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Tactrix

Tactrix

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Tactrix
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  • @MigrantTheGreat said:

    https://forum.deadbydaylight.com/en/discussion/335753/to-everyone-whos-rejoicing-this-patch

    This extremely funny!

    For the past 2yrs killers have felt like this. Now that the tables have been turned survivors are getting at taste of what it was like to be a killer within the past 2yrs and don't like it.

    I suggest you start playing killer since their are two roles.

    First a good chunk of the killers issues have been address for the past 2 years, second never EVER have killers had to deal with the entire game being completely 1 sided. It was survivor sided sure, but even at the worst it's ever been it was never to where no killer couldn't get a 4k 9/10 games. Right now 9/10 solo Q games are a loss. Not because survivors are bad, but purely because it's made the time delay for getting 5 gens so long that to get all 5 takes a small miracle, not to mention a giant map. Because for example on a map like silent hill, good luck.

  • Only by senior veteran players, but considering I started playing this game in 2021 they really wouldn't have a leg to stand on.

  • @Aven_Fallen said:

    Those who are happy now will complain when BHVR nerfs Killers or some Perks. And then claim that they nerf Killers all the time, when the ratio between Survivor Nerfs and Killer Nerfs is completely different.

    Heck, I expect some Nerfs to Nurse and Blight and I think that they are part of the Tome to provide more Data after the Patch. And if this happens, those who are now rejoicing will simply forget this Patch and pretend it never happened.

    But personally, the lack of complaints on the Killers Side in this Forum shows that the Devs probably went a bit too far with increasing Killrates. Sometimes it was pretty clear that the respective OPs were really struggling with playing Killer, but if even those people now have good results, it will most likely be a bit too easy as Killer.

    (And IMO, it is too easy currently... Maybe it will be different in a week, but so far there was not much sweat involved for me to get 4Ks... Even with Killers like Trapper or Myers)

    I don't want them to nerf killers. I want them to keep killers exactly as they are, I want them to change all the hooks in the game to act the same way that cage of atonement does. And at the same time remove ALL camping and tunneling perks from the game. That way killers can't tunnel or camp, and survivors will have no perks that are toxic towards killers who can't do the things they were designed for.

    Think about it, if when you hooked someone they disappeared and appeared at a random place on the map, the only people you would have to blame if they didn't get unhooked fast enough is other survivors.

  • @lauraa said:

    Lmao us killers had to deal with Boil Over and COH. A lot of us jumped to survivor but we didnt need to resort to AI killers.

    What I'm getting at is...you guys will be fine.

    I myself am enjoying my time on both sides. A few games have been terrible but I'm not seeing the kind of bull that people were pulling when Boil Over came out.

    I remember that boil over, it was completely broken. You couldn't carry a survivor for more than 4 seconds before they jumped off. I hope they learned their lesson from that, because that was just bonkers.

  • @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076380#Comment_3076380

    I dunno... with how good Botany is without penalty (aside health kit efficiency) as well as desperate measures it just doesn't seem worth it. I'm glad some people find it fun though.

    The penalty only applies to items, autodidact only activates without using items, so you get no penalty all you get is a 50% extra healing increase. On top of however many stacks of autodidact you get.

  • @Slowpeach said:

    I think you need to run it with a medkit though because there's been a few times where a heal was not completed because of autodidact which in turn resulted in someone getting killed.

    It 'is' a fun perk I just kinda wish it was 0%/10%/20%/30%/40%/50% instead of being initially a negative.

    They made it negative because it becomes so OP, after you hit max you can basically 1 skill check heal people.

  • You think autodidact is fun? Let me tell ya, pair it with Botany Knowledge, it will blow your mind how fast your healing becomes.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3076086#Comment_3076086

    Some of those reworked perks are stronger than you may be giving them credit for.

    I can agree that Thana Legion is a Domino's Pizza Order killer, at least :P

    Oh I have no doubt that there are more than few reworks designed to speed up some gens. Although I'm not sure they're up to the level of speed we're dealing with at the moment.

  • @Raccoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075997#Comment_3075997

    I'm talking about PT/Resilience/Deja Vu/etc + Toolbox builds that are currently 'the hotness' (also helps prevent 3-gens....which are HUGE for killers, atm). Yes, people are switching to Deja Vu (which I do not have unlocked T_T).

    As generator times were increased, people obviously adjusted their gameplay to accomodate/finish them as fast as possible.

