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Tactrix

Tactrix

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Tactrix
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  • @Onykron said:

    I would really advice BHVR to add the " Verbal abuse" tag to the ESRB ratting for this game, its pretty much the only purpose end game chat has.

    I honestly see no point in chat in this game at all.

  • @van9684 said:

    https://forum.deadbydaylight.com/en/discussion/259021/rant-why-this-game-is-unfun

    Not true. They balance it for the red ranks mostly. You see rank 18 killers getting 4K and it doesn’t stop until red ranks where killers have to start trying.

    the 4K ratio is over 70% right now which is grossly killer favored. If you don’t learn to loop and put hours upon hours in as survivor, you’re basically a sitting duck. Red rank survivors have spent hours getting decent and killers hate it. That is the issue with the game.

    That's one of the issues.

  • @gammatsunami said:

    Im sick of keys.

    I work my ass off, destroy the survivors with hard work, and they just leave because they came with a key, map and offering for killer shack hatch and escape.

    That's very true, it's another one of those boring mechanics that ruin the game for killers. Especially when you work so hard to get everyone and then at the last second they just escape down a hatch.

  • @kingbojenbo said:

    https://forum.deadbydaylight.com/en/discussion/259021/rant-why-this-game-is-unfun

    You threw me off on the gen rushing. Completing gens is how you win as a survivor. I wish there were more objectives for survivors but that's all there is. Aside from that, I agree.

    That's exactly what I told the devs, instead of 7 immobile gens which are boring AF for everyone, they should make 7 mobile rotating objectives.

  • @Daisymoon87 said:

    I really hate games that end within the first five minutes on both sides. I like a game that lasts...a game that's intense and fun.

    I was a 17 rank killer before reset even though I play killer like once in a blue moon and barely ever get kills...and I've been ranked with red, purple and green ranks. They made me cry, so I get what you mean. That does suck.

    Exactly, and the sad part is, this entire issue is 100% within the control of the devs, I've even made a thread or 2 on specifically how to deal with each of these issues, but they just don't give a damn.

  • @TheGorgon said:

    Hamilton was my one and only generic (no add-ons) zombie that served. I had to give him the honor of the undead. He deserves a skin

    It's true, he does. He was fantastic at his job.

  • @DemonDaddy said:

    Using the Skins of dead Survivors would be cool. Great way to showcase personal customization and would be entertaining to watch yourself coming at teammates while spectating.

    I completely agree.

  • @yobuddd said:

    Ooooooh! You know how Bubba can wear new faces if he kills enough of a certain survivor? What if we did the same thing with zombies!?

    Raise Blendette and Dweet from the grave to hunt down their former allies! Wooooo!

    (Never trust the Neas tho...)

    I agree, great idea!

  • @tolore said:

    yeah, sweet home survive looks neat too, though pretty different in a lot of ways. I hope the genre grows and all the games can learn from eachother.

    I play SHS and that will be a better game once it's completely flushed out, I give it a year, maybe 2. The thing they did right with that game is they actually gave you recourse against the killer, that way it doesn't feel completely one sided.

  • @tolore said:

    Sure I absolutely agree on that, this game has no real competition yet. But you can't make claims the game is dying, and not only that that data SUPPORTS that dying, when all data says this is probably the biggest the game has ever been, and it's getting bigger. Not saying the game is perfect either, and i think discouraging camping(the right way) is super important.

    There's a game I'm waiting on right now on steam, it's called "a way to be dead", it looks promising.

  • @tolore said:

    https://forum.deadbydaylight.com/en/discussion/comment/2215421#Comment_2215421

    It's basically impossible to look at that graph and see it trending downwards without sever cherry picking. it trended up from beggining of 2017 until august 2018. then it trended down until February, then had a huge spike, then a dip, that still left it higher than it was. Then trended upwards until september. Then there was a dip until february. Right now we are on a HUGE upswing, that started around all kill, and looks like that upswing is not going to stop anytime soon, since RE is up in 3 weeks.

    The game was trending up for years before quarantine, it's been trending up during quarantine, we are currently, right now, at a new peak, and i assume that peak is going to be broken pretty handily in a few weeks.

