moot. Being overwhelmed by gen rushers in a swf team and taunted is extremely disheartening for newer players, and just annoying for the rest of us.

    But since you're obviously one of those coddled teabagging types, it's no wonder you would insult people and rail against such a proposal to change door mechanics.

    LOL. I think it's clear who the idiot is. It's also clear who sucks so bad at playing killer they have to call for nerfs on everything including 99'ed doors. I'm glad I'm not you. Maybe find another game or actually get good instead of asking for nerfs to make you feel better about yourself.

  • @TWiXT said:

    Funny enough, Gen Rushing is the most common reason that forces killers to camp and tunnel in order to gain some semblance of pressure so they can start a snowball effect, or so they can net at least 1 kill before the survivors escape. When up against a true team of "Gen Rushers" (a team equipped to finish 3-4 gens in the first 3 mins of the trial), a killer may only get one or two chases at most in the opening minutes of the trial, and if they manage to down 1 survivor and hook them, only to see 3 gens pop during or right after that chase... a sudden "dying inside" feeling of hopelessness set in for the player, and that really puts pressure on them to try and take any advantage they can get in order to salvage the situation, if possible.

    In that kind of situation, of which I have been a part of both from the survivors and killers perspective, the killer really only has 3 options:

    1. Camp the Hook to try and secure a kill whilst also hoping that more than 1 gen rushing survivor tries to rescue their ally so you can start snowballing the team.
    2. Patrol around the area within 30 meters of the hook to see if you can spot and down another survivor coming for the rescue, whilst being sure to tunnel and knock the hooked survivor back down again as soon as he gets unhooked to keep the team busy trying to rescue instead of doing gens.
    3. Leave the hook to attempt to pressure the gens, expect the unhook to happen while locating/chasing a new target survivor, and try to down them asap.

    Of these 3 options, no. 2 is the most likely to succeed. If you locate and start chasing a survivor who came for the rescue, that means that a 3rd survivor has to leave gens in order to rescue the hooked survivor, leaving 1 hooked, 1 chased and possibly downed, 1 substitute rescuer, and 1 on a gen. If you also manage to down the survivor again right after they've been unhooked, aka "tunnel" them, that extends the time the majority of survivors aren't doing gens, which allows the killer to start regaining pressure.

    Option 1 is sad, and only lets the rest of the team continue finishing off the gens, because if they know you are camping, and they aren't idiots about it, they'll punish the killer for it and escape at the cost of 1 teammate. Option 3 is also pretty bad, because you have to guess where another survivor is most of the time, reach that generator area, and give chase to down them asap. Meanwhile, the other survivor gets unhooked without worry, and can immediately get on a gen with their rescuer, putting only 1 survivor in a chase and 3 doing gens.

    Overall, against a true "Gen Rusher" team, very few killers can keep the pressure on the gens consistently enough while getting downs/hooks, in order to put a stop to it. So when that "Dying inside" feeling hits right after 3-4 gens pop earlier than expected, there's not much the killer can do to gain pressure that survivors won't find "scummy". Quite honestly, they should've known their actions directly correlate with the killers change in tactics, so I feel there's no reason to begrudge a killer for having to resort to using them when the survivors knowingly created the situation for it in the first place.

    TL;DR

    Gen Rushing Survivors should be prepared to "Reap what you sow", because it causes most killers to have to play "scummy" by using tactics like camping and tunneling in order to try and salvage the match. If anything... It's the survivors who shouldn't complain about it when their own "Gen rushing" tactics are directly responsible for causing the change in the killers tactics in the first place.

    Ah, the tired and mythical "gen rushing" excuse. For the last time . . . there is no such thing as gen rushing! You do not need to do totems, chests, heal, or even unhook to power the exit gates. You have to do gens and 5 of them at that. If they get done "too fast", it is because you are playing a killer that is weak or you engaged in a chase too long or you need to up your skills. There are plenty of killers and builds that are powerful enough to keep gens from getting done and there are wealth of slowdown perks. You can even combine slowdown perks or addons to increase the effectiveness.