    Well, in my games, at least.

    This is not a complaint, I'm having fun on both sides - It's just a correction to your statement.

    People are already adjusting to the increased gen times.

    If you're referring to the fact that there are perks and items to speed up gens, that's not new, that's always been a thing. Have they been slightly reworked sure, but not enough to offset the amount of time that we have naturally tacked on. Because you realize that now it's not just 10 extra seconds, it's 10 seconds per gen AND the % slow from the slow gen perks, because the slow gen killer perks aren't based on a flat time, they're based on a %.

    As an example I was playing against a Thanatohobia perked killer and dear god and heaven did that take forever. FOREVER. I could have ordered a pizza and gotten it before that gen got done.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075554#Comment_3075554

    This. New players are going to get destroyed no matter what balance exists. DBD is too goofy for people to be successful at right away. Bhvr needs to do more teaching with their tutorials beyond… press button to vault window. Balance changes hardly matter for this crowd

    It's not a player problem, its a company problem. The player base has been telling them since day 1 about gen rushing, camping and tunneling. They don't care, even Otz who they listen to played this patch in PTB and told them flat out "I went through these changes and some of them are ok but they say they're gonna address the tunneling and camping, and they didn't address it at all." Because the didn't. They said they would, but they didn't actually do it.

  • @foxsansbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075503#Comment_3075503

    We do. This forum has this conversation literally every time there's a patch. This time it's not special, either.

    I'm sure it does, however this is the only time I've ever seen them address one of the main 3 issues without addressing the other 2 in any way.

  • @Raccoon said:

    Gen Rushing is literally the meta, atm.

    Gen Rushing is literally impossible right now. So I have no idea what you're even talking about.

  • @ad19970 said:

    Not sure how bad it will become, but yes, I expect killer queue times to also become longer in the next weeks. I doubt that a huge amount of people will leave this game, but enough to definitely be noticeable.

    They will 100% have to do something against tunneling and camping. There is no way around it.

    I agree. And the people who don't quit will just play a lot less, that's one of those changes that people don't talk about very often, but it's actually a much worse one. Because like I've played enough to where I won't quit, but you won't see me putting in like even an hour a day in this game anymore. Because it's just not worth it. When the ratio of aggravation is so much higher than fun, it's not worth investing any real time in anymore.

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075717#Comment_3075717

    It is. You are just too noob, playing against kids or 0 rank people sure looks easy... for now. Maybe you have faced people doing achievements and not playing to win. I can also do the authority falacy.

    Play against Discord coordinated friends, that´s a separate story.

    I'm a noob? I have over 1500 hours in this game, and 124/203 achievements. Don't mistake your lack of knowledge for anyone else.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075701#Comment_3075701

    "Fun" is relative. The problem here is that some of us define fun in a set way and assume everyone else does as well.

    It's primarily because you are a veteran you are finding these changes to be unfun. Your "fun" baseline is something else, and tactics you have historically used to combat killers aren't going work as well, so you feel like there aren't any. You feel like you have been disarmed, but that is not an experience new players will share. New players will find their own way as they have after every other set of changes.

    Fun is relative to a degree, there is a standard for things are considered fun and not fun. That's the reason why ratings exists. The fun games are rated high, the unfun and boring ones aren't. You'll see how these changes shake out in a few weeks. It's not going to be a gradual drop off, it's going to be relatively quickly.

  • @jesterkind said:

    People are being too quick to judge.

    Give it time for them to figure out what builds they want to use and it'll settle back to having the same old problems, just slightly better off than before.

    It's not a build problem, its a tunneling and camping problem. The game before was broken but there was gen rush on the survivor side. Now there isn't. It just camping and tunneling with no gen rush. So killers will win most of the games.

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/335753/to-everyone-whos-rejoicing-this-patch

    Narrator: but that never happened, because the game is still Survivor sided, by far.

    It isn't, and if you think it is, you have no idea how to play.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075516#Comment_3075516

    New players won't know the difference. For anyone starting playing now, this will be normal for them.

    I started playing in 2019 and I am sure some changes were going on then that made parts of the player base mad, but I wouldn't know cause changes right when or before I started were not part of my experience. Likewise, players starting right around now aren't going to feel like some injustice is being done to them because what came before wasn't part of their experience.

    People can tell them, but ultimately that doesn't do much.