    To be clear there's no chance it doesn't go back down after the huge RE peak, the question will be are we left with a higher amount of remaining players than before. historically the answer is yes. And again, all of this is ignoring literally adding ENTIRE new platforms. The PC population has been trending upwards basically the entire life time of the game, more platforms have been added over time, and we are about to have a huge crossover event. There has never been more people playing this game, and we'll be getting even more in the VERY near future.

    The issue is that in this particular genre there hasn't been anyone else that has made a decent version of a 4v1 asymmetrical game. This game is kind of like league of legends, people still play it because there's no better alternative. The issue is that the millisecond there is a better alternative the entire player base will move to it. And I'm glad to see that other companies have started actively working in this space, because competition breeds quality.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2215105#Comment_2215105

    Lying to yourself Isn't going to make it true, everyone knows that killer numbers have been declining for a while now but keep making up story's to go along with your fake narrative lol.

    And saying stupid things like "Everyone knows" when you don't speak for anyone but yourself proves how wrong you actually are.

  • @tolore said:

    you can think the game has become worse and people are fed up all you want. Don't claim "the data shows" when the data is literally the exact opposite. Unless you've g ot some data to share!

    Actually the data supports my claims, the only time the numbers even remotely go up is when there's a new DLC release, with the exception of the pandemic the numbers have been steadily on the decline.


  • @Power_Guy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211724#Comment_2211724

    Uhh..

    https://us.v-cdn.net/6030815/uploads/7AURFFKFGCCH/image.png

    Not really 'dwindling' by all that much...In fact, that bar is trending upwards overall...

    https://us.v-cdn.net/6030815/uploads/6HIATOV5ESI0/image.png

    And those numbers are staying pretty even, or even going upwards a bit as well.

    And that's just on steam.

    Yes that's also at a time when everyone's still under lockdown. Check those numbers in 6 months when everyone's back working.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2211724#Comment_2211724

    This game has grown by far since it first came out and the reason you have long queue times is because people are getting fed up with playing killer and stop playing it all together. But sure take out camping and tunneling and see how your survivor queue times are then lmfao.

    The reason there are long que times is because people are sick and tired of playing a buggy game with garbage tactics being used.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209253#Comment_2209253

    They been in the game for almost 5 years and the games continued to grow especially with more people playing survivor so your point doesn't make sense.

    Also when has anyone ever bought and played an online game and put the fun of a stranger over their own lol.

    The data doesn't support your statement, this game has dwindled in both population online and player base overall. And the horrible que times are a good example of this, I don't know what game you're playing but this one has been seriously depleted because of the horrible patching that this company has done.

  • @Dream_Whisper said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209367#Comment_2209367

    Good Killer or not; can still be effected by these changes! I am a Red Rank Killer Main too, and I definitely am the type of player whom dislikes playing scummy and sit around by the hook; just so I can go find others Survivors!

    But what if you get into scenarios, when Survivors are not doing Gens and focus on bomb rushing or sneaky Saves under your nose! In those situations, I am not just going to walk away and ignore the Survivors that save and heal in front of me!!

    I would do whatever it takes to win and not played by their rules! I absolutely agree with you that this game is so broken and can be lean towards experience and coordinating Survivors groups with coms, no matter how decent a Killer can achieve! There are Survivors out there that are willing to throw their live on the line, to protect their teammates; so that they all wouldn't have a bad game in which they eventually all die by the mistakes they make; which I will take advantage of!

    Quit twisting the argument, as Good Killer would need to slug, camp, and tunnel; when the opportunity happens! This is a Survivor mistake that can easily be avoided by either Not grouping up (Slugging), not hiding near the hook or going for a risky save (camping), or being such a bad Survivor or weak link in the group, and get good at being chase and looping! And pray that your teammates are doing the objectives (Tunnel)!

    If the game is more balanced so that Survivors are encouraged not to make these mistakes, or at least be giving the tools to communicate or get better at playing Survivor; then killers wouldn't play this way! They wouldn't tunnel; because they need to stop the others Survivors from fixing gens! They would not go near the hook and wait for the killer to leave so they can stop the others from fixing gens! And of course, they wouldn't slug if they do not see or hear another Survivor close by! But the main issues also, is that Killer's time is very precious essential factor; all because of the Survivors actions in fixing gens; which is why the Devs need to do something indirectly nerf the gen speeds or at least create more objective for Survivors, so that killers can achieve a 12 Hook Game!