    If a team of survivors finishes 5 gens, it's because that's how the game is designed. It's not "gen rushing."

    And don't reply with "well then I have to camp or tunnel." You do NOT. There are plenty of killers who get 4Ks, 3Ks, etc. without doing either of those things. They are NOT required to complete your objectives.

    Enough already.

  • Good effort.

    Good casting, acting and production.

    A couple nitpick recommendations if you continue to make films in this series:

    • Have David cut his hair or pull it back into a pony at least. It's hard to tell the difference between him and Ace.
    • I would go with color. Black and white is cool but it makes it even harder to distinguish between the characters
    • Start wide in your shots and then move to close-ups. When you start with close-ups it's very jarring when suddenly we find out there are others present. Set the scene with a wide and move in as things intensify.

    But again, great job. Keep on going. I'm excited to see what comes next!

  • @Zeus said:

    This should stay in the game. He's obsession so his aura should be visible. It's fine now. Mori's are weak anyways..this is a good buff to them.

    Are you out of your mind? Moris are OP. They allow killers to skip literally 2 hooks per survivor. They need a rework and are worse than keys (as keys do not allow skipping so many parts of the match).

  • OP - Before you say 1 word about SWF, you need to go play as a survivor in the public official DBD discord for a whole day. Move from group to group and try it out. After that experience, you will see that your issues are not due to SWF.

    SWF groups are the minority. Those that are toxic and bully players are a minority within that minority.

    The survivor build you cite seems super common but it is not. Again, play all of those games and you'll see that there's more variation than you realize.

    The world looks the way it looks to you because you are playing killer so every game seems like it represents "all games," but it doesn't. The common denominator in those games is YOU. There may be something you are doing wrong or could improve on. Yes, there may be things about the perks survivors are running that need to be changed, but it isn't SWF. I think if you do the research I suggested above, you will see that for yourself.

  • OP I agree with you.

    I do think some folks get to higher ranks due to being carried in friends' (or public) SWFs.

    I also think some get higher due to playing a LOT.

    But, the majority I think get to the rank they get to from how they play.

  • Depends on what you mean by "enjoy" . . .

    If you mean to play on as survivor:

    1. Fractured Cowshed on Coldwind
    2. Other Coldwind maps
    3. Lery's (unless there are a bunch of hex totems that need cleansing)
    4. The saloon
    5. Springwood maps

    If you mean aesthetically:

    1. Middlewich
    2. Saloon

    I do think the Hawkins map needs a serious rework. Everything looks the same on it.

    I also think Shelter Woods has got to be redone or removed. It's just one big dead zone in the middle.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516284#Comment_1516284

    If you had read my previous posts, you'd see that I never said the egc should start earlier or when the gens are done. I simply asked for a regression on the exit gate so it wouldn't be a permanent 1 tap.

    There are other issues with the endgame like the exit gates can be too close together but should we also ignore that because "it's fine".

    Again, the regression is not necessary. If the gate is 99ed, the survivors could have left any way. If anything, the killer gets more time to kill them because they hung around instead of going straight out.

    While I think the gates spawning too close together is an issue, if you read my posts, you'll see that I'm not calling for that to be fixed. I'm simply mentioning it of how that + EGC are already killer-sided. Regressing the gates would be yet another endgame thing that is killer-sided. It's too killer-sided as it is. No need to increase it.

    Now, if you want to talk about creating a new perk that does it. That would be fine. At least they'd be giving up a perk slot to make that happen (just like Remember Me and Blood Warden do).

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516174#Comment_1516174

    Adding LOL to your "argument" does not make it a good one. Whether you like it or not the exit gate is an objective in the game.

    And once again your argument is a bad one and instead of explaining yourself and giving me a why...you disregard it again.

    So I'll ask you again, why isn't it needed?

    Because the end of the game is fine as it stands. There is no need to lengthen it. EGC was added to shorten it. Adding a needless timer would needlessly lengthen it and for what? To prop up a killer who obviously sucked? No thanks. Maybe stop trying to prop up this bad idea and come up with a better one. And I'm adding LOL because your responses continue to be laughable (like the original idea).