    The issue here is that people don't like change. A lot of people flat out can't cope with it, as we are seeing. But new players aren't feeling that change like established players are, and they won't.

    Here's the difference, even without feeling a change, the new players still play. Which means they will still have to have fun. But in a meta where you get destroyed every time because you have no real way to combat it nothing is fun. If I started playing DBD this patch, I wouldn't even get 10 games in before I quit and never came back. Because it's not even fun for veterans, never mind new players who get downed every 10 seconds because they don't know any better.

  • @impossibleodds said:

    How is tunneling and camping stronger now? DS sucks but OTR replaces it, everyone gets BT for free and a speed boost to boot.

    I'm not saying that there ISN'T a problem with tunneling and camping, but I don't see how it's gotten worse.

    It's gotten worse because the perks that were designed against it were nerfed into the ground on survivor side, meanwhile on killer side they didn't do anything to incentivise them to stop. They added some boosts to killers so everything they used to do, they still do, but now they do it easier. Meanwhile everything survivors used to do they can't do, which makes it much harder.

  • @MrMori said:

    Nobody seemed to give a ######### when killers quit during boons+DH+snowmen ruining gameplay for half the roster.

    And now you think WE will listen to THEM?

    I was a killer who told them repeatedly that boons were a bad idea and overpowered. And a lot of killers did quit specifically because of that change.

  • @Thusly_Boned said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075467#Comment_3075467

    People get mad and assume everyone else is just as mad, and because they want to quit that everyone else does as well. Nothing new here. And you're right, a few times a year something will change and people will say how it's the end of DBD because the player base won't stand for it, and yet here we still are.

    And some people will actually quit instead of posting about quitting, new players will come, the wheel will keep on turning.

    Only new players will quit even quicker now because first they don't get purple perks anymore, it takes 3 prestige levels to get there, so if anything they'll hate that. Second they don't know how to loop and between the killers being much stronger and not being able to play well they won't enjoy the experience. And finally last but not least even if they somehow manage to overcome the first 2 things the constantly getting camped and tunneled will demoralize them completely. So by all means keep telling yourself that it's "the same ol' thing". It isn't.

  • @Murgleïs said:

    Let’s see in a month if you were right about the queue time.

    The game is not broken, survivors did not quit when they had 15-20min+ queue due to the huge lack of killers (because the role was so trash nobody wanted to play it), despite the fact you only need 1 player on the killer side to start a game.

    You need to mourn dead hard, DS, get over it and learn the new meta. Or you can leave, that will help the queue time and I will finally be able to play survivor without waiting forever.

    Check back in a month.

  • @Hawk81584 said:

    I used to play 60-70 hours on average every 2 weeks I looked last night and it said 6. Not that me alone holds any evidence a decline in the game, my opinion of the game as a whole has declined to the point the desire to even open the game is more of a hassle than it’s worse. And to be even more honest coming to the forums is a complete drag on life, by far the most despressong environment on this planet

    I'm the same way, I used to play a ton, and after all their "patches" this game just isn't fun anymore.


  • @RichardCarter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3075294#Comment_3075294

    Oh for sure. Killers have been camping and tunneling much more often now because they basically have every reason to. It makes me wish that they didn't change the way Endurance works so that way Survivors can last longer during a tunnel situation like that. But I don't think that's a very popular opinion and I know why that wouldn't be a good idea as well.

    It's not even about any 1 perk, it's just the fact that they actively go out of their way to NEVER punish killers for tunneling and camping. They design this game specifically to incentivize them to keep doing it. So of course they're going to do it. And this has been a standing issue from the very beginning, if you look through the update timeline the "balance" of this game just comes down to how well 1 side can avoid tunneling and camping or the other side can tunnel and camp.

    And also there have always been 3 main complaints about this game.

    1) Gen rushing

    2) Tunneling

    3) Camping

    Notice how #1 has been addressed, but #2 and #3 have not. Why? Because the #1 was a survivor benefit, and #2 and #3 were killer benefits.

  • The issue is that these changes would have worked had they addressed the biggest problems which were tunneling and camping. But they didn't. They claimed they did but even in beta absolutely everyone told them repeatedly that their "solutions" to those things didn't work. They didn't work as intended. And as a result this entire meta is killers being much more powerful. I play solo Q on both sides, and let me tell you the killers feel MUCH stronger now, and the survivors are getting creamed easily, it's not even close to balanced. At least not as closed to balanced as it was before this patch.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858804#Comment_2858804

    And you are asking to make queue times really long as people lobby dodge to get paired with their friends or people stop play altogether because there are other games that allow people to queue up with friends.