    Under my changes it would force the survivors out of hiding all the time, because instead of having to camp hooks they would actively have to get the person you hooked out of the cage of atonement or they would flat out die, and it wouldn't take as long of a time to kill them, which would force survivors off the gens. Because right now if you hook someone you can get them, but you can take your time, under my way they start skill checking in a location immediately and they know that if they don't unhook their friend and the killer find them than they really do have a chance to camp. See camping wouldn't even be an issue unless lazy survivors caused it to be, and if they couldn't be bothered to get their friend out when the killer doesn't even know where he is than they have absolutely no grounds to complain about their friend getting camped. And as long as this change is implemented it gets rid of tunneling entirely so it's a none issue.

    The slugging things is absolutely necessary, there has never been nor still exists a reason why any killer has to slug the entire group, it's just bad playing on both sides. I firmly stand by that change. It makes the game slow and miserable. Like slugging 1 or 2 people I understand, but anyone beyond that is just the killer being toxic.

  • @Yords said:

    And just where did you get this claim

    Slugging is pressure. Map pressure is the ability for the killer to force survivors off of generators. Slugging a survivor prevents them from doing so and require another survivor to pick them up, it is most definitely pressure. And no, slugging all 4 survivors is not meta, it almost never happens.

    Never said anything about tunneling relating to skill. And the killer only has to deal with is killing survivors, so why should tunneling be fixed?

    You can't really punish only the few killers who do use these strategies to upset people because you would then punish the people who do it unintentionally. You can't punish them separately.

    Players who know how to play rarely get off a gen to get someone up, unless the killer is going around slugging everyone with cheap tactics. So no, it's not pressure, because even half way decent players will always finish the gens first. And there's one of the misconceptions you have about pressure and slugging. It only works on inexperienced survivors, or under extreme circumstances. Anyone who's even remotely competent would finish the gen, and let them either hook the survivor or wait for the killer to move far enough away to where they could get them up.


    Tunneling should be fixed for 2 reasons, first because it's purpose is solely to play cheaply and second because since people use it by playing cheaply there are perks like DS and BT that take up space with no other purpose than to counter it. Basically it's a mechanic that adds 0 fun to the game and perpetuates perk bloat.


    And once again this isn't punishing any killers that play this game with skill and purpose, just the ones that play it to make it a miserable experience.


  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2209301#Comment_2209301

    I find it hard to believe that the devs intentionally made these mechanics to be considered "toxic". I don't think you realize how much this would change the game, for the worse, as killers would literally be helpless in some situations. You would have even less killer players. On average, your usual match of DBD is about 10 minutes. Being slugged for 4 or camped for 2 takes less time than the actual match, so no it does not make everyone spend more time than they normally would in a match. They may not be designed to provide pressure, but they can most certainly provide it when used at the right times.

    Slugging - I thought you just said that none of these were designed to provide pressure, having an immobilized and useless survivor crawling on the ground IS pressure. And the killer cannot just go about slugging all willy-nilly, if they are going to slug, they will slug only one survivor. And this is in favor of the survivors since the killer misses out on a hook state. And no, the killer can't just easily slug every survivor unless they are playing nurse with all of the good slugging perks.

    Tunneling - Actually I can, I can tell you it is a valid tactic because it is. If it wasn't, then it would be bannable, but guess what? It isn't. You know what else doesn't take skill? Holding m1 on gens. Tunneling and "gen rushing" are just both sides working towards their only objective in the game. They should not be punished or reworked, at least not now, because they are part of the game and valid strategies. It may be a "garbage" way to play, but it is a valid tactic available.

    Camping - It shouldn't be in the game, true, but all of these strategies are. Unless the game is reworked from the ground up however, you cannot get rid of these without creating huge consequences, more in favor of the survivors. And like I have said, camping, in fact none of these strategies, are only for upsetting people.

