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  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148367#Comment_2148367

    It sounds like reaching red rank isn't hard because the system pairs players up with others who may be of a vastly different skill level. I also don't understand the purpose of the rank reset. How is that a positive? Doesn't it just deceive the poorer players into thinking that they're going against players of equal skill? I mean if I'm (hypothetically) red rank tier and my rank suddenly switched to 20, aren't I going to have that much greater a chance of ruining the games of people who are legitimately new, or less skilled, and thus at rank 20 naturally? It sounds like the ranking system is almost specifically designed TO get players of totally random skill levels to be in the same match. I don't get it.

    The old rank reset was from rank 1 to rank 10, so no everyone reached red rank fast and you had some days after the rank reset where only good players were red rank. Now as red rank you are rank 5 after rank reset and you get red rank teammates who are not good enough.

    But yes, a monthly rank reset is not good for fair matches for most player. So its good that the MMR-system, which will hopefully work, will have no rank reset.

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/246128/should-swf-be-nerfed

    No, they don't need to be Nerfed. What needs to happen is Solo and Team need to be separated into different Queues. The Killer fighting against a SWF needs a 5th Perk Slot opened up, only available in these Team Matches to offset the SWF's 5th Perk (Comms). This should be tested for a bit to see if it is enough; it might be. If not, another objective, i.e. a 6th Generator can be added for SWF teams.

    *Even if they didn't break the Queues apart, they could simply set the system to give the Killer the 5th Perk Slot whenever 3+ people enter from a Team Lobby. Problem solved.

    That is not a good idea. You cant measure the benefits of comms with a counter gameplay nerf. Should the gameplay nerf equal a navy seal death squad communication or should it equal the average friend communication? Its really hard to balance and the devs struggle with the current game balance enough. Also you would need to balance every thing (Perks, killer, etc.) for both modes. Stealth killer needs a buff against comms, but then they would be op against solo etc.

    So it would be a lot easier to give communication to solos and balance always around survivor with comms.

  • @miketheratguy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2148291#Comment_2148291

    Is that for certain? If so then thank you, you're the first person to give me the real answer.

    Sadly the real answer is actually worse. An 8 rank difference is at least 4 ranks too much in my opinion, and I certainly don't like "if someone waits too long it just throws them in with anybody". That sucks. That's a system that definitely needs changing.

    One big problem is also that rank doesnt measure skill. Two red ranks can be completely different bc reaching rank 1 is not hard. So with enough playtime bad player reach it, too. And with the current almost not existing rank reset they will stay at the highest rank.

  • @miketheratguy said:

    Realistically, I think that the matchmaking system needs to be sorted ASAP. I've read here that the system is based on total amount of time played, which I find totally befuddling, but no one has corrected me. Players should be teamed with, and go up against, players of equal skill. How to go about that, I don't know (I would assume just win/loss records, like most other games), but the current system - which sees people in the high teens facing people in the low single digits - is just wrong.

    I also wish that the map algorithm was a bit different. Realms that have only one map should have as much chance of showing up as maps that have five. While I've noticed a strangely more balanced ratio over the last week or so, I still get Coldwind, MacMillan, and Autohaven the most and still see Hawkins, Haddonfield, and the hospital the least. A while ago someone suggested that the way it should work is not simply randomizing each map, but randomizing each REALM. It was a good idea.

    It would be great if the queues didn't take forever for survivors in the evening (US Central time, anyway). I've been told that this is the indirect result of SWF, so if anything could be done to alleviate the issue in this respect it would be great.

    I don't really experience bugs on either the PC or the Switch Lite (and I'll take this opportunity to remind Switch players that the game supposedly runs better in portable form) but many have claimed that the Switch version has a lot of problems. These need to be addressed.

    I don't necessarily mind perk tiers but I do think that the bloodweb should truly randomize them. If I spend 40 levels of grinding to teach someone's perk, it shouldn't take getting THAT character to the same level in order to get the unlocked perk. Let me have a chance of getting something crappy at a high level and something rare at a low level.

    EVERYTHING should have fair counterplay. No one should ever be required to only use certain perks in order to have a reasonable chance against someone else (whether that other person is also relying on perks or not).

