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Toystory3Monkey

Toystory3Monkey

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  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783076#Comment_3783076

    no. it is similar to m1's. it might be worse because i think his cooldown is 3 second. m1 is 2.7.

    xenomorph regains his movement speed on a curve and therefore loses less distance.

    the cooldown for tail is 3 seconds, but xenomorph isnt stuck at 25% speed for the whole duration if the hit was successful. that's only the case if the tail hits the turret or misses.

    if you hit the survivor you go back to your normal speed over time while the cooldown lasts, meaning you'd be better off hitting people with the tail whenever possible if they're going to run away from you, as you'll start catching up way faster than you otherwise would with m1 attack that doesnt have that mechanic and slows you down equally for the whole cooldown.

  • @Devil_hit11 said:

    the skill requirement to play the killer /= rewards for playing the killer.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783039#Comment_3783039

    the m/s is like 25%. it used to be 50% where you had like 3 stack of stbfl. that was the nerf.

    obviously, but nonetheless you maintain decent distance after successfully hitting survivor with the tail.

    and unlike missing, you regain you speed faster while if you miss, you're stuck at 25% speed for the duration

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783039#Comment_3783039

    Are you sure the cooldowns on tail hits are the same for turrets and hits? Cause I swear they feel significantly different. Like I swear basic attacks feel faster than tail hits on turrets.

    tail hits on turrets are slower than basic attack on turrets, but tail hits on survivors lose you less distance than basic attack on survivors.

  • @Sngfun said:

    The thing is, as long as survivors place turrets directly next to tunnels he will be significantly stronger than against actually good survivors.

    I mean, the cooldown for tail hits is significantly greater than basic attacks, and the turrets literally shutdown 3 seconds after xeno exits a tunnel to teach survivors to NOT do that yet they just do it over and over again and accidentally buff xeno lol

    FYI - hitting survivors with tail has longer CD, but you lose way less distance due to speed curve being different. Hitting people with tail is sorta like having an equivalent of 3-4 STBFL stacks as that's roughly the distance you preserve.

  • she's not?

    sadako rn is perfectly fine, she could use the bugfix bc her demanifestation invisibility is still broken, but other than that she works the way she should.

  • he's fine.

    most survivors learnt the basic counterplay and now xenomorph players need to be good with tail aiming & dealing with turrets to make the killer perform well and that's something way harder to learn than to place turrets and run to blue lines.

  • because you shouldnt be rewarded for direct shots with the power using bouncing projectile which is what gives it depth.

    why would you be creative with your shots and use environment when you can just point and click?

  • @sluggedeverydayyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782789#Comment_3782789

    Winning every match is not fun, dont you miss when killer was harder and you actually had to try to win?. Now you can scroll tiktok on your phone, have a youtube video playing, while eating a carolina reaper, playing upside down and still win with 2 gens to spare…

    Killer needs to become harder and survivor SOLOQ needs to become easier, while SWF gets a little nerf. It's sad how the devs dont understand that its not killer vs survivor when it comes to balancing its killer vs Soloq vs SWF there are 3 sides they need to take into consideration, and nerfing something for a SWF often comes down harder on the soloQ

    i dont miss losing to perks and bad design rather than to people being better than me at the game.

    when i start missing losing to good survivors as that rarely happens to me in pubs since I mostly play my main killers, i go play scrims and i get the hard matches i want as most skilled survivors play there.

  • Game is way more fun than it ever was. Admittedly, a bit stale on the survivor side bc it's the same gameplay over and over, but killers are still pretty fresh.

    I think you just need to take a break from the game or change your attitude.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782734#Comment_3782734

    Ruin Pop was complained about because it was the only thing you saw. Kinda the same reason why people (still) complain about Prove Thyself.
    And same with Ruin Undying after the Undying nerf, mainly because it was so common.
    Every other gen regression meta was rightfully complained about, because there always was a balancing oversight with certain killers, or a new gen regression perk is added with almost 0 consideration of the effects with other perks.

    Gen Regression is very easy to overtune, especially considering more regression, gen blocking or slowdown like thana. Having them be exclusive, its much easier to keep em balanced.

    the issue with current and most other regression metas we had is that they had to be more overpowered than not to encourage people into healthier playstyles since anything else just guarantees killers will play in an unhealthy way since it's not discouraged in any way.

