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Utna

Utna

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Utna
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  • Could be a killer witch and a survivor witch hunter ... or even the opposite: a killer inquisitor obsessed by a woman who has the reputation to be a witch.

  • @kandalph said:
    Why does SWF take so much more time to find a game than alone

    I could see two reasons:

    1/ simple maths. Solo players fits in any lobby, even when there are 1, 2, 3 or 4 room left. Of course they'll wait less, because there have a larger number of lobbies to choose from.

    2/ because playing killer is actually much more painfull than having a survivor's game. As a result, there are less people willing to play killer. And ultimately, less killers means less lobbies. Add to this some lobby dodging and you'll now why you're waiting more than the average solo player.

    My guess is you should try to play solo more often, because it is more challenging for the survivor (and thus more balanced for the killers), and closer to the original design of the game. But if you really want to play with your friends AND still having a short waiting queue, I'd suggest the game mode Kill Your Friends.

  • Speaking of survivor objectives, I feel like the way blood points are awarded is detrimental to the fun of the game. As an example, I hate how an hatch exit grants 2k BP, because these extra points lead players to stay in the game, even when gates are wide open, and wait until they are the last survivor to grind some more points. If anything I believe the hatch is a 'last chance" escape that shouldn't be rewarded in any other way than just surviving.

    On the same note, I believe blood points are too generous in the altruistic area and not enough rewarding for the main objective, which is getting out alive. This unbalance makes survivor playing "funny", doing things such as running straight in the killer arms when he's carrying someone, farming teamates on the hook, relentlessly taking hits on purpose, just for the fun of getting healed. This type of strategy wouldn't exist if they weren't something to gain much greater than something to loose. Not to mention SWF groups whose are just as powerfull as they can be thanks to their stronger organization, and at the same time, their flawless team spirit playstile is by far more blood point rewarding than the common solo stealth gameplay.

    By lessening the altruistic's action rewards, solo players and different smaller SWF groups might want to focus more in they own survival, instead of just running around the killer, body blocking and mindlessly trying to save people after the generators are done. This rework of the blood point attribution alone, might give some of the power back to the killers, and hopefully smoothe the balance up. Here's some examples:

    • Hatch exit : 5K (this includes the 5k for surviving)
    • Gate exit: 10K -1K for each other survivor who escaped before you. (this includes the 5k for surviving)
    • Hook save (safe): 500 bp
    • Hook save (unsafe): -500 bp
    • Great Skill checks (any kind): 300 bp, because trying to hit them can be risky sometimes. So risk -> reward.
    • Evading the killer (after 10 seconds): 1000 bp.
    • Being chased by the killer (after 10 seconds outside a chase): -500 bp.
      ... etc.
  • @redsopine1 said:
    Or just cap swf so its only 2 people playing together no 3-4 man teams just 1-2 that's what I do unless I go for daily challenge or if I get a red/pink key I will ask for one so we can get the hatch trophy for all at once

    yeah, or even better: make an alt game mode where groups of 3 or 4 will play on their own against a killer. That killer will have bonuses to fight against those organized groups.

  • @Dreamnomad said:

    @Utna said:

    @dbd900bach said:
    What about betrayal a game mode where one survivor has to sabotage his teammates to help the killer. Such as messing with gens the exit gates or leaving trails for the killer to follow. Something along the lines of betrayal 

    Interesting idea indeed, but this will likely never happen because of players using voice communication, and telling each other who the betrayer is ... unless you make it as a KYF mode, where everyone's got to be invited ; or for solo survivors only.

    Alternate game modes can play by alternate rules. Such as restricting SWF from playing.

    I bet the devs are designing game modes where group of friends can play ... There are so many SWF players right now ; I bet that's how people want to play the game.

  • @sulaiman said:
    But it makes me mad, and slowly might turn me into one of them. Because it always feel like a mistake to do constructive teamplay. And only stupid people don´t learn from mistakes.

    To have faith on people you first need to have faith in you ;)

  • @sulaiman said:
    The problem is: I do swf even without voice chat, because that way i can actually play the game as it is intended. If you play solo, often you play 3v1, because one disconnects in the loading screen, or at the beginning (giving you 5 gens to do with 3 survivors), or when dowend the first time.

    Also, if its down to you and another one, you are not the looser because you try to do gens until caught while the other one hatchcamps, waiting for you to die.

    Thats the reasons why swf is important in this game.

    Have faith on people man :) ! If you where playing solo more consistently, there would be one more good player to the solo survivors pool. Let's say your not the only one human being to think about team play, even when paired with strangers ... you'll end up with nice people eventually and have very good games sometimes. That is actually how the game was intended : just as in an horror movie, some of the survivors tend to be stupid or selfish ; dealing with them is part of the genre and part of the fun (given they don't hook farm you of course).

  • @Vankruze said:
    Killer's are tired of it and will dodge and so they should. Not only are they the most toxic but using voice coms creates an unfair advantage. I'd be dodging too unless pink mori.

    Same. Sorry @Zenbro0615 , but you'll have to be more discreet about the team cosmetics ... and don't bring the obvious 3 toolbox + 1 flashlight. Anyway, still sad there are no better solution than lobby dodging.