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515375#Comment_1515375

    This argument that its not needed just because is simply a bad one. A why would be nice to add so the discussion can go forward.

    The exit gates are pointless the way that they are now. They might as well be one tap to begin with or just disappear to when the gens are done.

    LOL. So now you admit it's an argument but in your OPINION it's a bad one. Lovely. No point in arguing with anyone who is so silly.

    At any rate, EGC didn't used to exist. Originally, the gates could remained closed or opened for as long as desired. Now they do have a clock on them once either side has opened them. That is sufficient. The gates are not meant to be exciting. They are meant to facilitate an exit (or a kill in the case of Blood Warden). If you're looking for action and excitement in every part of the game, maybe play a different game? LOL.

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515082#Comment_1515082

    And there it is- my point proven. Go troll someone else. You can't come up with a coherent counter argument, so you devolve to the 'git gud' trope? Your post screams," Oh no, I'm a Survivor main and I don't want things to get easier for the KiLleR!!!!"

    It's all this damn handholding nonsense that lets Survivors feel entitled to act smug and do stupid crap like teabag killers at exit gates.

    You are just a special flower aren't you? My argument is that it is NOT needed. We do not need regressing doors for any reason other than to appease baby killers like you who can't figure out how to get good. How can you be so unable to understand that that is a valid argument? Oh, I know. It doesn't suit your "reality" that you're actually a good killer who keeps losing because of 99'ed doors. Lamest excuse ever. Keep working on it bud. LOL.

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509138#Comment_1509138

    Any time a post starts with,"I can't believe I have to make this", you know it's about to be an nonsensical 'I know better' diatribe.

    So how about stepping outside your myopic view and listening? The force out countdown is situational AT BEST. Yes, some perks work with it, but it's a newer mechanic that only really had Freddie's perks in mind. As the game is currently still VERY Survivor sided, it should absolutely be scaled more towards Killers in this regard. If WE open the gate, the other should lock down, leaving only the hatch and the opened gate. It would create the sense of pressure lost by gen-rushing, as well as create a deeper sense of urgency to open the door and prevent the '99' mentality that Red ranks slip into as a tactic.

    It should also degrade over time if left unfinished, so that it's not used as a means to juke the killer. WAY to often Survivors 99 it, and the killer nearly stops them from getting out only for them to hit it and get out, but then sit there teabagging as if they did something worthy of being so smug. The ONLY thing you're trying to do here is preserve this absurd notion that Survivors should have ANY sense of control in a game where they're the prey being hunted.

    No wonder it's so boring for them. It lacks any discernable challenge with nearly zero sense of fear or suspense.

    LOL. How about you realize that it's NOT needed? You just want it to assist in some failures of your own play. You're so attached to an idea that is truly not needed. Get gud already and post something worth reading. Thanks!

  • @Wylesong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1510642#Comment_1510642

    Not being mean I love Solo que and never complain and agree that players need to improve their skill. I also have to say using mics and letting each other know where the killer is and not needing to equip perks like Kindred and Dark Sense and Spine Chill, and so many more and being able to equip more useful perks is not skill. I also want to say before the rest of my post that I have played SWF and was not a fan for many reasons but the main one was the lack of needing to really use skill. I mean if my friend said the killer is here I knew for a while I was safe until they said I lost vision. Then I had to look and watch unlike solo ques who have to rely on their skill and eyes and ears to always watch because they don't get this feedback.

    Don't you think it takes more skill to play the game the way it was designed and learn that way over finding a way to in a sense break the system so all survivors start built with all vision perks (Comms)? I mean the one reason I do not play on comms or mics and I have tried, is because I feel then the skill level need drops because it becomes a game of knowing where the killer is most the time. Then being able to simply communicate every next step then actually relying on SKILL to look and watch your own area.

    Overall I agree with your one thing that yes everytime a killer has a horrible game they assume SWF but your thing about survivors blaming SWF for their lack of skill confuses me. I mean the only thing I see solo que survivors blame SWF for is making things like Keys and Perks look OP that we do not use in solo que because we cannot abuse like these things get abused in SWF. I mean DS and BT are or were at least very used and abused in SWF and keys in SWF were scary and OP and normally ended with a 3 or 4 survivor escape. In a solo que none of that happens and it is not a lack of skill but the lack of communication unlike in SWF were you can tell your team things like, jumping in the locker gonna use my DS or I found the hatch and tell your entire team to come over and escape.