    Survivors should not be all but forced to play aggressively to get decent points. In my last game I repaired three of the four fixed generators and lasted longer than the other three survivors, only being encountered by the killer as I tried to find the fifth one. Because I wasn't "brave" or "altruistic" I got the lowest points of everyone in the match, a mere 5.7K BP. I was punished for doing a good job of trying to help my team win as they stacked up the points for repeatedly getting beaten and hooked.

    Survivors should also have some kind of sympathy reward for sitting on the hooks being facecamped or when all remaining survivors are left on the ground to bleed out. Not to punish the killer - nothing should be done to stop the killer's right to play this way - but to discourage the survivor from disconnecting and also compensate them to a small degree for spending much of the match unable to actually play.

    Killers and survivors should never be so close to each other at the start of a match that a chase can happen within ten or twenty seconds of the start of the match. Everyone should have the chance to get their bearings before an encounter. If that means also not spawning any survivors near generators, so be it.

    That's all I can think of at the moment. I'm sure that I'd also have some killer requests if I played that side more often.

    The current matchmaking is not based on total amount of time played. In theory it searches for the same rank up to a 8 rank difference , but if someone waits too long it just gives them any opponent.

  • @danielmaster87 said:

    We can't believe anything the devs see anymore. They've been talking about cross progression for a while, but then in the last day or two I see a mod say "We don't know if/when it's going to be implemented." because they're still trying to figure it out and blah blah blah.

    I think the problem wirh crossprogression is that Sony etc does not want that. BHVR would only benefit from it, so they have no reason to not do it.

  • @OniWantsYourMacaroni said:

    I feel like Corrupt Intervention is a bad pick on Hag because it more or less forces the survivor to come closer to you very early on,interupting you while you're setting up your web.

    I dont think so. A good hag needs to be fast when she sets up her web. Good survivor will destroy your web anyway and harrass you, so its important to learn how to set good traps quickly.

  • Great, i have 2400 hours. I choose getting all perks over prestige and leveled only one survivor. How often did you use BBQ/WGLF and offerings?

  • @InnCognito said:

    I've been playing Meyers quite a bit lately. Pink Add-ons (of course!).

    Meyers takes some time to set up this play. Since generators will fall very fast.

    Overcharge.

    Whispers.

    Lightborn

    Bitter Murmur.

    This buys TIME and helps set the play up. Because you have to deceive survivors into thinking you are NOT a threat (when in reality you are building up that very LONG meter). Most of the time I can begin using my Ability to completely remove the survivor from the match by the time they are down to 3 generators. Whispers and Bitter will allow for some information to be given, so you can make the play. You can also decide to use Tinkerer instead. If you want to get to the generator in time. To perform the stalking ability meyer's has.

    This build is really weak. When you play with double iridescent there are many better builds. Your build is only good against new survivor.

    Use corrupt to let move survivor into you and stalk. PWYF counters your movement penalty and when you have three stacks you can stalk easier. Ruin/Undying would you buy more time to stalk. Bloodwarden for a endgame surprise could work, but most survivor will just immediately leave when you have T3.

  • @Drixpy_Jayyy said:

    @Northener1907 i think he should be given a cooldown between shocks maybe 5 seconds who knows

    That would make it really easy to loop him.

  • Headphones give you an advantage in every game where sound is important. As survivor you can play without, but stealth killer have it easier to ambush you.

  • If you like this perks you dont need to switch them for meta perks. You dont really need always the best perks and both perks are good. Spine chill is close to meta and paired with resilience you vault really fast and reaching a pallet with windows can extend the chase a lot.

    But when you still want to switch them, increase your attention. Try always to know where the killer is. Move your camera when you are on a gen, try to guess what you would do as killer. Learn every tile and the map layouts and try to actively remember which pallets are spawned when you traverse the map.

  • @Blueberry said:

    Curving around objects is all just practice and knowing the object hit boxes. It comes with time.

    As for builds I run Nemesis, PWYF, Bamboozle, and Pop. I tell you this build is scary to see as a survivor against a Bubba. You end chases so fast. This build makes it so you never respect any pallet. If they greed it you get a free down with a chainsaw in the back and if they throw it you just break the pallet, get your free PWYF stack, and drop chase.

    Now I don't run a tracking perk as I find it unnecessary as I can generally gauge survivor location simply through experience but I understand most people will want to run BBQ, Discordance, or whatever your tracking perk preference is. If I was dropping one I'd take the Bamboozle off.