    We kinda just have to have slowdown/regression meta that favours chasing killers because everything else ends up a disaster. Overbrine meta had killers preferring to kick gens over chasing survivors for example. Not good.

    as for "the only thing you saw", it's the same everywhere. Everyone runs the same perks with minor alterations. People had similar issues with ruin/pop as they do now with pain embrace.

    Everyone runs bc it's good → people who deal with it hate it because it's everywhere and it's good.

    If anything, I'd be thankful for current killer meta as it gives survivors a pretty good chance to win games as it allows survivors to maintain their momentum in case they managed to secure early game and not get snowballed.

  • I cant miss the days when people didnt complain about regression perks because there were none.

    Every single game slowdown meta we had was complained about. No exception.

  • @Ioden said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782685#Comment_3782685

    You said the math was incoherent. Perhaps you didn't understand what incoherent means or meant to use a different word. It means something that is confusing or unclear.

    I did consider it being passively made. It's in the same paragraph you posted of mine. If a team wanted to create EMPs as fast as possible, it's 25 seconds. That is what it means by 'at best'. To have everyone always equipped with an EMP in the least amount of time.

    Yes you are correct in terms of the passive calculation. For someone to use two EMP's on a Bipod monitering a generator, assuming they start near an EMP machine, it would take 25 seconds to process the first one, and then after they use it to disable the Bipod, they would have 45 seconds of general safety. And assuming the killer leaves them alone, the next one made would take around 13 seconds.

    Just so that my math is not incoherent, I am taking 100 seconds, deducting the 45 seconds the Bipod is disabled, leaving 55 seconds, then dividing that by 4, since that is how much the EMP machines can be sped up when manually working on them. I am not considering the time traveled between the generator and EMP machine or the time it takes to use the EMP.

    I mentioned the lament configuration and drones because they are also part of their killer's powers, both of which the survivor's can interact with and disable. And spend time dealing with them.

    In your example of the Singularity not being able to teleport across the map, hit a survivor and immediately go back into chase. That's not entirely true. A singularity can in fact, hit a survivor, look through a Bipod monitering a generator, teleport to them across the map, and then then get into chase. It would be exactly the same thing just in reverse. My discussion was about the killer's map presence.

    I have no grudge against this killer, that would indicated hatred or resentment. I do feel that it can, however, be a more healthy experience.

    >I mentioned the lament configuration and drones because they are also part of their killer's powers, both of which the survivor's can interact with and disable. And spend time dealing with them.

    And then proceeded to ignore all the things that make them different from biopods.

    >In your example of the Singularity not being able to teleport across the map, hit a survivor and immediately go back into chase. That's not entirely true. A singularity can in fact, hit a survivor, look through a Bipod monitering a generator, teleport to them across the map, and then then get into chase. It would be exactly the same thing just in reverse. My discussion was about the killer's map presence.

    Bruh. Again, for people who say too much and listen too little: if survivors are APPLYING THE COUNTERPLAY, then singularity CANNOT do the thing that I described. If Singularity DOES this, then survivors FAILED applying the counterplay because Singularity's whole design is as punishing as it is rewarding for either side.

    You based your entire rambling rant on the idea that Singularity can cross the whole map to pressure gen and go back immediately without any counterplay just like most of the examples you provided and then proceeded to dismiss anything people tell you about this being impossible if survivors are applying the counterplay.

    If Singularity has insane map presence you have such a problem with that you write a book of fantasies about it, then it's entirely your and your teammates' fault for letting a skilled singularity player do their thing.

    Honestly, I just wasted my time re-reading all you said here. The fact you keep dismissing everything that doesnt fit your narrative and avoiding the arguments that break your whole point makes me think you are not arguing in good faith.

    Have a nice day.

  • @Ioden said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782649#Comment_3782649

    If there was something confusing about the math, you are welcome to be more specific so I can try and clarify for you.

    There's nothing confusing. You're simply not considering practical applications of the numbers. In fact, you arent even doing the correct calculations.