    Anyway I hope you have a great day and I hope this new Matchmaking system treats you well. Live long and prosper Nano Nano!!

    I hear you.

    Actually, SWF does take quite a bit of skill. In fact, it takes different skills.

    Communicating is not everyone's best skill. If you are playing in public SWFs, you never know what you're going to get. You could get someone who doesn't talk, someone with a heavy accent, someone brand new to the game, or even a know-it-all. It is a real mixed bag.

    When you are with an unfamiliar group, you have added pressure of performing well for them. That doesn't exist in solo. You also have the peer pressure to do exactly what they want or to deal with their sharp personalities.

    To assume that every SWF is a well oiled machine and has great advantages due to not having to use Kindred, etc., is not really representative of how it goes. Sure, maybe a minority of SWFs that only play with their set team every week might be represented, but I just don't think that's common. People fall in and out of this game. It's hard to get people to play consistently, so the advantages of the SWF are often compensated for by the quality of the folks in that group and the new challenges that come with communication.

    I appreciate that you have played SWF and didn't outright attack it without experience, but you might want to try a refresher. It's actually become even more frustrating with the requirement of adding friends first. Quite often you get to play 2 matches per hour with how long it takes to get things off the ground.

    And, to add to the above, if a killer manages to kill off 1 or 2, you lose a lot of the advantages you mentioned in your post as you have far fewer eyes on the killer. Yes, you have spectate, but it doesn't provide the same level of information of having another player in the game.

  • People who call for an end to SWF (or a nerf to it) are just bad killers (or survivors) who haven't spent any amount of time playing SWF.

    SWF is a minority. Toxic bullying SWFs are a minority within that minority.

    Anybody who wants to criticize SWF needs to spend an entire day playing in SWF on the public official DBD discord in various SWFs and then come back here and complain (if they still want to).

    The problem is that killers and solo survivors would rather blame SWF or something about the game than improve their skills.

  • People who call for an end to SWF (or a nerf to it) are just bad killers who haven't spent any amount of time playing SWF.

    SWF is a minority. Toxic bullying SWFs are a minority within that minority.

    Anybody who wants to criticize SWF needs to spend an entire day playing in SWF on the public official DBD discord in various SWFs and then come back here and complain (if they still want to).

    I guarantee they will feel differently after actually experiencing.

    SWFs actually have only a few advantages (knowing who the killer is more quickly, coordinating saves and other actions, and that's pretty much it).

    The problem is that killers would rather blame SWF or something about the game than improve their skills or switch killers.

  • No I didn't. I said it's not needed and I don't want it in the game, so it's irrelevant how distant the gates are in considering it.

  • @ermsy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1509138#Comment_1509138

    But if the gates were far apart then the regression would be acceptable yes?

    I don't think regression is needed at all. It's only killers who suck that need help with it honestly. Play a full day as survivor and you'll see that it doesn't come down to a 99 door very much. In fact, if it does, it's most likely survivors who died from not opening it all the way.

  • As I've said many times, gen rush does not actually exist. Survivors must do gens to either escape or power the gates or both. There are no other objectives required. You don't have to do totems, heal, unhook, or search chests unless you want to.

    The killer mains around love to blame everything for their failures. They're on here every day with a new thread trying to get something nerfed or "removed from the game" instead of looking inward.

    I challenge any killer with a complaint to go play for an entire day as a survivor (either SWF or solo) and count how many times whatever the "excuse" is occurred. If it happens 40% or more of the time, then you can create a thread. Otherwise, recognize that the common denominator in all of your killer matches is you and perhaps you just need to get good or switch killers or play survivor or play something else.

  • The only way hours could or should be used is if it uses hours played AS KILLER for killer matches and hours played AS SURVIVOR for survivor matches. Otherwise, you could have someone who has barely played one or the other getting seriously screwed based on their hours. I doubt BHVR tracks that level of detail on the hours. If it does, it could work. If not, hell no.