    Dont you lose your PWYF-stacks with new Bubba to quickly? Or are you using always only one charge?

  • Survivor: Ace

    DS, DH, Iron Will, Windows of oppurtunity

    Killer:

    Trapper: Stbfl, Infectious, Corrupt, Pop

    Wraith: MyC, Dragons grip, Thrilling, Pop

    Billy: Ruin, Undying, BBQ, Tinkerer

    Nurse: Ruin, Undying, Corrupt, Retribution

    Hag: Corrupt, Sloppy, Nurses, M&A

    Doctor: Thrilling, Pop, Stbfl, Corrupt

    Myers: Corrupt, Pop, M&A, BBQ

    Huntress: BBQ, Nurses, Brutal, Corrupt

    Bubba: Tinkerer, Bamboozle, Pop, BBQ

    Pig: Sloppy, Pop, BBQ, Nurses

    Freddy: Pop, BBQ, Brutal, Nurses

    Demo: Corrupt, Pop, Tinkerer, Stbfl

    Spirit: BBQ, Nurses, Stridor, Pop

    Oni: M&A, Infectious, Pop, BBQ

    Clown: Brutal, Stbfl, Corrupt, Discordance

    Legion: Thana, Ruin, Undying, M&A

    Ghostface: BBQ, Sloppy, Nurses, Pop

    Plague: Infectious, Ruin, Undying, Discordance

    Pyramid: Discordance, Ruin, Undying, Tinkerer

    Deathslinger: M&A, Surge, Corrupt, Sloppy

    Blight: Ruin, Undying, Tinkerer, BBQ

    Twins: Ruin, Undying, Sloppy, BBQ

    Trickster: Ruin, Undying, Tinkerer, Bamboozle


    Some of this killers i use not often, so im not sure whether i remembered the build correctly.

  • Leatherface. I only leveled him to 50 and used all bp offerings, then i didnt play him for a long time. I bought him for BBQ and it was worth it.

  • Noed. I dont think its op, but its frustrating to go down against someone who relies on it and then you get never unhooked bc everyone leaves.

  • I struggle with it a lot abd i have 2000 hours. I tried many things, but the best way is to make your sensitivity higher. I now use 100% on ps4.

  • @Yords said:

    I don't like him because good ones can always hit their shots with really no counterplay other than playing stealthy and hiding behind walls, it is just really annoying. Still beats spirit in the fun factor though.

    Thats not true. You just dont know how to loop him. Watch otzdarvas new video were are a expert deathslinger plays against good survivor. Or dont watch it, but then dont say there is no counter, when you dont want to learn any.

    This sounds rude, but its annoying when people say there is no counterplay when he chases you without even trying.

  • There is almost no situation where you spawn in the line of sight. So if you are not good in chase, hide. And bc i see many do it wrong: dont run for a second, you leave scratchmarks.

  • The grind is insane. One of the reasons i dont recommend this game often.

    But the grind is only worse for killer bc you have the luxury to play different characters. When you play with only one killer, you get the same amount of content a survivor can get in this game.

  • Doctor is clearly not op. He is a good noob stomper, but good survivor have no problem against it.

    The problem is how to prove that. I play doctor and have a 15 winstreak without addons, but i also loop doctors without problems and have a over 4 minutes chase against a purple rank doctor. But in both cases its because i am a better player then my opponent. It proves nothing.

    Otzdarva did test last week how good experienced killer are against 4 good survivor. Sadly there was no doc player, but i with my 15winstreak can say that they would have destroyed me. Maybe someone who says doc is op knows a good player who can prove it against a good team otherwise this opinion is worthless.

  • All killer and all survivor except Kate, Jeff, Jane and Adam ( i got all their perks with the shrine)

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139703#Comment_2139703

    I don't think it would be too short, 20m is pretty far. And it would only take maybe 1.5 to 2 seconds to fully charge the projectile. It would be more for zoning (which you'd have to actively commit to now). I'd want to increase his ADS movement speed a bit so he'd be better than Huntress at zoning and at loops, because she's better at snowballing and making long range shots. Maybe give him add-ons that increase the max range? Idk

    The current speed of the projectile is 40m/s I believe (1000%), regardless of how long you've held your aim up. Honestly you could make add-ons that increase the speed of it or something,

    I meant the base range (6m) of a quickscope. And for max distance i think it would be too easy to get to cover in this 2 seconds. Long range shots are even right now difficult, so i think a range restriction compared to now for the slower shot is not necessary.