    Here's the most blatant example:

    "A generator worked on by a single survivor takes 90 seconds to do, a multiple of 45. An EMP unaided takes 100 seconds to be made (100 charges at 1 c/s), or 25 seconds ( 4 c/s) if manually sped up. To put that into perspective, the time it takes to create an EMP is, at best, almost twice the time it takes to cleanse two totems (28 seconds; 14 seconds x2). Not counting the time it takes to find and run over to the EMP machine, even if it is highlighted."

    You are not considering:

    a) EMPs being constantly passively printed which means you never have to manually print full time unless you pick up EMP and instantly go back to accelerating (which is a bad play in most situations)

    b) The fact that you dont have to constantly keep biopod disabled to be able to do generator. Being infected across the map gives you a window long enough to react and use EMP. Being infected on gen while the killer is nearby means you arent going to be doing the gen anyway.

    That means that this whole "I have to spend 25 seconds on nothing twice per each gen" argument you're trying to make completely wrong. Or you arent trying to make it and in that case I dont see your problem, you're just having a grudge against this killer in particular because they can do more than killers taking 1 braincell to use.

    Not to mention you're comparing biopods to lament configuration and SM's drones both of which are extremely passive powers that, at best, need to be deployed while passing by.

    Meanwhile biopods demand the killer to manage each of them manually and even so they dont actually do anything on their own - they just give killer permission to use the ability. Singularity cant just teleport across the map, hit survivor and immediately go back into chase without survivors committing a bunch of insane mistakes.

    Everything singularity does is either earned or given to him by survivors making a mistake. Nothing is given for free. And if a person playing him actually manages to get value out of his power over and over, that means they're better and you don't deserve to win against them since you're the one making mistakes that give them opportunities to destroy you.

  • @scoser said:

    Singularity barely got buffed. Every survivor still has an EMP in hand whenever you come across them and even if you make them burn theirs, their teammates will be nearby with another one. They need to keep working to bring Singularity up to snuff.

    he's perfectly balanced right now. EMPs takes decent time input to get past certain point, so if you apply pressure through slipstream and make survivors spend EMPs, you'll be fine.

    in the end it's a matter of who manages their resources better and loses them less.

  • @Ioden said:

    I believe mentioning the killer's skill floor would be a response more suited to someone saying that the killer is too difficult to play. The skill floor of a killer does not change the player's experience when versing them, it dictates how consistent a player can perform using the killer. If anything, it means that the killer has room to be even more oppressive if used by a more skillful player. Furthermore, many players seem to be reaching the skill floor, as evidence by all those who have shared similar situations and game experiences when encountering the killer. Please try and keep the discussion constructive and respectful.

    high skill floor, means more skill to use the character.

    more skill to use the character means the player has to be more skilled.

    more skilled players should take more skilled survivors to beat.

    you are not skilled or knowledgeable enough to counter a skilled and knowledgeable singularity. that's not an insult, that's a conclusion that any knowledgeable and skilled person can draw out of your excessively long argumentation and incoherent math.

  • she feels sluggish to play and doesnt have very dynamic gameplay.

    nothing can or should be changed to help that, bhvr just need to not make killers like her again which they seemingly dont.

  • @Ioden said:

    A Xenomorph turret has a cooldown of 30 seconds before a new one can be acquired from the station, otherwise if the Xenomorph destroys it then it becomes a 60 second cooldown. So as you can see, EMPs can actually be made faster than turrets. Xenomorph's power comes back after 35 seconds, or 4,375 seconds if traversing tunnels. This means Xenomorph can regain its power much faster than turrets can counter it.

    Why then, does Singularity feel so different? I believe it comes down to the valuable information its power gives, and the ease in which the power can 'infect' survivors for later use, combined with the speed in which the survivors can remove the effect. This is an extreme example, but imagine Unknown being able to keep survivors Weakened from anywhere on the map, or any other killer that can put a power related status on survivors with such ease. Even the Artist, another killer which can exert map-wide influence, can miss, and the survivor can very quickly remove the effect by jumping in a locker, or if the Artist too far away, has a chance to remove the status before the killer can enter into a chase.