    It sounds like you just want to shame people for using these tactics, while some do use them to upset people, there are a lot of times when killers doesn't use these strategies to intentionally upset people.

    You commented about how these mechanics wouldn't be in the game if they were toxic, but you have to understand this game was never designed in such a way in which they thought of what would be toxic and what wouldn't be. They just did it in a way in which it seemed to be playable. As a result they lost more than half their user base, what I'm proposing is a way to make this game work just as well as it can WITHOUT losing the other half.

    Slugging is not pressure, if you slug all 4 people the only time that's ever faster is when they're right on top of one another, if you slug 4 people who are spread out(which seems to be the killer meta as of late) it takes forever and a day for the game to end. And it in no way adds pressure, all it does is slow the game, because unless he has aura reading abilities or gets very lucky at least 2 of them will crawl to a spot where they will more than likely die but not before wasting away for the remainder of the match. The killer is in no hurry, because for him the game could take 5 minutes or 55 minutes as long as they bleed out he still wins.

    Tunneling in no way contributes to being a good player, and gen rushing while flawed is literally the only mechanic that survivors have, what else do they have? Can they kill the killer? No, Can they escape through the hatch without reaching low gens? No. So gen rushing was literally designed to be the only mechanic that they can do to speed the game along. Which by the way I've been trying to change since the inception of this game, I feel that gens are an egregious waste of time, and feel that there should be 5 mobile objectives in each map that the survivors should have to chase while the killers chases them. However I have not yet worked out what those are, so that will be a topic for another thread.

    When killers use these tactics unintentionally there's no problem, for example if survivors swarm a hook to try to get someone off the killer should absolutely down as many as he can, as is his right and appropriate tactics. But what I'm suggestion is for the other 90% of gameplay when killers go out of their way to make this game miserable for everyone.

  • @Dream_Whisper said:

    Your proposal changes will not make any significant difference; but rather will create the opposite game! Mostly changes will directly NERF killer across the board, and most players thatbplay them will not want to play as them; because how easy it is to win as Survivor more! These changes will definitely Make Killer Unbearable since you do not have many good valid tactics to get Survivor's of the Gens, just so they can try to win!

    You hate Slugging and camping so much; get better at the game and punished the killer when he does camping by fixing gens! If he is Slugging, it is your teammates' fault for grouping up together, especially when they are close to you! If you hate being tunnel, understand that the killer will see you as a potential weak link in the Survivor group, and will do his best to down you and end you quickly! Do better at chases and looping, and hope you can discourage him from chasing you and wasting time of the Gens! By choosing to tunnel, he literally throwing the game, and you & your teammates should take advantage of this by fixing the gens and protect you during the chase if possible!

    Good killers try not to camp, unless they see and knows you and your teammates are close! Good killers will slug, just so they can potential down another Survivor for team pressure, and of course, if you suck at chase and looping, the killer is going to tunnel and knock you out of the game! Do not give him the opportunity to Slug, camp, and tunnel; so that you all can escape and win!

    Your lame attempt to disparage me is completely incorrect as I am a red rank player. "Get better at the game" is an argument made by people who have nothing to contribute to the discussion about how broken the game actually is. Most of the time no one gathers up, killers these days go out of their way to slug teams across the map when they are nowhere near each other just because they don't have enough skill to down and hook which is the intended state of play.

    "Good killers try not to camp." Good killers wouldn't be effected by these changes, because they don't camp or tunnel or slug. Which is the entire point, the only killers that would be effected by these changes are the bad ones, because they are bad, they have no meaningful way to win the game other than using these cheap tactics. I for example wouldn't be effected by these changes in the least as a killer, because I down and hook every time.

  • @Yords said:

    1. That would nerf all killers since you would always get little pressure out of hooking survivors. This would be especially bad for non-mobile killers.
    2. That would mostly reward survivors for not playing well, it would also nerf killers across the board.
    3. That would immediately get rid of several perks for both sides and there wouldn't really be a good enough reason to.

    As said before, these are valid tactics and strategies that should not be punished. Just because it isn't fun doesn't mean it should be nerfed, especially when they are bad strategies most of the time to begin with, and they are not toxic most of the time.