    I think the nerfs would outweight the buffs.

  • Pigs changes would make her traps far too oppressive. Good teams would just loop pig and never get a trap, but bad teams would be destroyed without having a chance.

    Imo pigs trap should be just be less rng, so that all survivors combined need to search the same amount of boxes every game and her ambush needs to be buffed. A small change for the ambush would be that the dash attack destroys pallets. Its still not good, but atleast survivor waste pallets quicker.

  • Matchmaking is bad, no doubt. But i dont know how it was better for you before the patch. I see posts like yours every week. Matchmaking was always bad, lets just hope it gets fixed with the MMR.

  • @Kebek said:

    https://forum.deadbydaylight.com/en/discussion/comment/2139781#Comment_2139781

    I mean, it's not meta obviously but it's decent. Any killer with instadown can use it.

    I really liked this build on old bubba. So i tried to recreate it. Myers with that + infectious: you need slugging bc you have only limited time instadown and survivor can play it safe. Billy cant use his mobility anymore. Ghostface can do nothing when his power is on cooldown.

    Imo opinion it handycaps killer too much, so the time to get stacks is not rewarded. But maybe a new killer will benefit from it, it was so much fun.

  • @Kebek said:

    Perk interactions. For example you use nemesis + PWYF to get 15% bonus movement speed. Pretty good combo on instadowning killers.

    On which? It was great on old bubba, but new bubba is stronger without it bc then you can use your chainsaw to break pallets and you can play with 3 charges.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137897#Comment_2137897

    The only thing I'd probably change on top of that is slightly increased movement speed while aiming down the sights. Maybe up to 80% or 85% from 75.

    As for the base range and speed I was thinking around 4 to 6 meters at 30m/s if you instantly ads and fire, and then 20m at 45m/s at range, something like that.

    Wouldnt the base range be too short and make it easy for survivor to just hold w?

    Do you know what the current speed of the projectile is?

  • @redsopine00 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2138588#Comment_2138588

    Just now 3 greens and one purple 3 in the basement after one hook

    You can destroy greens/purple with every killer easily. The survivor dont know what they are doing. Even many red ranks dont know how to play.

  • Come to the killer side, Sluzzy, we have cookies.

  • Good luck. Wasnt it 1-2 cakes per bloodweb?

  • It would be a good change. I personally dont need it bc i can count while playing but newer players which are overwhelmed from the game and cant keep track of it, would benefit. They would benefit bc they could better focus a survivor. Not for tunneling bc when someone got unhooked you dont need a hook counter to know that. With focus i mean to prefer chasing a survivor with more hooks, so that you get one killed when you have 6 hooks. Good killer do it anyway so this change would only help newer killer and all killer who play against a swf with the same skin.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2137746#Comment_2137746

    Which is why you don't increase his ADS time and get creative with it. Increasing his ADS would remove his identity. What would be a more interesting change is something like "the longer you ADS, the further the range of the spear gets as well its speed", think like how widowmaker's or the TF2 Sniper's mechanics work. So you would still be able to pop-shot at a short range, but you'd have to aim in and think about when you want to try and get someone at long range.

    Would you nerf his base stats then? What would be the base range and speed?

  • I want a contest of skill. You play your best and the better one wins. Games similar to board games are only fun with friends. I would for example never play mario party online with randoms.

  • Deathslinger is balanced. He has counterplay and i think there are many other killer who need changes more.

  • I mean look at cowshed. No change. The Game got worse. If your killer cant play around pallets, chases are boring.

  • @GodLikeTerror said:

    https://forum.deadbydaylight.com/en/discussion/comment/2132646#Comment_2132646

    Uh I do too the majority of my games, and I don't have a problem with pretty much every single group. Most swf's are actually terrible players lol. Most SWF throw games to save their team or do stupid things. That's why I like going against swf's, because I know I can take advantage of their mistakes super easily.

    In theory there could be a difference in the teams you both are facing. Apparently PC without Crossplay makes you average matches a lot sweatier. But with crossplay or ps4 only teams are really most of the time not good and a 90% winrate is possible. Time of the day is a factor, too.