    You can't solve a problem by adding different problems.

    But you can continue to act as some gatekeeper who think people shouldn't be allowed to play with their friends. There's nothing more to add to someone who wants to act like a brick wall.

    Umm Que times are longer for SWFs than they are for solo Q, and I know this because I tested it, every single time we went into SWFs even with 4 people it took at least double the time than it takes for solo Q. So the only one trying to add different problems is you.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/314980/compromise-to-make-the-game-play-better

    You can't remove SWF because if you do then all the SWF people will be sad and they'll quit and the game will die.

    Please ignore the game bleeding players caused by bad balance such as allowing SWF.

    If anyone quits this game over SWF then they weren't gonna stick around either way. And despite what people like to think this game is not losing players. In fact it's numbers keep going up.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858790#Comment_2858790

    Hence why the devs are looking at giving solo survivors more tools to communicate rather than removing SWF.

    Then pay attention to where the basement is and don't let yourself get downed close to it.

    That won't solve anything, it will only compound the problem. Solo survivors playing better isn't even an issue. I play solo survivor and win most of my games in rank 1. Solo survivors are not weak and don't need more tools. SWFs simply need to be removed for balance because their existence ruins any chance at balance and any chance at getting proper untainted MMR stats.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858562#Comment_2858562

    DBD -is- a bad game though. There's a solid concept, but it's buried underneath some really bad design decisions that are accumulating more and more strain on the playerbase's enjoyment.

    And no, removing swiffers is not a step in the right direction.

    I agree with the first part, but SWFs are absolutely part of the problem. It's in the game design. If this were a game where people naturally communicated that would be one thing. But half the concept is that there is a fundamental lack of communication between survivors.

  • Why not? Killer shack isn't guaranteed a basement even right now, and yet it's still a good loop.

  • @Crowman said:

    Removing SWF would hurt the game far more than it would help. If people want to play with their friends, they'll just lobby dodge until they end up in a lobby together assuming they don't just move on to a different game that supports queueing up together.

    Survivors have access to strong tiles on every map, so it's only fair killers get a strong tile too.

    SWF hurts the balance indefinitely, even with competent devs(which we don't have), there's no way around the overwhelming advantage that survivors have on coms. And this has been proven repeatedly in tournaments. Even the best killers in the world agree that SWFs simply give too much of an unfair advantage.

    And as far as strong tiles are concerned, basement isn't a strong tile, it's a graveyard.

  • A jungle has some loop potential but in a corner where the killer shack usually sits you need something larger for a really good loop, plus a good deal of the time it blocks the line of sight for the escape doors, and that's also another thing it adds to the level.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858757#Comment_2858757

    Okay.

    You aren't arguing in good faith. I apologize for falling for the bait.

    I'mma head out

    I'm arguing in completely good faith, you just haven't presented any sound arguments, and don't like the fact that I have.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858747#Comment_2858747

    Main structure is simply broken, maybe that as well be removed because we gonna remove basement.

    If we fix it, there is no reason to keep it neither.

    The reason to keep it is because it's one of the central divides, in this game one of the main components is how they divide up each level to be just challenging enough to be loopable, but not so challenging to where survivors can loop forever.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858736#Comment_2858736

    I'm going to respectfully ask that you check your biases.

    Nobody has agreed with you. What you've proposed has been shown and demonstrated to be a terrible idea. If you actualIy want to improve the game, you need to go back to the drawing board.

    A bunch of people who haven't made a single valid point to dispute mine don't actually make a collective of suggestions that amount to anything. The only thing I've seen on this thread is the following.

    "it will kill the game because it will ruin pvp" - it won't because the pvp aspect has never depended on SWF and still doesn't.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858737#Comment_2858737

    Because killer shack is extremely survivor-sided strong structure, it's only balanced with basement countermeasure.

    Now it doesn't exist anymore, we have to remove it.

    It's not like every killer is a trapper, you may not know it but it's a fact.

    It could be adjusted to be less survivor friendly, but there's no need to remove it outright. And bare in mind there are places far more survivor friendly on every map, like the ship, or the giant house.

