VikingWilson
VikingWilson
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@SoylentPixie said:
https://forum.deadbydaylight.com/en/discussion/comment/1214611#Comment_1214611
Here is the reality of the situation. Not every killer can tell an SWF, i get accused of it nearly every week while playing solo. So it's a falsehood to say killers can just tell. A very large percentage of killers WILL dodge swf if they get an indicator.
Suddenly que times are massive for survivors. Even if you don't care about survivor wait times, the devs now have a problem, people are already fed up of wait times as they are, add to it, and suddenly they are losing players. Meanwhile, the people who really want to circumvent this SWF marker, are dodging lobbies so they can get with their friends without having an SWF marker...que's now take even longer.
People can say that killers won't dodge if you were given an SWF marker, but since they dodge for items and sometimes even offerings, that statement is a fallacy.
Queues are so bad because killer players are leaving the role. More killers, more rounded MMR, faster queue times. It's only this last patch and the upcoming one that FINALLY something has been done to help killers (gen speeds not being one of them outside of the toolbox changes).
The killer role has been getting killed and it drives killer players (like me) away from it.
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@tippy2k2 said:
I said it in another thread but these things get buried so quickly that I'm just gonna repeat it...
The issue is there are two kinds of SWF groups
- The group of friends who want to play together
- The SWAT Team (SWF Team 6 is a fun name for it too)
Group 1 is great to play with. They're fun; they get to have a good time with their friends while I as the killer get to go through my normal Killer Duties and stab people
Group 2 is the problem. While this may be anecdotal evidence, I have found that the SWAT Team is usually not only damn impossible to beat since they are in constant communication with each other but they're always the biggest toxic ######### to play again. If there is a cheap tactic, they'll use it and if they get any chance at all to mock the killer, they will 1000% take it.
The biggest issue that Group 2 causes though is that these are the groups killers remember and these are the groups that make killers quit the game because they're not only frustrating to play from a game-play standpoint, they always seem to make sure to rub it in your face and make the experience as awful as humanly possible.
The problem is that I don't know how you could solve Group 2 without directly hurting Group 1. If Group 1 starts getting hammered and frustrated by nerfs, they're gonna quit and now you just lost four players from your player pool. If you just ignore Group 2 though, Killers are eventually just going to say "F*#$ this S$1* I'm out" and now no one has anyone to play against as your Killer pool Yeets out.
I do not envy the position that the DBD team is in here
I don't envy their position, either, particularly because I rarely come across Group 1. That's me, what you described at the end, "F*#$ this S$1* I'm out"
The quality of survivor (and gen speeds and maps) has gotten so high that killers all but rely on survivor mistakes in order to make any headway with little to do about rank. It's just not fun playing killer anymore and I used to love it.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1211534#Comment_1211534
You could just run a 4th perk that works ALL game, though. It also doesn't counter my points about the perk being badly designed.
Also, as someone who regularly does 2-4 bones and still gets taken out by the perk, not to mention just versed it FIVE TIMES IN A ROW, 4 of which had an Ebony Mori, I think that maybe I do get to say that the perk is dumb and needs a change.
Ruin go wrecked, so now you have an end game perk to deal with instead of an early game perk. Pick your battles or should just everything killer continue to be nerfed?
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@GoodBoyKaru said:
Noed is a badly designed perk which further demonstrates the power disparity between solo survivor and survive with friends on comms. As solo you either have to waste time or dedicated a portion of your build to a perk to help find totems. As a swf on comms you can say, "Did three totems on the right side of the map" and you know the other two are on the left.
Notice how noed works against solo teams so much more often, and with such a larger impact, than on swf teams? It punishes the weakest role in the game while letting the strongest flourish.
Map-wide comms is OP and we all know it.
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For some, it seems, SWF is a crutch and they can't rely on their own skill and situational awareness. When, then, they find themselves without their usual SWFs, they suddenly become a pleb survivor.
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Well, it just can't. There's no in-game comms to begin with. All I'm saying is that it's OP.
I've been in SWF where comms weren't joined; fat chance thinking anyone else would do the same.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/141667/map-wide-comms-is-op
Yea, ya did. Balance suggestions?
Nope, because SWF Team 6 will just work around it. Last couple of SWFs I didn't even join comms, but that's just me.