    And as I've said before something being valid doesn't mean it's a good tactic. Those "valid tactics" are toxic by design, as such they should be removed from the game, they don't make the game better for anyone, at best they work as a way to make the game a miserable experience. Because out of all of those tactics not a single one is designed to provide pressure, all they're designed to do is to prolong the game by making everyone spend much more time than they need to. And I'll address them all one by one to show you.


    Slugging - literally designed for no other reason than to slow the progression of the game down, while you're slugged you can't do anything as a survivor but SLOWLY die. Short of someone saving you or a perk getting you up that is the singular purpose for it on the survivor side. For killers it's a tactic that simply lets them pick off survivors 1 by 1 until they can cheaply win the game. It's not fun at all, and by the way, as a killer if you lose a slugged survivor and you don't have a perk that picks up aura's you're going to spend an extra 3+ minutes in the game waiting for them to die.

    Tunneling - yet another cheap tactic with no discernable design in mind other than to make the game a pure misery, who the hell wants to be tunneled off a hook to death? You can't seriously sit there and tell me "this is a valid tactic" because all it is, is a cheap ass way to get a kill. It requires 0 skill, you literally wait the 2 seconds it takes for a survivor to be unhooked then smack em again. Short of BT or DS that's a second and death hook. And for what? Was it fun for you? For the survivor? No, it's just a garbage way to play.

    Camping - This one someone said correctly, if you camp someone most of the time you'll lose the game because they'll just gen rush you. But the fact of the matter is that this shouldn't even be in the game, because it's designed purely to waste time and make the experience suck. For the survivor it sucks for obvious reason but as a killer I can't remember EVER wanting to sit next to a hook because it was a "good idea" or a "valid tactics". It's a disgusting tactic that exists purely for people who want to play like #########. And for no other reason at all.

  • @Kirkylad said:

    https://forum.deadbydaylight.com/en/discussion/comment/2199730#Comment_2199730

    No they're valid tactics whether you like them or not so you have to either put up with the fact that people will play that way if they want to or play something else.

    Being valid and being fun are 2 completely different things. They might be considered valid by devs who haven't a clue how to sustain this game, but they aren't by any stretch fun, and things of that nature kill a game faster than anything else ever will. Games are designed to be fun, not frustrating, because no one wants to consistently play a frustrating game.

  • @VSchmitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/2199733#Comment_2199733

    Slugging is the only way to efficiently pressure, especially when facing a good team (doesn't need to be a coordinated, just 4 good survivors can do the trick).

    Tunneling is one of the efficient ways to win a game, especially if you've confirmed that the survivor won't have DS.

    Camping is one efficient way to lose the game if the other 3 survivors understand that the killer is doing it and just slam gens, I always run kindred so I can pass this kind of info to the 3 other survivors.

    I don't think that changing any of it would be healty for the game since it would take off the pressure from the survivors' and just let them sit in gens while the killer can't even reduce their numbers.

    I play killer as much as survivor, I have never had to resort to any of that to win a game. Now I'm sure there are teams out there that are coordinated in such a way in which beating them heads up is extremely difficult, but using cheap tactics won't beat those teams either, because if they're coordinated enough to beat you than they're coordinated enough to know how to spread out so none of your cheap tactics will work.

  • @VSchmitt said:

    How about we just scrap off the killers and launch the gen simulator 2021?

    In all seriousness though, what do you think of these changes? They don't change the core gameplay, they keep what's always worked about it, and only get rid of the toxic elements of it.

  • @Kirkylad said:

    The devs have said these are valid tactics so these changes would honestly never happen.

    The devs have also said that they fixed the game, so let's agree the devs have no idea what's good for this game.

  • If it's a latency or desync issue then they should fix that, and yes I've seen that be an issue as well, but in my personal experience when it's latency and desync I usually end up doing this sort of bounce thing where it snaps me back into frame repeatedly, but when it's a hitbox issue we're running perfectly fine I see the lunge, I turn to dodge and as I move out of the way the lunge goes all the way through and then when their weapon comes back up it registers that it hit me when I was nowhere near it.