  • @humanbeing1704 said:

    Removing swf would effectively kill the game dead by daylight has really been known for the past 5 years as that cool multiplayer horror game with horrible balancing

    No, it would only kill the ability for survivors to overwhelmingly cheat in the game, which wouldn't kill much of anything. It would only balance the game more.

  • @fulltonon said:

    Get rid of basement? then we have to get rid of killer shack too.

    Why? The killer shack is still a place to have both as a loop spot, and a trap spot, it works perfectly well even when the basement doesn't appear there.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858672#Comment_2858672

    Multiplayer is multiplayer. If this game gets rid of being able to play with your friends, it will die. So, if you want to kill it, be my guest.

    Also, the Devs have literally said that SWF is an intended feature.

    Umm SWF isn't the only pvp aspect of this game, it isn't even a main aspect of pvp. It's not pvp at all. The pvp part is players vs killer. The players playing together has nothing to do with the pvp aspect of the game.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858688#Comment_2858688

    Listen I don't believe BHVR is the most well informed dev team when it comes to matters of balance and the like but they want SWF to be a thing and so it is. There's no changing that in my eyes. All you achieve by removing the feature is alienate people who like to play with friends (which isn't always 4 people as well remember). Alienation that doesn't make the game any better as a result either.

    Like I said, coordinating perks is a feature that should be in the base game like DBD mobile. We can see what items we all have (Which yes I know is crucial information for killers too), why not perks as well?

    To me, Comms is definitively what makes SWF potentially problematic to balance, take old object for example. Stuff like that. I'm not putting blind faith in BHVR or anything I just don't fully believe the solution to a problem is alienating people just playing the game. That's what SWFs are at the end of the day

    Yes they can be annoying, unbalanced gremlins who stack the game in their favour - the tools for them to do that exist in the game. Map offerings, perks and so on.

    But then you've got two people who just play the game together for fun, I don't see how that's such a big problem y'know?

    The problem isn't the amount of people who play together, it's the fact that if you have SWF there's no way to prevent coms, there just isn't. The feature of having more than 1 person, guarantees that those people can find a way to communicate. By removing SWF you eliminate that possibility.

  • @Brokenbones said:

    I don't mean to be rude or anything but to come out and say "Swfs were never meant to be in this game" despite the fact the developers of the game made the conscious decision to make it a thing and have stated so multiple times is a silly statement to make if you ask me.

    You're conflating 'SWF' with 'SWF on external voice comms'.

    It's important to make that distinction because the way SWFing works in the game is fine and doesn't change anything about the game or how it's played, it's the external voice communication and coordination aspect of the game that changes it which and let's be reasonable here, is completely out of BHVRs control.

    You can play a SWF without voice comms and outside of maybe knowing what perks each other are running (Which is a base game feature in dbd mobile btw) it doesn't factor into how a match plays out.

    People playing with their friends isn't the problem and it never has been

    The problem is the fact that playing with friends provides crucial information needed for coordination that puts them leagues above a team of 4 solos.

    A lot of mistakes made in solo q are typically made due to either lack of information or lack of game sense, both of which are compensated with voice comms because you can actually yell at that meg and go "Hey stop walking and get on a gen" (This is a joke, don't be mean to ur buddies).

    Also a really dumb petty joke I wanted to make - Chris Redfield has an earpiece. I guess he's the only survivor canonically allowed to use discord

    To say that the devs judgement is the determining factor would be to state the devs know what they're doing. And if you look around both these forums and all the other game forums for this game you'll see, that they clearly don't. The second point of your argument is that SWFs are only a problem while on coms, which is not true. Any half way decent SWF will coordinate their perks before they even join que, that way they can optimize and get the most out of their team. And yes coms are a huge issue, but there's literally no way around it short of removing SWFs, because with SWFs in the game there will always be a way to use coms. Which is why my position is they must go.

    I like your joke, Chris Redfield may keep his com, but not the SWF that goes with it. 😋

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858672#Comment_2858672

    A better solution, to my mind, would be to do what...basically all other team games with an MMR matchmaking system does.

    Essentially, you get a scaling multiplier to your MMR when grouped up. Say, 1.1x for a 2man, 1.3x for a 3man and 1.5x for a 4man to offset in the increased communication by giving you a stronger opponent.

    But the multiplier makes no difference if you lose, which you will most of the time if they communicate. The way MMR works right now is its based around 2 very specific principles. Either you die in which case the survivor loses, or you escape, in which case the survivor wins. Now of course there are other points to calculate for a bunch of stuff, but those are the only 2 that truly register. And with respect to that having communication greatly increases your chances of escape as survivor.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/314980/compromise-to-make-the-game-play-better

    Eh.