  • @deadbydaylightfan said:
    Its crappy thing to do but it’s not bannable just as camping isn’t it’s just how they prefer to save their team without flashlight saves

    There is nothing moraly wrong with the strategy. That's just frustrating to feel powerless. Even more in the role of a ruthless killer. Now, I'm not asking to ban body blockers ... like I said earlier: most of the time they're barely an annoyance. However, the very fact that running circles around the killer might be a valid strategy ... even with a very good survivor team VS a crappy killer, sounds like very bad design to me ... because who cares if the killer sucks: whatever he does he should always be seen as a threat by the survivors (not just a blood point cow to be milked). This is why I was begging (this is the whole point of this discussion) for the devs to consider making a perk who might punish overconfident survivors.

    I think a perk (secretly) exposing survivors when the killer is holding someone might be fun. There probably need some kind of backfire or restriction, but AT LEAST, survivors might think twice before putting themselves into the killer's attack range.

  • @MegaWaffle said:
    You have options when survivors try to body block. You can:

    1: Ignore them and try to move past.
    2: Hit them and most likely still get your hook.
    3: Hit them and lose your hook but will have injured at least a few.
    4: Drop your current survivor and focus someone else.

    Remember the more people there are body blocking you the less are on generators. Personally I love people who try to body block and either give me a free hit and waste their time or play so altruistically that no gens get done.

    Usually I don't mind that at all, and of course most of the time, those who try to body block me end up injured for no reason at all. But this game ... I swear I tried each solution you just gave, because after the first succesfull body block, well, you gotta find a way around it. But still, each time I had one in my grasp, they forced me to throw him down.

    I know I'm probably bad at this game, but it sounds so weird to me that the killer can't kick the survivors out of the way. I mean, I understand body blocking and why it matters as a strategy ; but why in earth would it be possible to prevent more than 5 attempt to hook someone in a single game ?!

    Seriously, there are perks for nearly everything in DBD. Punishing body blockers as a surprise should be one of them. Sadly, the days where the game was suppose to oppose 4 scared survivors to a ruthless killer are long gone. Come on devs, give killers a little bit of respectability, or this kind of toxic nonsense will get worst and worst.

  • @dbd900bach said:
    What about betrayal a game mode where one survivor has to sabotage his teammates to help the killer. Such as messing with gens the exit gates or leaving trails for the killer to follow. Something along the lines of betrayal 

    Interesting idea indeed, but this will likely never happen because of players using voice communication, and telling each other who the betrayer is ... unless you make it as a KYF mode, where everyone's got to be invited ; or for solo survivors only.

    The following idea might not be the sexiest one, but I feel it is needed and probably simple to make it happen. What about limiting SWF teams to 2 players, so that there isn't much a difference with solo players ? And then creating a game mode where groups of 3 or 4 will face the killer just by themselves. In the case of a group of 3 the game would be played just like when someone disconnect during the map loading time. In a case of a group of 4 the killer will have a significant boost, or there might be more generators to repair.

    Anyway, the point of it is to separate large groups of SWF and solo players, so they can be separately balanced with the killer they're about to face. And the better part of it, would be that the waiting queue will be just the same. There will not be a different game mode for killers ; just open a lobby and see if you gonna play against 1 big team, or smaller groups ; either way, killers will have the proper tool to give everyone a fair and interesting game.

  • I may be wrong but from the look of it, there are more SWF players in the lobbies, than solo players. Please someone corrects me if I'm wrong. Anyway, there are so much people wanting to play the game as any other online game (with their buddies, or with the more "competitive" guy they could find), that BHRV will NOT remove SWF completely. And sadly, I believe the devs even fear to remove SWF's chance to grind bloodpoints, because of the potential rage "uninstall the game" reaction.

    Instead of keeping the game spirit, with stealth and ambushes, they decide to transform it so voice communication isn't so big of a deal anymore. For example: if all survivors had the ability to see the killers perks and add-ons after the first teamate is dead, there would be no point to snitch that information via comms. Anyway, the problem is that the killer would'nt hold any surprise for anyone ! Not only this might be terribly boring for everyone, but this makes future design choices (of perks and powers) even tighter since no valid strategy could be secret.

  • @Utna said:
    @TheHourMan
    If the devs get to 2.5 kill per match, and only if SWF have the same average chance to survive ... then 'im fine with it. Otherwise those stats might just tell how much solo survivors are weak when compared to team play, and how important it is to severely nerf SWF instead of just improving killers.

    @FayeZahara said:
    We don't have wes craven or robert englund freddy so don't know why they should be offended.

    This right there is pointless dude. Nobody knows what Wes Craven thinks beside him ; not even you ... who knows, he might be sad about it. The point is to have a DBD Freddy (or any other killer) just as charismatic than in the movies, and right now they're being Tbagged by a bunch of stupid guys running around the murderer in circle just to farm blood points. This is pathetic.

    EDIT: changed typo from 3.5 to 2.5 average kill per match.