  • @danielmaster87 said:

    Even though I play Hag I think this would be fine. I just don't want it to be like the Twins where they have to be so far from the hook to use their ability. But I will tell you that Hags who place 3-5 traps on a hooked person are wasting a massive amount of time for no extra benefit. You just need 1 trap at a hook to tp there, and if survivors crouch through it the trap doesn't activate anyway.

    I agree with you.

    in Hag Traps Comment by Tactrix
  • @Shymare_11 said:

    https://forum.deadbydaylight.com/en/discussion/245921/please-fix-whispers-perk

    It’s supposed to do that. A hooked survivor is still a survivor and it being able to disregard hooked survivors could encourage camping since, if a survivor is near the hook and the killer doesn’t know they’ll leave, with the changed whispers they’ll just hang around the hook until the rescuing survivor reveals themselves or the killer finds them. Not fair for the person the hook of the one that is stealthing to save after the killer leaves.

    The thing with that is, first off if the killer is camping they're gonna camp regardless. On the flipside however if the survivors are gonna swarm the hook the killer should have a heads up.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006842#Comment_2006842

    I get that yes. Others here have sugested removing the comms from SWF but it doesn't seem possible. I don't know a thing about Discord, but if it's separate from the game I doubt the devs couldn't touch that either.

    After sorting through the ideas around balancing solo play and SWF, getting solo players more info to raise them closer to SWF level then buffing killers to compensate is the sanest approach imo.

    Well I can only speak about PC since that's the only version I play but with PC they could remove it the way I suggested, and it would work well.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006488#Comment_2006488

    No they can't on Xbox. The comms are entirely separate from any game, and Microsoft won't except a game that disrupts comms. I believe PlayStation is the same.

    The devs cannot do anything about comms on console.

    That sounds like a problem between companies, I'm just here to provide suggestions.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/233471/swf-solution

    Is that last paragraph an attempt to disrupt comms? If so how exactly would that work, particularly for console?

    On console they can simply disable coms for that mode.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006391#Comment_2006391

    Even killers who live on the game and have it as a job and aren't "bad killers" think its a problem, bad survivors don't think it is because they die too quickly and spend a lot of time wandering/hiding around so gens don't get done.

    This is the main reason why there's such a lack of killer players right now, the gens flying by before they can do much. The only saving grace in the game right now is that a lot of survivor players are bad even in red ranks.

    I play both sides and I escape more often than not when playing survivor unless someone (or multiple) others on my team are potatoes, I majorly mess up myself, or its Nurse Spirit or Freddy. Gen/game speeds are definitely too fast. The fact that you think that multiple people ganging on a gen was a problem when it really makes the game go slower leads me to believe you just don't have the experience or knowledge in this regard unfortunately. As well as it seems you are new around here with the low post count.

    Capping the gen won't do much of anything since ganging up on gens is not really the problem. It would actually make the problem worse since people who would before gang up on a gen now won't/can't and will spread out instead. This would make games go faster overall.

    You know I play both sides as well and I've never seen gen speeds as too fast, they're just fast enough to give time for the killer to start his kill rotation and not so slow that survivors would have to repeatedly leave gens and come back. As far as not enough killers is concerned I get instaques all day long on both sides, the only time it starts to fall off is late at night when less people play. So I'm not sure what you're talking about.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006340#Comment_2006340

    Oh ok I missed that detail on my first read. You'd have to make the survivor radius significantly bigger that he killer one. I could easily see survivors just running around the hook but outside the radius so the killer has to defend the hook but is getting penalized for doing so. Similar to how they will run towards and away from the hook to try and get the killers attention so their friends can get a free save, very common during endgame. I also wouldn't go with a speed penalty. I think the best thing to do would be to incentivize the killer to leave or rework the hook/death system entirely to solve camping and tunneling without screwing over killers for just trying to win.

    https://forum.deadbydaylight.com/en/discussion/comment/2006348#Comment_2006348

    I heavily disagree. A good survivor team (aka every spread out and hold M1 while someone gets chased) does not give most killers enough time. That's the exact problem most people are talking about right now. Multiple people on 1 gen makes the game go slower so that's not the source of games going to fast. Unless you're trying to slow down the end portion of the match, but most people agree that the best place to reduce speed would be the early game since again, 1 chase = 3 gens is not a healthy balance.