  • @Bellysmacker said:

    https://forum.deadbydaylight.com/en/discussion/comment/1498368#Comment_1498368

    Not sure how long you have been playing this game but when the game was released, you didn't even have to hook to mori. Just down then and mori. Your statement that nothing has been changed isn't completely accurate. I dislike moris as well. The topic we were discussing however was keys. I don't know why people always have to do a comparison. Moris and keys are both broken.

    I've been playing for over 3 years. Well, then I'll amend my statement to they haven't been changed in a long time.

    People always bring them up together, even though moris allowing skipping of 2 hooks per survivor and hatch only allows skipping of gate (and must have spawned first). I don't see them as the same since moris are far more skipping of time than keys.

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1507172#Comment_1507172

    You're right. It's DOESN'T make sense to open a gate, giving them a pass by taking away the time it takes to open it by themselves, leaving them to freely run, or go to the other gate for fear of blood warden. Unless you play remember me and blood warden every match JUST to account for that when there are so many better perks that should ensure it never gets that far, it's just not worth it.

    I can't believe I have to explain this, but here goes . . .

    When a gate is 99, you have two options . . .

    1. Open it yourself so the countdown continues
    2. Don't open it, but know that the survivors can leave at any time anyway and now have unlimited time to do so.

    Either way, they can escape.

    If you don't want them 99ing it OR you have perks to benefit from the open gate, open it.

    If you don't want either of those, you can leave the door at 99 and take your chances to get more kills.

    Any changes would be too much killer-sided EGC given that it is already killer-sided (gates close together and limited time are killer-sided aspects).

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503598#Comment_1503598

    Sure. Just cut the wait out of the way for the Survivors and give them an easy out. 🙄

    That makes zero sense. If the gate is 99ed, then the survivors could have easily left anyway.

    If you are running a perk like Blood Warden, having it open is to your advantage. Either way, if it's open, the clock is ticking and they have to act fast.

  • I agree, but let me expound on your OP.

    If you are only playing solo queue or as killer, you MUST play for an entire day on the public official DBD discord server in various SWF groups before you come on here bashing (or even requesting nerfs to) SWF. SWF players are a minority and toxic ones are a minority within that minority. If you play as survivor one day through that on the public discord, you will see that plain as day. No need to call for nerfs until you go on there and experience it every match.

    If you are playing killer and ANYTHING is a problem for you, go play survivor for a day and see if that is problem in your matches. Like there's one thread complaining about the 99% of gates. Go play survivor all day and count on paper how many matches come down to a loss for the killer due to 99%ing the doors. You'll see that at most it's 1. So why would you call for a nerf on something that you encountered 1 time in a day full of research? Because killers have a habit of playing poorly and looking for something that needs to be nerfed or pointed at to explain their failures. They need to remember that the 1 common denominator in a day of killer play is them. When you come on here and ask for a nerf, you better have independently verified that it is indeed causes losses for killers across the board. Otherwise, look inward.

    Survivors -- do not come on here screaming for nerfs unless you have encountered issues repeatedly and asked other survivors if they have any counters or tips to deal with the issues. There are some things that don't have counters (such as Spirit + Stridor) and rightfully should be called out, but coming on here saying that they need to nerf a killer because you lost to him a couple times is not the way to go.

  • MMR is interesting to say the least. Red ranks are just miserable to play at for both sides I think. Now that MMR is working, you are more likely to get red ranks unless you smurf your survivor group, so every game is a sweaty mess. They really need to come up with a casual option or unranked or something. Then there's the lovely aura issue. :(

    OP I'd love to hear what specifically you don't like about solo queue at the moment. Can you elaborate?

    And before you say it will all be SWFs . . . you should know that that is messed up at the moment as well with having to add folks to your friend list in steam before you can invite them to a lobby. While that doesn't affect standing groups, it does impact new ones. You spend 15-20 minutes getting people connected and then when you lose a team member, you have to start the process again. Lots of wasted time. 

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