  • I get rarely the 4%, but most of the time it is worth it. I escaped against a bubba with noed when my team left without me and i escaped a doctor who slugged my teammate bc he wanted a 4k.

  • @danielmaster87 said:

    It's silly to counter either. Just take the chase so the rest of your team can do gens and go for the save. If you're dead on hook, then I guess you can play around it.

    In solo que it can be important to avoid a pop on a gen.

  • @Karna5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2128979#Comment_2128979

    Hi, BrokenSoul. I hope you're well. It's true one of your comments was part of what I addressed, but you're overlooking the whole of my contentions. Some posters here, including you, are giving anecdotal evidence to argue a bigger picture.

    I will use real life history as a concrete correlative. Have you heard of Miyamoto Musashi, a very famous samurai from around year 1600. He is known to have fought around 70 real duels and much more, but often, including in duels, he used a wooden sword against his opponents who were using real swords.

    By the rules of this thread as many would have us believe them, that would make the wooden sword the best weapon in the game.

    What my point is that it does not make the wooden sword the best weapon. It makes Miyomoto Musashi the best swordsman.

    Likewise, if someone dominates with a Nurse, it does not make the Nurse character the strongest killer. It makes the player the strongest player.

    Look, seriously I have no interest in persuading you and others who so firmly believe in your anecdotal evidence. I'm fine with that and hope you are all happy, honestly. I simply was inclined to join the conversation, and now I've said my piece, and you've said your piece, and all is well :)

    *Bows*

    Sorry the story of Myamoto Musashi is a great one, but it still makes no sense bringing it up. People are not handycapping themself with nurse. Nurse is harder to use well. Nurse is like a Formel 1 car, which is obvious faster like a normal car. But if someone would want a race with me, i still would pick a normal car bc i cant handle the formel 1 car and would get worse results with it. But in spite of that most people cant handle a formel 1 car, it is still the best race car. (I have no idea how hard it is to drive a formel 1 car, so take a jet or whatever is hard to use as example) This story is technically meaningless, bc stories dont back up a argument, they only make it easier to understand.

    Nurse strength is also not only backed up with anecdotal evidence. Its common knowledge that nurse is often used in tournaments. Its like saying water is wet, so i dont know whether someone bothered to make a chart about many tournaments, but you can look up the pick rate for some tournaments like the BotB.

  • Strongest Nurse. Weakest Trapper or Trickster, bc i dont know how strong trickster really is.

  • I have no problem with crossplay. It did shorten my que time as survivor and as killer i get fast matches without crossplay. I play on ps4 red rank and i dont know when i waited longer as a minute the last time except the day of a new killer release.

  • @NVerde said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124947#Comment_2124947

    Sorry, my point wasn't "How can you NOT have completed it you idiot" it was me not understanding how if you have completed all the challenges the tome itself isn't completed - how have I got to 70 without having finished all the challenges, to put it another way. I thought that completing challenges was the only way to move up the levels.

    Playing games gives you rift shards, too. So you had enough playtime.

  • Yh i dont understand why this is possible. I thought they wanted to completely remove that. Maybe they forgot it and a hotfix will solve it.

  • @VexTheHex said:

    Decided to put some time into him. These were my 7 matches as him after making this thread.

    https://us.v-cdn.net/6030815/uploads/ACRU8JPSOJYO/20210419163707-1.jpg

    https://us.v-cdn.net/6030815/uploads/54PZ67CAKMS9/20210419191137-1.jpg

    https://us.v-cdn.net/6030815/uploads/R4AB6330K3K9/20210419171029-1.jpg

    https://us.v-cdn.net/6030815/uploads/2359DA062DFU/20210419165317-1.jpg

    https://us.v-cdn.net/6030815/uploads/5AIHAOO2BD43/20210419193725-1.jpg

    https://us.v-cdn.net/6030815/uploads/4C875EFFM03W/20210419195243-1.jpg

    https://us.v-cdn.net/6030815/uploads/1D49CZMFY74Y/20210419192323-1.jpg

    Six 4Ks and a single 3K on the Game from a Hatch escape. I could of pushed it for the 4K, but I really didn't want to search for a dark clothed Claudette on The Game. No matches had the gens completed, a few matches had 5 gens left. One disconnect was on her death hook, but it may of changed things a bit. That was the match on The Game. The other was on his 2nd hook, but the match was already over. (1 dead, 5 gens left, 1 hooked, and him downed)

    This medkit was adorable.

    https://us.v-cdn.net/6030815/uploads/AK0MZBQ3VWH9/20210419164531-1.jpg

    Wraith is not too strong. I played him after the rework without addons and got a 8er winstreak. But i relied on bad survivor and never felt in control compared to other killer i try winstreaks with. So it was no surprise when i lost the 9th match badly. A swf with a farm map offering and object. I got 4 hooks before endgame and ended with one kill. They were not the best, but they knew almost always were i was and they played all pallets safe.