    That is why, again, my suggestion for EMP to destroy stationary Bipods rather than disable, because it means at least the killer has to spend a bit of time re-establishing their control. Skull Merchant, Trapper, Xenomorph, Plague, all have to go out of their way to re-establish their power on the map (or in case of Xenomorph, remove the turret). Bipods just come back after 45 seconds with no input from the killer, or sooner if replaced by a new one. Skull Merchant drones are quite similar, but the difference is the Skull Merchant can't automatically choose to be right on top of the survivor if once the drone reactivates and is not dealt with soon enough.

    When a killer's power is part of a side objective, it should slightly favor the killer, but still be lenient enough for survivors to work around with skill and correct decision making. Xenomorph's turrets, Cenobite cube, Demo portals, Merchant drones, Unknown hallucinations, Pig Traps, vaccines for Nemesis and Wesker, even Plague fountains. Survivors need to be mindful and use part of their valuable time to address these side objectives, otherwise if ignored the killer has every right to remain powerful and punish them.

    I'm sorry I know this is a ramble, I'm just finding it really interesting the more I delve into the number side of things. Time is very important, we all can agree on this. A few seconds here and there, 1% somewhere else, can make all the difference. Its just about fine tuning. The reason I am using other killers as examples, is I would rather rely on already established times and cooldowns rather than make a suggestion without proper information to show why it would be good or bad.

    nah, it's fine as is. your suggestion is horrible just like the conclusions you make.

    biopods arent an immediate threat and they dont pose immediate threat unlike any of the other killer mobility or area control tools. even if singularity player has the capacity to manage all pods while simultaneously being in chase (which is an already advanced skill that puts that player way above most survivors they'll face), they still dont pose any threat until they're actually used for the mobility.

    you also dont have to permanently keep the biopod in downtime, as long as you hold onto EMP and use it whenever singularity remembers to check the pod to infect you, you'll have enough time to disable it and keep working on a generator.

    making EMPs destroy pods will kill Singularity's map presence and force him into 3 gen area control playstyles.

  • I wouldnt mind basekit unbreakable if anytime survivors used it, they lost a hook stage.

    and if they were to die on hook, they become moriable and next time they go down, they'll bleed out in 10 seconds unless killed/picked up.

    This way survivors won't have to be slugged and the killer won't be punished for making objectively correct decisions that lead to the whole team (or most of it) lying on the floor as survivors will have a price to pay for a free reset or chance for it.

    If anything, slugging is a direct consequence of an outdated and boring hook system that just slows the killer's gameplay down. Wouldnt mind devs getting rid of it took and finding something better.

  • sounds like a good reason to consider running anti tunnelling perks and getting better at chase alongside realizing that if the killer tunnels you, you dont have to save map resources as killer's wincon directly depends on how fast they can kill you.

  • I dont think he should be changed much, but I never enjoyed facing Billy even before the buff and now he just sucks to face even more.

    Ive been discussing him with some experienced players and they all say the 0.25 curve buff was unnecessary. Honestly agreed, it made him so consistent with doing what was supposed to be kinda hard. Dont think they should revert it, but I think they should start with that. Or making overdrive harder to get.

  • feel like that would be an unnecessary buff to a bunch of perks that dont need that.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781659#Comment_3781659

    Then why do streamers with over 8000 hours and in the top percent of mmr use it?

    because it allows them to turn the brain off and run to yellow which is very useful when you have to play the game for dozens of hours daily while reading chat.

  • @Orionbash said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781657#Comment_3781657

    The game shouldnt be designed to leave the items you earn in a corner of the map every game because killers need constant aura reading. lol Thats bad game design.

    how exactly?

    if you word things in a reductive way like that it all sounds bad.

    "The game shouldnt be designed for one side to be faster, stronger and invulnerable, while the other cant even damage the opponent because the killers can only kill if survivors cant fight bad." bad game design.

    "The game shouldnt be designed to hold m1 and press space bar occasionally every game to complete main objective because it needs to keep survivors busy and give killer time to kill them." bad game design.

    the only real issue with franklin/weave is how hard it can be to find the item to then pick it up & relocate. they should make survivors see the aura of the dropped item if they're within aura range. otherwise it's entirely on survivors how hard they get ######### on by a combo that only works from basic attacks.