  • @Grimbergoth said:

    @Utna said:
    @TheHourMan
    If the devs get to 3.5 kill per match, and only if SWF have the same average chance to survive ... then 'im fine with it. Otherwise those stats might just tell how much solo survivors are weak when compared to team play, and how important it is to severely nerf SWF instead of just improving killers.

    I agree totally . If the solo survivor is underpowered then fine boost them , same for the killer , but if that makes swf overpowered the only way to balance it out is to remove swf . That is one of the biggest detrimental game mechanics right now , because swf allows to organization and communication that the random survivors don't have . and to balance one will either underpower or overpower the other . As long as they keep swf it will never be fair for killers or casual solo players as survivors .

    Sorry I meand 2.5 kill per match average :p but the point stays the same I guess.

  • @TheHourMan
    If the devs get to 2.5 kill per match, and only if SWF have the same average chance to survive ... then 'im fine with it. Otherwise those stats might just tell how much solo survivors are weak when compared to team play, and how important it is to severely nerf SWF instead of just improving killers.

    @FayeZahara said:
    We don't have wes craven or robert englund freddy so don't know why they should be offended.

    This right there is pointless dude. Nobody knows what Wes Craven thinks beside him ; not even you ... who knows, he might be sad about it. The point is to have a DBD Freddy (or any other killer) just as charismatic than in the movies, and right now they're being Tbagged by a bunch of stupid guys running around the murderer in circle just to farm blood points. This is pathetic.

    EDIT: changed typo from 3.5 to 2.5 average kill per match.

  • @White_Owl said:
    Myers struggled to kill Laurie, imagine if he had to face 4 Lauries at the same time.

    This one's easy. I imagine this would have made a crappy horror movie. Or a fun parody of the genre ... but hey, if I was looking to eat up my pursuer, I'd play fu**ing Pacman.

  • @Grimbergoth I agree with you : no survivor should be about to confront the killer and expecting to get out of it unharmed. I mean of course lurring the killer into a corner of the map should be a legit tactic, but to keep the horror movie vibe of DBD, it should be considered a sacrifice for the team.

  • @Rectal_Prolapse said:
    A masochistic one

    Since I'm waiting an answer too, and this is the closest one that was given and is even a tiny little bit usefull, I'll post a sad face

    :'(

    Come on guys, the question is: "With which killer do you use Devour hope, and why ?"

  • If there should be any buff at all, I guess it should be to make it less situational. What about keeping the flashlight resistance as it is and add a :
    "can see aura of survivors through the fire of a burning barrel, x metres away" ?

  • @Delfador said:
    Interesting though. I really like Freddy's current power and instead of reworking it, something like this would be better.

    Same. I feel the way to go with Freddy is to make survivors fall asleep slowly by themselves (like a timer). If you choose to run around and fail (maybe multiple) skill checks, you shall stay alert, or even awake from the nightmare eventually. However, if you stay for to long hidden in a corner, or even worse inside a locker ... there you'll fall asleep by yourself, in the blink of an eye. Freddy's special attack might just accelerate significantly the timer, so the time span before the killer can interact with the survivor wouldn't be always 7 seconds ; it would vary from 1 to 8 seconds, depending of the state of slumber the survivor already was.

  • The game is amazing. Thank you BHRV ! :)

  • @BigBlackMori you gave a lot of good ideas :)
    However I'd like to react about something you said:

    @BigBlackMori said:

    @Iceman said:
    @Doc_W__HOLLIDAY
    • All teachable perks can only reach tier 2 
    • When playing survivor the game is darker than killer
     

    This, and the Survivor info hub would go away in an instant. No notification of Exposed, no idea how hurt other survivors are unless you see them with your own eyeballs or get told via voice, innate aura reading gone. if you want to read auras, take the perks -if somebody gets hooked, you physically look for them. if someone is slugged, you have to find them if you don't have a perk to help you see auras. Less information for Survivors gives Killers back some control of the game and brings back some fear and uncertainty.

    You describe the game as I'd like to play it as a survivor. The less information I get for free, the better immersive and thrilling horror mood the game will have ... and I like it ! Unfortunately, voice communication using SWF, have those information given for free, and since they (PC users) use a third party program to communicate, there's nothing the devs can do about it. I guess this is why the devs are giving away more information for free to all survivors, just to try (emphasise on "try") to make solo players and SWF even. Since a few months ago , everyone know when someone has No mither, or when the obsession is being chased ; now they're talking about giving the perk Kindred for free to all survivors ... that's sad really, I really wished they tried to keep the game mysterious and full of danger ; now it will be more and more predictable, just because some players don't have the guts to drop off their mics.

    @BigBlackMori said:
    Survivors would get a slot for choose one of their personal teachables for free.

    This is a far better idea than the one I gave earlier. 3 perk slot + 1 extra to choose among the character's unique perks. Sounds great !