    The issue isn't SWF. People...want to play with friends.

    The issue is that SWFs do not get any sort of matchmaking adjustment, which is sort of the industry standard - leading to some very lopsided games.

    FYI, you can disable postgame and pregame chat with a single click. I generally have it turned off, and only enable it if I want to say something.

    The basement is fine. It's designed to be a death trap. If it feels like you're going to go down, don't let it happen near the basement.

    SWFs have no adjustment because there's no way to adjust them. I had a post where I went into this at some length when it came to MMR ratings and SWFs, but the issue is there's no real way to adjust for an outside factor, because you'd have to not only adjust for people playing together, but also the high probability of them playing on coms, which it's impossible to adjust to. Because if the players can speak to each other then most of your vision perks are unnecessary. It's skews the entire game. Which is why SWFs must be removed. There is no true compensator for them. The game chat has to be removed in that instance otherwise people would use it as a discord end around to the SWF removal, and the basement removal is a balance to the removal of SWF and chat.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858562#Comment_2858562

    News flash.

    The ability to play with your friends is the only thing keeping a lot of games alive. That's kind of the whole premise of MULTIplayer games. I know a lot of people, myself included, that only play DBD because of our friends.

    All of your suggestions are commonly expressed by newer players. I can give you some tips and tricks to better deal with certain situations, if you like.

    I'm not a new player, and I personally have not experienced issues with SWFs, I'm simply stating what I know would be a vast improvement to a very dismal aspect of this game. And btw this isn't a standard pvp game, this is an asymmetric pvp, it's quite a bit different. And furthermore the way this game was designed it wasn't setup for playing with friends. Which is why you don't start out with 4 survivors from the same town or even the same horror story, they're designed to be loners with a common goal, not 4 friends trying to beat 1 enemy.

  • @Pulsar said:

    Imagine suggesting something that would kill the game instantly.

    Removing people's ability to play with their friends would destroy this game.

    If that is the only thing keeping this game alive, then it's a bad game, flat out. Because what you've just stated is that a mode that is inherently designed to circumvent standard play is the only thing keeping this game alive.

  • @danielmaster87 said:

    SWF can't be removed. Having the ability to play with friends and then having it taken away would be outrageous. SWFs get an unfair advantage, but removing it entirely is a bad idea.

    Chat is chat. Just don't look at it, or block messages if you're on console.

    Basement is probably the only area on any given map where the killer has some amount of guaranteed power. You can't take that away. Not only is it a central part of the game (since the beginning, unlike hatch), but we need more than 2 killers to be viable before we even think about encroaching on one of the few innate advantages killers have.

    First SWF is a mode, it can absolutely be taken away, as you have stated it is entirely unfair, and as such should be removed on principle. Chat removal has to come with the removal of SWF because if you remove SWF but not chat they can simply link their discord in chat circumventing it's removal, hence chat must go.

    Basement is an unfair advantage for the killer, just like SWF is an unfair advantage for the player, ergo it's only fair that it has to go.

  • @Cramps said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846835#Comment_2846835

    You report them at the end of the match then go to https://support.deadbydaylight.com/hc/en-us/requests/new to submit additional information.

    I don't know of any game developers who request that you report people publicly on a forum, that would just be a recipe for disaster.

    Good to know.

  • @Cramps said:

    Some people are far too quick to accuse others of hacking. This will have been a White Glyph challenge and you're posting their info on a forum accusing them of hacking.

    The sensible thing to ask would be "is it possible to get x amount of bloodpoints as survivor, if so, how?" - at the very least Google it and you'll find this exact same topic / question regarding the White Glyph challenge popping up all over the place.

    Edit: It's also worth mentioning that even if you think someone IS hacking, you should blur out their names. Naming and shaming isn't allowed. If you believe you've faced a hacker, send a report through the proper channel and it will be investigated.

    What are the proper channels, because initially I was looking for a hack report forum but I couldn't find one.

  • @ChiSoxFan11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846690#Comment_2846690

    The Endgame screen? I can confirm it does. I've also had someone escape against me while playing killer top the 50,000 mark on the Endgame screen, and I thought the same initially (possible hacker) until someone pointed out the Glyph challenge.

    Hmm that's interesting.

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