    The only time killers have enough time is if the survivors are bad or the killer is playing Nurse, Spirit, or Freddy (or a killer similar in power should one come out). The survivors can also just royaly screw themselves with a 3 gen or something (but I put that in the "they're bad" category).

    I haven't found that gen rushing is a real problem in that regard, bad killers think it is, good killers don't have a real problem with it because they end up hooking one and then systematically hunting the others when they try to rescue him, or hooking 2 and playing off between them.

  • @MrPenguin said:

    "gen rush" is not 4 people on 1 gen its everyone on their own gen. That's how gens get done the quickest overall and why we have the 3 gens pop after 1 chase issue. This change would maybe slow down the end potion of the game, but by that point the match is usually decided based on the early game. It wouldn't help the overall gen speed issue too much.

    Multiple people on 1 gen early on actually gives the killer more overall time to kill everyone. There's specific scenarios when it works against the killer but usually it's better for them in the long run.

    Oh I was only speaking to the multiple people on 1 gen, as far as everyone on their own gen that's not a problem nor a strategy that should be re-evaluated. The amount of time it takes for people to do each gen solo is more than enough for a good killer to hook'em and start to rotation of hooks to end up winning.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/2006033#Comment_2006033

    I don't think you understood what they were saying. The survivors would purposely loop around the hooked survivor so that another survivor (or 2) would have a ton of free time to do gens. Even if the killer didn't want to camp, the survivors made them "camp" so that the killer would get the penalty(s).

    The survivors abused it. You need to make something the survivors can't abuse if you want an anti-camp system.

    I didn't forget, I put that in, "if there are no other survivors around". It works the same way as pigs helmet works, when there are survivors around the timer stops for the killer debuff.

  • @[Deleted User] said:

    How would three-man SWFs ever find a lobby?

    One possible solution is the thing that league of legends uses, where you have flex for multiple people but not a full group. So if you wanted to play with lets say 2 people instead of 4 you'd get placed in flex que and the system would find MMR accordingly.

  • @Sunbreaker7 said:

    4 toolboxes + brand new parts and a dedicated team of highly skilled players can end any match without a single entity sacrifice without breaking a sweat. That's messed up. These people not only bring toolboxes to speed up gen repair but also every possible gen speed perk. Then they just move in 2 and 2 squads, maximizing their potential, and pop the last 2 gens with the brand new parts. It feels almost like cheating, it's not even a real match because it is over before it even began.

    That sounds like a balance issue with addons not an SWF issue. Coordination might give you more information but broken addons are the real reason why that's happening, my suggestions to make things like toolboxes none stackable.

  • @SquirrelKnight said:

    They tried the camping debuff you mentioned, what happened was two survivors would skirt the edge of the debuff radius watching the hooked person so the killer was forced to sit there to protect while survivor 4 would rush gens, then when the survivor on the hook was low enough and the killer was slow enough they would rush in unhook the survivor and scatter

    That just means it works, because if a killer is sitting outside the radius they'll lose the game by camping just outside the radius, and they deserve the complete loss they get when the remaining survivors do all the other gens and then unhook for the win. What you've just described is actually exactly the way it should be.

  • @Yatol said:

    i can agree that camping makes the game unfun (easily punishable in organized groups) , but the problem with gen rushing is its survivor focusing their main objective (and playing in a optimal way) so theres nothing else they can really do without throwing.

    Gen rushing can only occur with 3+ people, 2 people are optimal, 3+ aren't. So this would fix that entirely and in the process do away with gen rushing.

  • @[Deleted User] said:

    The most difficult matches I have are the ones where everyone is on a seperate generator always. Limiting it to 1 would only affect not even normal swfs, but commited bully squads or the most sweaty 4 man group. Also this would make doing the last generator just unfun for the survivors. Not to mention the perks that encourage doing gens with other people

    Which is why I said 2.

  • @Shaped said:

    3 or more people on a gen is not optimal anyway and there is debuff.

    Not a debuff that makes the gen complete at the same rate as if there were 2 people.

  • I agree with this, as bad as the hitboxes were before they were nowhere near as unfair as they are now.

  • @SkerpiTwitch said:

    Let's face it.