  • @Iceman said:
    @Doc_W__HOLLIDAY
    • All teachable perks can only reach tier 2 

    I know right, survivors are so boringly the same ; after the teachable perks have been learned, there is only one character with multiple cosmetics. I would be a litter more extreme to adress that specific matter: survivors might have only 3 perk slots + 1 unique perk / power which you cannot have with a different character. Something like this:

    Meg: Sprint burst.
    Nea: Urban evasion
    Dwight: Prove thyself + Leader combined together
    Jake: Calm spirit + something else ?
    Claudette: Self care
    David: Dead Hard combined with a better version of No mither (he doesn't have to start the game injured)
    Ace: personnal kobe chances are increased by 30% minus the number of minutes played
    Feng: ?
    Bill: Borrowed time
    Laurie: Decisive strike
    Quentin: ?
    Tapp: Detective's hunch + something else ?
    Kate: a much stronger version of Boil over
    Adam: ?

    Of course all of this would have to be thouroughly tested and balanced as much as possible.

  • To have a complete set of horror movie archetypes (because I believe DBD is tied up to that genre), we'll probably need a slavic fellow some day. That being said, I'd like to have more different characters with pros and cons, which might fit into the genre, such as the "Child" survivor which might run slightly slower, but could fit in tighter spaces (extra closets/lockers ?).

  • @qpwoeiruty said:

    @Utna said:

    @RSB said:

    @Utna said:
    I have a question about Hauted Ground: can the killer see the decoy totems from a distance, like he does with normal hexes totem ?

    I mean it could be confusing if he played this and Ruin, because he might end up defending a decoy totem. And if the killler decides to not defend his totems, survivors could be lucky to find Ruin first and waste 2 killer perks in one little cleanse.

    He sees them as normal hexes.

    Alright, it's a huge bummer. Still the perk has some potential, but not as I wanted it to be.

    Why would you want to not defend the decoy totem? you want to make it look like thats the good one right..?

    Why losing time defending them if we had a chance to know they are decoy totems ? Note that by "defending" I mean staying relately close to it, even sometimes refusing a difficult chase, like when you want to stay in an area to defend 3 generators ?

    Of course, If I spot a survivor cleansing a totem would it be a decoy or not ; I will not ignore him.

  • @Thatbrownmonster said:
    Just out of curiosity

    do the devs like shitposts??I know not_queen likes them since I asked her allready,

    but what about the other devs??

    What's a shitpost anyway ? I mean not in a philosophical level but, as a word ... I missed my english 2.0 slang class.

  • @RSB said:

    @Utna said:
    I have a question about Hauted Ground: can the killer see the decoy totems from a distance, like he does with normal hexes totem ?

    I mean it could be confusing if he played this and Ruin, because he might end up defending a decoy totem. And if the killler decides to not defend his totems, survivors could be lucky to find Ruin first and waste 2 killer perks in one little cleanse.

    He sees them as normal hexes.

    Alright, it's a huge bummer. Still the perk has some potential, but not as I wanted it to be.

  • I have a question about Hauted Ground: can the killer see the decoy totems from a distance, like he does with normal hexes totem ?

    I mean it could be confusing if he played this and Ruin, because he might end up defending a decoy totem. And if the killler decides to not defend his totems, survivors could be lucky to find Ruin first and waste 2 killer perks in one little cleanse.

  • @BigBlackMori said:

    @Utna said:
    I'm with you here @S0ckenSchuss. Well , I might tunnel more than you'd like to, but I don't enjoy it particullary ... and I wouldn't do it if I didn't suck as a killer, and I wonder why I can't practice and get better playing survivors with roughly the same skill level as me. Anyways ...

    Since there seems to be a lot of videogame nihilistic players out there, thinking that honor and respect are useless, I'd recommand an in game self-ban button. In real life, when you play cards in a club, no one is obliged to play with people who are rude and disrepectfull. There is no need for a written codex ; all you do is not playing at the table with rude people. In DBD there should be a button to prevent being paired with a specific toxic player. That way, there would be no need of moderation whatsoever, because rude kids would be recongnized by each players and be banned individually from their games. After some time, we can imagine those bratts having fewer and fewer people to play with, until they find themselves waiting too long for a game, and quit the game entirely.

    But this is also a double edged solution, since any self rightous player might bann too many people for no reason and slowly exclude themselves from the games.

    Playing to win is not being rude or disrespectful. You seem to think that survivors are entitled to have infinite second chances, but nobody cares about their made-up rules. Hell, give me a ban button - i'd never play against an SWF'er again, and be happy to wait as long as I had to for quality games.

    You guessed wrong. When I'm saying "rude kids", I'm talking about survivors of course. Killer can't do much to annoy me anymore ... beside early game face camping (but I didn't seen for ages). Now what I call toxic survivors are not people playing to win, because every one tries ; Toxic people are bullying other players just for the sake of their own sadistic fun, or blood point farming while holding someone else hostage into the game.

    To illustrate what I mean, here's an example I ran into a couple of days ago:

    Playing as the clown, I succeeded into having the last generators relatively close to each other ... so I started patrolling them and kicking them with Overcharge. The problem is those generators where in cornfield and I suck at spotting survivors from a distance, but all in all, when generators are close like that, I catch at least 1 survivor eventually.