    Winning often against bad players with a killer makes him not too strong.

  • I think the main problem of gen speeds is mostly the lack of pressure. If for example one survivor would be hooked, one rescuing and one chased only one would do gens.

    But for this i see two main problems. Early game and maps. At the start of the game you have no pressure and can lose many gens. This combined with the map problem (too big to get to generators quickly or strong tiles which make the first down hard) make it difficult to pressure gens early. In the midgame you can lose your pressure also bc of maps. One long chase (some maps are too strong) costs you your entire pressure.

    So if a early game mechanic and map reworks would make it possible to maintain pressure if you do well and mostly only one survivor is doing a gen, gens would take 6min 40sec. (Obviously there are many other factors)

    It would be great if not tunneling would be rewarded, too.

  • Imo its really dumb to protest that way. Its childish, has no effect and ruins the fun for four others. But do what you want.

  • @CheesyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2125498#Comment_2125498

    I also agree that idea. They can decrease the gap so that it can be more fair. But I am still not sure if the idea of voice comms can be good or bad inside the game for different reasons.

    Voice chat will probably be toxic like you can see it in many games. I personally liked the introduction of a ping system with Apex legends. It made the communication with your team so much better in comparison to other shooter. The system in Home Sweet Home Survive looked good, too. But i only saw it in a stream and have no experience with it.

  • They are fine with third-party-communication. I never heard that a dev said that it is too strong. Maybe they work on it in the background like with colorblind, but who knows.

  • @CheesyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124998#Comment_2124998

    Solo buff can hurt new killers I think and with the things I saw some ideas are really bad. I saw people gave location to other survivors to killers and I saw them at red ranks. Imagine that happened to you. Moreover I never heard any online game where they buff solo gamers that just enter a team and dont see a reason why it should happen at there. Buff is a process to make a thing stronger and my point is why we buff the solo? Solo is not weak it is the team members that are not play well. So overall it does not need a buff nor it has balance issue. People just should have learned how to be a team with different people and that is that. If a random decided to troll your whole game he will troll and there is nothing to stop it to be honest other than report that guy. Solo is always a risk because they are random teammates and rank is not everything in that game. You can get ranks quiet fast if you are lucky, it is about number of hours and etc...

    Lets just ignore suggestion from others. There will always be someone with a dumb idea. Lets only talk about solo buffs which give solos exactly the same infos as swf.

    For example: Where is the problem if someone tells the location of the killer? Swf can do that. On the other hand a fifth perk slot for solos is a dumb idea.

    And it doesnt matter if solo is strong enough already. The important thing is that the gap between solo and swf is as small as possible. When a killer needs a buff, nobody should say: "But solos are weaker then swf so you cant buff him."

  • @CheesyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2124490#Comment_2124490

    Well I got my SWF group. We dont use comms or barerly use it. The win rates between the usage of comms and no comms are same. During our matches we dont know each other's perks, items, add-ons, offerings and we dont share the location of killers and etc... We use Kindred and etc... in some situation as well. Some people however use abusive comms. Imagine a match where one person took the old OOO and told your location to all of the survivors. That is the one that I am againts other than that comms can be fine if it was in game mechanic but not out of the 3rd party and etc...

    For the solo gameplay yes it is hard because you are playing with complete strangers that you cant rely on. SWF plays with people that they trust. For example we dont left man behin during our matches because we are friends but in solo things changed. To be honest I also dont left man behind at solo whenever I can. Solo needs good survivors and that is that. It does not need a buff and etc... If a survivor know what he is doing no matter what you will win the match in many situations.

    I think also that the best advantage of swf is having 3 good teammates. Bc of that a good MMR is far more important for me then solo buffs. But i dont understand why solo buffs would be bad. It only would make it easier to balance the game for everyone. There is no downside.

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