  • No, it's perfectly fine as a perk. It shouldnt be nerfed nor should it be basekit. It's a definition of an actual crutch perk that does nothing if you're good and helps you to perform better if you lack necessary game sense.

  • @Orionbash said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778954#Comment_3778954

    The verbal abuse that I witnessed from other players in TCM is why I would never, ever want DBD to have it. Its clear that unless the people in your match are your friends, they cant handle themselves. No thanks. Just pre-fab messages we can send out would be better.

    Chatwheel with preset messages would be optimal, but voice chat is simply more flexible.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781505#Comment_3781505

    Oh boy… Im not saying you are not allowed to ask for something. I am part of this community for 4 years now and i KNOW that you cant get rid of the tunneling meta so easyly.

    I didnt say you have a bad idea, if it is about me? I care about tome challenges. If i need tunneling to get a 4k i will do that. But i will definitly also throw my games away only to get those shards that are speeding around the map. So dont make any assumptions about my mindset ever. My highest target is always the tome challenges, i would be quite fine with your suggestion, as i dont always tunnel anyway, only when its neccessary for my tome.
    But people that DO want to have 4k every round, those people will not stop tunneling because of an animation they have probably alredy seen dozen of times. This is what i believe whether you like it or not, no need to get so defensive over it.

    If you are just about people that alredy are casual, fine. But that was not clear from your post so dont blame me for misinterpretation through text.

    please refer to my previous statements as my reply to this comment and all the further ones that repeat the same thesis that has nothing to do with the purpose of that suggestion, have a nice day.

  • Would be really nice if Springtrap's power had phantoms in them and his gameplay would involve managing some kind of a system similar to repair tablet in Fnaf3 and gameplay-wise close to pinhead box, but more individualized. If left unattended - Springtrap's power makes the survivor more vulnerable to phantoms attack and that, just like in games, would make it easier for the killer to close in and attack.

    The main power should probably be something more basic. I'd like if it was a combo of singularity's overclock and sadako's pseudo-invisibility - you can traverse the map in a stealth mode and upon exiting it, you receive a powerful chase buff.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781450#Comment_3781450

    thats not my mindset, but BHVR has trained their playerbase to give everything and to sweat. A simple animation wont simply do in order for people to play diffrently.

    that is your mindset because you dismiss an objectively good idea that encourages people to play more fair by "that's not an enough incentive to stop tunnelling" truly an insightful criticism, yeah, people who want to tunnel won't ever abandon tunnelling unless you convince them not tunnelling is easier and more efficient strategy to win games. that's why unless we have a solution for that, we're not allowed to ask for or have nice things for people who already play more chill.

    😒

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781430#Comment_3781430

    i can alredy tell you, that wouldnt be enough of an incentive.

    i suggest you abandon "all or nothing" mindset when it comes to issues like that.

  • Killers are way more diverse and interesting to play than survivor.

    2v8 offered killers to play with a teammate while survivors got dumbed down version of the regular gameplay.

  • @VantablackPharaoh91 said:

    There's a really simple fix to this if they wanna keep the Mori system as a basekit option: Allow the Killer one free Mori on anyone who is on Death Hook. That is, make the GREEN Mori basekit, not Cypress. Then rework all Moris to add an additional Mori to the basekit per offering - Yellow adds one (so 2 can die this way), Green adds two (three moris total), Iri adds three (everyone can be Mori'd). This would remove this scenario entirely.

    Now, this might increase tunnelling for Moris, but since we have many perks that help against tunnelling this should be a non-issue. If it's really a problem, have this only activate on the last two Survivors remaining in the trial, and if there have been no gens progressed, then have the Mori be instant the second that one of the two is downed. This means ratting as a 2v1 is discouraged AND it means progressing the game.

    Allowing the Killer the flexibility to just Mori one person they want who is on death hook means less slugging for a 4k, less 2v1 situations, etc. The only downside is a possible increase in tunnelling but like I said - we have things to deal with tunnelling. We don't have something to deal with these 2v1 hostage situations.

    considering that most anti tunnelling perks prevent survivor from going down in the first place, it won't be a big issue.

    though I would make it so killer cant mori survivor unless they have overall achieved a bunch of hooks so you still dont get easy time achieving a kill in first 3 downs.