    Turns out the remaining survivors where good at hiding and they where probably SWF on voice comms, because right after each time I've finished kicking one generator, the opposite one Overcharged, letting me know that I had to run over there and stop its progression (or game over). After a while and since the the coordination between the Overcharge notifications was flawless, I figured that they didn't even tried to fully repair a generator. Those survivors where just having fun making me run around in circles while they knew exactly where I was and had plenty of time to hide out of sight. This lasted around 5-10 minutes until I decided for the first time ever to diconnect, because I 'wasn't playing a DBD game anymore ...

    NOR WAS THEY !

    So here, this is why I think ethics are important ; it is important because some people needs to be constantly reminded that trapping someone into a situation where he can be farmed, but can't do anything about it is SO WRONG. If this was us playing a boardgame in real life, someone having this kind of behaviour would be immediately spotted and banned for some time, and I hardly see why it would be different in video games.

  • @FunC said:
    I think surveillance was meant to be a perk that would help piggy with her ambushes, not a map/gen control perk. So my rework idea would be: reveals the auras of survivors that are working on a gen within a range of 12/16/20 metres.

    In the end, isn"t it the same result, but since you can see their aura ... a lot more stronger ?

  • I'm with you here @S0ckenSchuss. Well , I might tunnel more than you'd like to, but I don't enjoy it particullary ... and I wouldn't do it if I didn't suck as a killer, and I wonder why I can't practice and get better playing survivors with roughly the same skill level as me. Anyways ...

    Since there seems to be a lot of videogame nihilistic players out there, thinking that honor and respect are useless, I'd recommand an in game self-ban button. In real life, when you play cards in a club, no one is obliged to play with people who are rude and disrepectfull. There is no need for a written codex ; all you do is not playing at the table with rude people. In DBD there should be a button to prevent being paired with a specific toxic player. That way, there would be no need of moderation whatsoever, because rude kids would be recongnized by each players and be banned individually from their games. After some time, we can imagine those bratts having fewer and fewer people to play with, until they find themselves waiting too long for a game, and quit the game entirely.

    But this is also a double edged solution, since any self rightous player might bann too many people for no reason and slowly exclude themselves from the games.

  • @IronWolf115 said:
    I had an idea for surveillance that keeps it gen focused but changes what it does, insert shameless plug here:

    https://forum.deadbydaylight.com/en/discussion/11766/surveillance-suggestion#latest

    I like your idea, but when gens are relatively close together (like I want them to be when I'm going for the gen patrolling tactic), wouldn't it be weird to ear one of them being worked on and not being sure which one of them ? I mean if the working noises can be heard further away, it might be a little confusing when gens are close to each other.

  • @Visionmaker said:

    @Nickenzie said:
    I'll quickly add my opinion right here, if the survivors work together, since this is a asymmetrical horror game. The killer should get 2 sacrifices/kills but if the survivors are uncoordinated then the killer should be able to get 4 sacrifices/kills since the survivors didn't work as a team.

    But then shouldn't a highly coordinated team get 4 escapes?

    If a coordinated team is projected to get 2 escapes, then the average would be 1 escape, 3 kills.

    You cant get better coordination than real time voice communication. So basically you're saying : "If your playing as a SWF, then it is normal for you to almost never die." This is so sad ... and sounds so true at the moment.

    Here are my personal feelings about kills:

    0 Kill: shame on the killer, all survivor win the game. This outcome should be rare.
    1 Kill: the 3 remaining survivors win the game.
    2 kill: would be a tie. No winner there.
    3 kill: the killer and the last survivor win the game.
    4 kill: the killer wins alone. Shame on the survivors. This outcome should be rare.

    I believe that in a balanced environment (balanced between, solo and SWF survivors and killers), the global average result should be 2 kills per game. But at the moment, as I'm learning to play killer (rank 12) it feels wrong because I sometimes get some 4K against unbelievably stupid survivors, but many 0K against overwhelming SWF groups.

  • @TheHourMan said:
    I feel like just increasing the time to 60 seconds would be a fairly fine change. If we really want to go crazy, also have gens give a notification if they are worked on within that 60 seconds.

    The notification thing is almost the same as Overcharge. Overcharge might be more interesting in terms of gameplay because survivors can succeed their skill check sometimes ... and so the killer need to check the generator if he don't want to take any risk. I believe this is a well designed gamble. Now another interesting gamble would be to use a second perk slot, just to make sure some generators are still regressing.

    Knowing for sure, about all generator being worked at a given time isn't really a good thing in a game of stealth and mind game. I believe there has to be a limit of such knowledge, either by time or location. I'd personnaly, choose the later, to reward killers who succeed into trapping survivors and their remaining generator in a corner of a map.

  • @yeet said:
    i feel like that would be way too strong

    Agreed. And I guess perk reworks are just little tweaks that never require any new animations.

    What about : the killer sees the auras of generators within his terror radius in blue (instead of red). At any time, regressing generators within the killer's terror's radius are seen green. All generators outstide the TR are seen red regardless of their state.

    I think that if the killer knows exactly which generators are within his terror radius, it would help to increase the viability of TR based builds. Killers with a turf defense capability as the Trapper, (the Doctor ?), or the Hag might love this perk ... and this is great since they are not considered top tier.