    We can complain all we want, we can say we are not playing the game anymore or let our wallets speak. But the truth is that we all will play untill BHVR shut down the servers.

    Its simple, there is no other game out there like dbd, we all have a Love-Hate relationship with it. The game gets 50k players on steam as we speak, and we had the most discussed patch ever come out.

    We also invested too much time into it to walk away from it.

    New players dont know the bullshit, casual players will overlook the bullshit.

    Yup, You sold your soul to the entity without even knowing it.

    Wanna bet? You got 1 thing right, there's no game like DBD, because most games strive to be good, not utter and complete sh*t. The devs are r3tarded beyond belief, no idea why anyone would stick around playing this pile of sh*t anymore.

  • @Katie_met said:

    When I say that they're too proud, I don't mean that they're happy with what they released (though they might be). I mean they would never come out and say that the changes are bad. I've not seen a single post saying that the changes are completely good and flawless, so I think it's safe to say that the majority of us dislike these changes.

    First of all- the bars. I struggle to see and the bars are very unclear. Also with the old bars they used to flash red if a downed survivor was being healed or if a survivor was being carried- a subtle thing but very helpful. The bars don't flash red anymore. Overall the new HUD is just way too small and too unclear.

    The animations too... I played against a Deathslinger yesterday and was looping and I knew he'd try to shoot over the loop, I tried to bait it and run back but because of how long it takes to actually turn around and pick up speed, I ended up getting shot.

    But like I said... the devs are too proud and they never listen to feedback, nor do they hardly even play their own game. Don't expect these changes to be reverted because the devs will never admit that they f'd up.

    On a happier note I really like the Crotus Prenn Asylum and The Game map changes (visually, not to play in).

    Too proud of what? They made a steaming pile of sh*t, if anything they should be disgusted with how little they know about coding.

  • @Mileena_Kahn said:

    Are people really THAT upset that the New UI and character movement went through? I’ve seen threads about people “leaving” the game because of it when we all know they’ll be back in 3 days. Like C’mon how old are we? Yeah, sure it’s not the best and people are allowed to have their personal opinions but to lash out at the devs who nerf the perks and add-ons you cry about and update the maps you want updated (both survivor and killer side), you sure are ungrateful. I don’t mind the HUD while others do mind it but be happy they’re willing to try new things.

    The HUD is probably the least broken thing that happened this update, the most broken is the hitboxes, that's all types or ridiculous, they hit you from a mile away now, and no more 360 looping because why give survivors a chance when you can ruin the game instead.

  • @El_D1abello said:

    I don't know what to say.. the movement and 360 were the sign of the game. I can get over the Hud but I will never get over the new Survivor Movement Animations.. I hate them.. it just feels like you lost half of your skill on this new Movement. Please change it back.

    I full agree with you, and the hitboxes are ridiculous now, killers hit you from a mile away when they have no business even touching you. Nothing but bad changes in this update.

  • @Ivaldi said:

    They broke our trust.. there is no fixing that. How can you say "We listen to feedback and care about our playerbase"; but yet when the majority cries out and says they dislike an update, you still force it through. Lets be honest, BHVR has ZERO intention on reverting this HUD and used console players as a scape goat.

    The only thing I can figure is they want the PC version of this game to die, but the sad part is that the mobile version of this game is 100x worse, so I don't see their logic unless they want to be unemployed.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/1930359#Comment_1930359

    Lol the fact they actually spent money on this ######### trash is somewhat funny , someone is drawing a big salary they don't deserve

    You are correct sir.

  • @EvanSnowWolf said:

    Star Wars: The Old Republic came out with a perfect HUD years and years ago.

    This should not be hard.

    It really does have one of the better HUDs, which is why I gave them a link to rift as an example, it's the easiest thing in the world to put templates into the game and let the people customize their own HUD, only devs that have no concept of how to make a game would refuse to do it.

  • @Slendy4321 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1930351#Comment_1930351

    They've spent money on the new UI design and I highly doubt they're going to revert it but I'm hopeful. I'm just saying this will be the end of me playing DBD but I guess losing most of their player base isn't so bad

    Same here, this is ridiculous and just not fun.

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