  • would be a horrendous idea.

    protection against such gameplay loop is not dying so fast that killer can afford repeatedly knocking you over. you avoid chases and then pick up & reset once killer is away.

  • @TheArbiter said:

    Does anybody actually want the finisher mori? I'm still confused why they are putting resources towards this when there are many other far more pressing things they should be working on

    i wouldnt mind it, but would prefer if they also did aforementioned necessary corresponding changes

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780714#Comment_3780714

    In the anniversary livestream it was stated to be a basekit yellow mori.

    there was also that supposedly official email answer to the question about the system where it was said it's not affecting perks

  • @Jim_Tonic said:

    I agree with you SO mutch. And many people in this community aswell. Despite they are absolutely stripping killers from their mori offerings with this idea, turning them into BP multiplicators makes them instantly useless, as cakes and even the category bp offerings are mutch more reliable.

    They've invested work into the animations and then make it so they are displayed more rarely? I really dont understand the thought process here like, who asked for the mori change? noone, according to my poll at least majority of people either doesnt care or doesnt want it changed. Very VERY view people actually want this. And when asked they dont have a good argument why they want it.

    My suggestion would be to just throw the whole finisher mori idea to trash and never come back with it again. People alredy made clear they dont want it back when UB basekit was suggested, idk how the devs could come to the conclusion people want it now. Its insane.

    The only thing i would MAYBE see as reasonable is just making yellow mori basekit. If they want some sort of finisher animation, the yellow mori has it alredy. And all it does is only work on the last survivor, without any interference to how a match usually plays. But even this could encourage more slugging for the 4k so i'd rather have them do not anything at all whith this. Bury the idea and never come back with it, thats what i would want the devs to do.

    Unfortunately though, they can be very demanding when they have certain ideas, even though the community repeatedly tells them its a bad idea.

    I heard that this version of finisher mori supposedly would not make mori perks / offerings obsolete and will just be a basekit cypress mori equivalent.

    so my main concern is that there would be more encouragement to slug for 4k which I dont find fun on either side

  • Dont care, but that would be interesting.

    From what I've heard she's similar to Sadako, but way more physical than psychic

  • remove offerings.

    there's nothing that can help some maps being naturally more survivor sided and vica versa.

  • @Ayodam said:

    You could run Whispers, Spies, or any other number of perks that detect immersed survivors. The response to survivors who face uncomfortable playstyle is always to “run X perk.” Apply that to your killer games as well. 🤷🏽‍♀️

    and yet basekit changes were made to address the most glaring issues especially when it comes to holding games hostage. 8 kick system for example.

    your own argument contradicts your narrative.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778964#Comment_3778964

    That's mostly what he's saying, yeah. But SWF getting a debuff is the definitive solution to this issue.

    im not sure what's the point of you saying that, but I really hope you don't think this is a good idea or approach to solving the disbalance, let alone an actual working solution to this issue one way or the other.

  • that would be so horrible and boring to have endless onesided games.

  • @Neaxolotl said:

    If anything, I can see unknown getting killed completely because "unfairness of unavoidable grenade launcher that passes through walls", BHVR really love removing "frustration" from survivors at the cost of killer design

    it's not really unavoidable.

    hits through walls are usually pretty readable and if you're ready for them to happen, you can avoid them.

    it's unavoidable at close range (but not at point blank) where the projectile travels faster than survivor can react and insta explodes near them, but the counterplay for survivor still remains - staredown before the unknown gets you in that unavoidable position.

  • no, i see your point perfectly and im telling you it's a bad take.

  • @RenoPro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779008#Comment_3779008

    I was saying that the introduction to voice chat to solo Q will not solve anything bc is not a rule, some match you will have 1 with mic some other maybe 3. It dosen't solve the problem of balancing  between solo Q and stacks.

    Balancing the game around solo Q and killers!….killer eat solo Q rn bc the game is balanced around stacks of survivor vs killer. i don't see how a "skilled" player is touched by that.

    Is not a punishiment lol ( punishiment is the nerf of adrenaline for solo Q) is just a feature to make the game right. The game is not build with 4 friend squad in mind but they take stacks as ruler to balance the game. This need to stop.