  • @Master said:

    @BLUE_APE said:

    @Master said:

    @BLUE_APE said:
    DBD is a large game of hide and seek tag.
    Killers aren't as fun to play as survivors, because who likes being it? and you don't have anyone to talk to or work with.
    Thats why survivors are more fun, because you are playing with your friends and strategizing.

    For you professional and Ranked players, I am called a "Casual Player" I play for fun does anyone remember what that means
    in DBD?

    I play survivor, but I play Killer when I'm alone mostly now.
    People have taken DBD to seriously, mostly though I see the complaints from killers, but I do see complaints come from survivors as well.
    Some are fair complaints, some are just dumb or the one complaining doesn't fully understand.
    So don't think one side is to blame.

    This game can be balanced but I doubt the devs are going to make it balanced because of how many threats grouchy
    people give them.

    Its fine if you are a casual player, but please refrain from doing statements about balance in this case.
    There are people taht wanna play competitively too

    I understand that too, sorry, What I'm getting at is don't assume people are playing DBD for the same reasons and don't be a jerk basically.

    The problem DBD has are all the wannabe-competitive players that refuse to become better because they are truely casual players.
    This and the pseudo-competitive matchmaking everyone is forced into

    You love the word "competitive" don't you ? And yet, you seem to believe that DBD's ranking is a joke, but still, you play to win. But truly, what do you win ?

    Please tell me, what's the grand prize of this game of yours ; if its not for the pride of being top rank, what else could it be ? Could it be the simple enjoyment of having a good time earning new experiences while playing ?

    Not all experiences have to be better at something than the previous ones. Not all new tactics has to be boringly effective , nor all character have such pover that you will predictably win, because sometimes, one needs to improvise and learn something new, to achieve true victory.

  • @Vankruze said:

    @Utna said:

    @Vankruze said:
    His traps should be more camo and survivors shouldn't be able to disarm them without sabo.

    No disarm without toolbox or sabo seems pretty much extreme. However, the trapper has the perk Unnerving presence, so it would make sense that his traps triggers skillchecks sometimes, either for sabotaging, disarming, or escaping them.

    It makes no sense to me that all survivors are automatically skilled in disarming bear traps. That actually requires knowledge and training so the fact that it can be done at any given time is a bit of a joke imo.

    Look, I believe you know your bear traps, but this is just a video game, and sometimes, gameplay must be more important than realism

  • @Vankruze said:
    His traps should be more camo and survivors shouldn't be able to disarm them without sabo.

    No disarm without toolbox or sabo seems pretty much extreme. However, the trapper has the perk Unnerving presence, so it would make sense that his traps triggers skillchecks sometimes, either for sabotaging, disarming, or escaping them.

  • @fcc2014 said:
    4. Freddy needs improvement (the ideas suggested about Freddy being able to see all awake survivors once one in the dream world seems really overpowered, These aura reading ideas are getting out of hand for a game that is completely losing stealth).

    Agreed. When I bought this game, I wanted it to feel like an horror movie video game. In those movies, of course many characters do try to face the killer, but stealth is a bigger part of the genre, because no one expect survivors to laugh at the creatures and smack them around (except Chucky maybe) ... that won't be scarry. So in a word: I don't want an innate kindred, because that sounds too relaxing.

    @fcc2014 said:
    P.s "Balance" is the most misused word on this forum.

    I guess everyone expect balance to be scaled from their point of view ... probably not the problem of this specific forum. But hey, you're right anyway, people (even you or me) should try to think more before talking about balance.

  • @Giche said:
    The Depip Squad actually stopped their test without voice com with meta perks because they got a 50 wins streak.

    Toxic survivors will say that all of these killers sucked LUL.

    Sounds interesting. Where can I learn more about that Depip squad's 50 wins streak ?

    @akbays35 said:
    5. SWF needs to be limited to just duos, no 3 or 4 man squads or swf has to be a 3v1 lobby automatically.

    I guess I could live with that. One other solution might be to remove one perk slot to each SWF for each of their teamates.

  • @azazer said:
    Swf isn't going to get balanced, they are buffing solo players to be on par with swf. 

    Yup, I guess the new survivor perk with the auto-hook save (Liberate ?) is here to testify that ... I can't picture SWF survivor playing it ; but here's the problem: as a solo survivor, I can't picture me playing it either because it is so damn situationnal !

    @BigBadPiggy said:
    SWF is an easy fix, just don't let dead people see what everyone in the match has until the match is over.

    "Be like a good dead person and SHUT UP!"

    As if it was the only thing making voice comm users more efficient than solo ones. Dude, you're kidding right ?

    @Freudentrauma said:
    I disagree. I think McLean once mentioned that Nurse was designed during a time the Devs thought the game was 50% stealth, 50% chase. So making a good Chase, but bad tracking killer seemed fine. But the thing is too much stealth is "boring", so the map/game design focused more and more around chase than hiding spots. So those spots are so limited, that hiding from a killer MidChase or after beeing tracked is almost useless.

    Unless the killer stuns herself after using her attaks. We're talking nurse here: she runs slower than survivors and give them some time so flee when she's missing a blink attack. Based on these informations, I believe she was designed to be the killer from who you must hide (even mid chase). And to support that idea, I would say that Nurse's calling is a perk designed with the idea of losing an injured survivor during a chase, and catch him up again later. Also many people compare her to the upcoming Spirit, probably because when she's using her power, you better hide instead of running in circles like most players do.

    @Freudentrauma said:
    Besides, if a killer gives up finding you, they arent busy and will relocate and try to find a survivor on an easier spot/gen.

    And they will loose a very precious time doing so. Right now, killers that aren't busy are loosing their time and the game with it.

    @Freudentrauma said:
    Hiding is occasionally fine, but can't be the only solution to counter a killer.

    The only solution to counter a killer is to repair generators. Obviously, one can't hide while repairing them, so there is no point to believe it is the only victory condition. We agree, the stealth part of the gameplay must be occasionnal, but I guess it is more rewarding to be sneaky, when facing a nurse, than with any other killer.

    @Freudentrauma said:
    But really. The issues people have with Nurse have nothing to do with SWF. It's more how players feel about her mechanics.

    Nurse is a very potent killer against loops, but at the same time, she stuns herself to move fast. So, I believe, her mechanics is to make the stealth part more important than the chase part ... how many times did I read in these forums: "your best allied against nurse is the corn field." I gueess, What players are wandering about her mechanics is : "Why can't I easy loop her like any other killer ? Please, nerf her !!"
    And the answer to that question might be: "because you're not supposed to."

  • Its interesting to note that many of those topics of conversation, have in reality the same origin, exept for the hatch standoff which just looks like a poor design choice. So let's see how it goes:

    1. Nurse balance: this killer has the unique ability to not be looped over pallets and windows, so the only way to survive around her, is to hide. I might be wrong but I guess that SWF players would consider the nurse more balanced if they cared to hide properly instead of using their usual tactics which is: the best looper taunt the killer, while the other repair generators and prepare for body block/voice communicated pallet drop/rescue. So I suppose, Nurse's "problem" is more a SWF survivor problem, because they're not willing to adapt their beloved strategy.

    2. Decisive strike: when it lands (I mean when you don't down the survivor again after 5 seconds), decisive strike reset the loop engine. Honestly, in my killer ranks I've havn't seen many OP Decisive Strike play ; some where, but not the majority of them. I guess the perk itself would'nt be much a problem if killers in general didn't sucked as much at chasing survivors ; and/or if the survivors where less organized in the body blocking and the gen rushing area. DS just amplifies the flaws in the game's balance. Fixing real existing problem might fix DS as well.

    3. Freddy's balance: let's see, here we have the only killer who can't camp. Also, he is the only killer which add an altruistic action to the game (waking up) ; so in a word: no camp and survivor more dependant on each other = this killer rewards altruistic gameplay. It sounds logic that he's doing so bad in the current envirronment, because SWF players will always have the best result in the altruistic area. They'll regroup, and wake themselves up in the blink of an eye, thanks to their voice communication. I know Self Care is also a huge part of Freddy's problem, but as long as this character gameplay will rely solely on sneaking on groups of survivor, pull them in the nightmare, and then chase one of them, while the others have a substancial debuff, SWF will always have the upperhand tactics and organization. Ultimately, in the current setting, if Freddy was buffed, he might crush solo players much more than SWF players, and this shouldn't be called "balance".

    4. I know it looks like I'm pinning everything down on the SWF players, but there is nothing wrong to play with friends. However, voice communicating during a DBD game is SO WRONG in so many ways. But balance is not the only issue with voice comms ; because of it, the game itself will never reach its full potential. In the request section of this forum, we can often read comments about how cool it would be to have a killer disguised in a survivor. Guess what, this will NEVER EVER HAPPEN as long as players are communicating during the game, because the whole power would be pointless. Regardless of balance issues, I guess this in itself is sad.

  • @Mycroft said:
    This is one of the only games built on being carried to rank up. SWF should be unranked in it's own separate space. If a killer has to earn rank on their own a survivor should earn rank on their own.

    True.

    @sorrowen said:
    I don't hate all survivors I just get annoyed when they think rank means something it doesn't mean #########. Other then the rank 1 curse of long que times which im sure isn't worth bragging about.

    Speaking of queue time, I'm tired to have sneaky rank 2 SWF players, paired with me, even if I'm only rank 12 killer. I know one can be lifted to the higher ranks by his teamates, and the chear easy mode granted by voice communication, but sometimes, those top rank players feel different. They seems to know where each pallet is and run from one to another for an endless loop.

    All in all please, I'd like SWF group led by one of those survivor tutor, to be paired with top rank killers. It might help with their queue time and not reward even easier game for those entitled SWF voice communicating players who believe they can call you names at the end of most game, even because you killed them (but not the right way ... and let's say it only thanks to their chear stupidity) or for being a "baby killer"and not giving them the thrill of their life.

  • Maybe a Deer stalker slug build. I'm not familiar with them so I'll let you look on youtube (ex: Monto's build)

  • @Kalec84 said:
    After the Q&A video talking about a possible freddy "inverted power" i started thinking...