    And lore wise sorry but made sense in a way, why the Entity should not give a penalities to 4 friends who affront the trial together? They are less scary then he eat less.

    it removes the only actual difference between solo and swf gamemodes - ability to play with VC due to being in premade.

    the rest is on players - they're free to coordinate to take strong items just like SWF, they're free to get good like SWF players eventually do.

    i genuinely see no point in continuing this dialogue bc it's going in circles. if you play solo - deal with the fact you'll had bad teammates and anti team players. no amount of stupid balancing will aid that.

  • @RenoPro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778982#Comment_3778982

    But is not guaranteed how can you balance it?

    My problem with stack is that the devs balance the game around them, just look at the last adrenaline nerf.

    Instead the game should be balanced around solo Q and stack of survivor should have penalities.

    guarantee and balance what?

    you're playing the team based game with random matchmaking. i dont understand how do you expect this inherent flaw of random matchmaking to ever disappear.

    you'll always have bad teammates, people who dont play to win, people who're bad at the game. that's normal, that's the nature of any team based game.

    balancing the game around the idea that survivors are severely underperforming while killer is not is a ludicrous mindset to have because you're essentially asking to kill the game for any decently skilled people.

    and punishing people for playing with friends is just as dumb and insane. you know what would happen if you'll penalize survivors for playing premades? they'll play solo q matchmaking and will try to get in the same lobby to bypass the unnecessary penalty.

  • @RenoPro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778954#Comment_3778954

    You will never have a full 4 people with open mic, is not 2009. They are probably in discord with their friend or they just don't want to socialize.

    weird take, but alright.

    people dont have to have open chat to be able to benefit from it. and even having just one or two people doing basic coordination would be enough to mitigate most of the unfair disadvantage solo q players have.

  • @Lost_Boy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778954#Comment_3778954

    Solo queue with voice chat won't really do much for the solo queue experience. Most SWF teams are groups of players who play together on a regular basis and coordinate perks and are practiced in some form of teamplay. Over time they become better and more coordinated. This can never happen with random solo players. In fact voice chat for solo q would probably just make it more of a toxic cess pit with players abusing each other over comms which would be significantly harder to monitor.

    More in-game options would be better for things like going for the save, stay on gens etc etc. At this stage I still don't understand why these basic functions aren't in game. Not like it's difficult to do.

    Regardless if all of this happens it still doesn't do much because the game is balanced around SWF v Killer, when it should in fact be balanced around solo q v killer. That can never happen unless killers are willing to accept the fact that they become playthings for SWF teams.

    As I said before it's impossible to cater to all 3 sets of players so they either buff solo q and put some restrictions in place for SWF or they just continue down the SWF v Killer balancing and let the solo queue players rot. The 3rd option of buffing solo queue at the expense of Killer fun v SWF is never going to happen. Killer is probably the most important role in the game with regards to keeping queue times at a reasonable level.

    The easiest way imo is to apply some kind of handicap to SWF teams and buff solo queue. This would allow them to some extent to make changes that won't directly effect the opposing groups. If SWF become too weak then just change the handicap with little to no direct effect to solo queue balance. Solo queue becomes too strong strong then just apply some nerfs with tweaks to the SWF handicap to compensate etc etc. It's not perfect, but at least it's a move in the right direction to accommodate Killer, Solo q & SWF balancing.

    in other words - punish skilled players on both sides in favour of low skilled casuals.

    no thanks.

  • @Lost_Boy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778942#Comment_3778942

    Yes SWF balancing is a problem. If you balance the game around solo q it makes SWF godlike. If you balance the game around SWF it makes solo q horrendous. It's virtually impossible to balance the game properly around 3 different types of player.

    Until BHVR acknowledges the problem and put some restrictions in the game for team players on comms then solo q will unfortunately just stay in the same broken state. I can honestly say that I only get around 1-2 out of 10 games that I actually enjoy in solo queue. The rest are just an all round frustrating & miserable experience these days.

    nerfing SWF won't achieve anything.

    solo q just needs functional voice chat or a gameplay where there is a functional voice chat and the game should then be balanced / designed around the assumption solo q / swfs are the same.

  • agreed.

    it would be really weird if characters that never talked just randomly began talking.

  • Tierlists are so meaningless for this game

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