    Same here :) !

    As far as I know, the current problem with Freddy comes from the fact he needs to find survivors (like any other killer), and then put them asleep and wait 7 seconds before being able to hit them. Since most survivors run Self Care, and generally know how to awake themselves, those 7 seconds PER CHASE invested by Freddy are quite not worth the trouble.

    I'd like Freddy to remain mostly as he is, but it might be interesting to create a mechanic where his power is not the only way survivors are going to fall asleep. In fact, if there were some sort of invisible timer on each off them, at the end of which they will fall asleep, Freddy might see them (since he can see people in the dream world) and chase them like any killer would ... his ability would just anticipate the timer's trigger.

    Here's an example:
    Each player has a counter going from 0 to 100. Upon reaching 60, the character is pulled in the dream world. As long as the survivor has a "slumber" score of 60 or plus, he will remain in the dream world.

    The timer is increased by 1 for each passed second and might be modified in the following way:
    +3 for each second spend in a locker.
    +2 for each second motionless
    +1 for each second spend walking
    +2 for each second spend crouching
    +2 for each second spend doing stuff (healing, awakening, cleansing, repairing, sabotaging, ...)
    +5 per second, for a duration of 20 seconds, when hit by freddy's special power
    -1 for each second spend running
    -5 per second when a teamate "awakes" you
    -20 for missing a skill check

    The countershall be freezed for downed survivors, and shall reset on the hook.

    With this set up, I believe the survivors will pressure themselves to not stand still and run around as much as they can to escape the Nightmare. Sooner or later, they'll fall asleep by themselves, and Freddy might sometimes have the opportunity to ambush them as soon as they enter the dream world. Also, a survivor deep in slumber (ex: 100) will not be able to awake himself with a ridiculous single missed skill check. Freddy will have time to hunt that survivor before he awakens.

  • @Kalec84 said:
    What if instead of seeing survivors when they are outside his terror radius, he can see them only if they are "Inside" it? and what if for every survivor he pull inside the dream his terror radius increase?

    I'd like to test this, but it might be a bit too hard to escape freddy once you're in his TR. In DBD, survivors has 2 things to learn: how to be discreet, and once tailed by the killer, how to be able to loose him/her sometimes ... repairing generators, are just a clock telling you how much longer you must remain unseen and/or safe away from the killer. If a killer's ability could negate somehow, the furtivity contest, or the chase contest, the game would be probably felt as "unfair" by its players, because anyone could be downed, regardless of their efforts, as long as the clock would be ticking.

  • @PinkEricka said:
    You can blame the devs for that since they completely messed up the ranking system. Way too easy to pip now.

    I believe it is even easier to pip as a SWF survivor, because of the extra coordinated hook rescue, flashlight save, bodyblocking and stuff. Maybe the ranks are what they should be for solo players, but not suited for SWF wich end up playing as they learned the game : with a lot of carelessness. Might be why @AdánAR thinked they are noob. Yet, in reallity they're not exactly new to the game ; they're just playing the same video game, but because of the voice communication they have a completely different experience. In their "world" the killer is higly predictable, and susceptible to team harrassment techniqhes, so they do not learn to hide or be quiet ; instead they learn how to alternatively piss him off and take him for a loop.

  • @Giche said:

    @Utna said:
    Lol, who cares about free escape ! Hatch escape are not free: a player has to be the last survivor to get it, and that's something.

    This is "something" when i hide in a locker while waiting to my teamate to be sacrificed and then taking the hatch ?

    Gotcha'

    I won't call it a free escape either since you need to move sometimes to don't get bullied by sassy crows. Also, locker duty sounds so boring ; boredom isn't free either. Still I'd call it a cowardly escape. :)

  • @chemical_reject said:
    Utna said:

    @chemical_reject said:

    If they did a timer they'd have to make it stop if the killer was (insert fair amount of distance) away from the hatch otherwise killer would just sit on hatch and let the timer go. ( if the gates were not powered and it was one of those "only 2 gens done" game. 

    You're right that's a tricky situation too. In that case, why not removing the hatch grab completely ? Survivor would have (let's say) 4 minutes to find the hatch and leave, before the killer has a chance to close it for ever ; but at least there would be no more hatch stand.

    But I could see how killers would say that's a free escape lol

    Lol, who cares about free escape ! Hatch escape are not free: a player has to be the last survivor to get it, and that's something.

    But anyway, I guess the more important thing is to remove both the ridiculous hatch stand (or make it more interesting somehow), and survivors staying in the game, even though it is already over.

  • @chemical_reject said:
    If they did a timer they'd have to make it stop if the killer was (insert fair amount of distance) away from the hatch otherwise killer would just sit on hatch and let the timer go. ( if the gates were not powered and it was one of those "only 2 gens done" game. 

    You're right that's a tricky situation too. In that case, why not removing the hatch grab completely ? Survivor would have (let's say) 4 minutes to find the hatch and leave, before the killer has a chance to close it for ever ; but at least there would be no more hatch stand.

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