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@Stinky said:
Personally I'd have them replace "Deathslinger". I can't take that dude seriously. :p
His ability is fine and all, but jesus... Its's a Cowboy with a Harpoon...
It's pretty rediculous at this point already. But then you read his story and it basicly amounts to "Other people are mean! Boohoo!"
And then you add on top that he's yet another "Killer" with the 'terminal giggles'.
He's has got to be the funniest attempt at a scaryboi since 'Flamy Screamy' aka Oni :D
He's a bounty hunter that was wronged and his killing ability was so good the Entity snatched him up for the game he's thrown all of us in.
Spirit's is worse; she was a victim that was killed, and is now trying to kill everyone in her afterlife?
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My conditions for a GG is a non-gen rushing SWF Team 6 and full stacks of BBQ.
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Hard to queue even matches with all of these SWFs. First come first served basis for killers and, as we all should know by now, green killer is the new red.
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It's a hex; high risk, high reward. Break bones. Crisis averted.
I've had matches where I've broken 2-4 totems and still NOED pops: Tough.
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SWF comms OP. Killers can try to pressure all they want, but they can't do jack against a decent SWF.
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@Helevetin_nopee said:
I think the game is in a good state right now.. Against a good swf it is unbalanced as killers, but you have to also think about the lower rank players that arent even close as good
Or the lower ranked killers against purple/red SWFs. After all, green killer is the new red.
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Blendette has got to go. I was once a P3, immersive Claudette, but then I started to actually play. Now I'm David in his snazzy outfit with cigarette.
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@SkeletalElite said:
It is not 10% per survivor. Its just 10% to every survivor which is actually extremely underwhelming.
Survivors get a 10% repair speed penalty per survivor. Prove thyself effectively reduces the penalty by 1 survivor which is not very useful.
The absolute best case scenario for this perk is that all 5 gens get this perk used on it to the fullest potential and it only saves approximately `5 seconds per gen (so 25 seconds saved is your best case scenario). That's the absolute best case scenario. Compare this to any meta perk. Dead hard allows you to not go do down after a mistake and keep running effectively delaying the killer by however long you stay alive after using it. DS wastes 5 seconds of the killers time + any chase time after its used.
Says it right there: for each other Survivor.
As far as multiple survivors on a gen, you're not repairing slower, just having diminishing returns:
1 Survivor = 100%
2 Survivor = 190%
3 Survivor = 280%
4 Survivor = 370% repair speeds.
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I've camped. I've tunneled. I've tunneled to the ground and I've camped the ever loving hell out of toxic players without remorse or regret. Screw them, they're putting themselves out there like that, they've earned it. On the survivor side, I had a match recently where one survivor just let someone on a hook die (I was also hooked, but not close to the first). When that person got hooked, I ran up to her, and then ran off.
Sometimes you need to be the one to treat a person as they treat others.
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I'm in protest of the Yamaoka maps; I don't participate in them as killer or survivor. I am not sorry about that in the least, those maps are absolute garbage.
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/1165960#Comment_1165960
Yes, that can happen, however from my nearly 1.6k hours, that is not the normal from match to match. I am generally between ranks 1-6 when playing killer. Most of this time with killer such as Huntress, Piggy, Spirit, Ghostface and Oni. I've only played Deathslinger since its release.
My average kills per game is 2-3 kills per game. The only slow down perk I even run is Corrupt and that is only on Huntress and Ghostface.
I am not saying the type of matches you are describing do not happen, I am simply saying they are not the match you are getting every game and if they tried to do something about these rare match's it would seriously make the normal matches almost impossible for a killer to not 4k every game.
Now, as I said before, if you are getting these type of matches every single game then we should look at other factors such as your playstyle, region you are in, the time you are playing, or BHVR's emblem system.
The last one BHVR is attempting to resolve with there MMR system. But Speaking from a NA player who plays between the hours of 6pm to 10pm EST, with a rank between 1 to 6, all I can say is that those are not the type of matches I see, they are outliers not common place.
You're joking, right? I play NA around those times and those are the matches I often get. Get in a short chase, break a pallet, a gen is done. Get a hit, down a survivor, another gen is done. They pop like crazy seemingly no matter what I do.
Can I have your MMR, please?
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@OmegaXII said:
It's easy. If you can't beat them, join them :)
And that's just what killers have been doing.
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Killer option to queue for solo players or SWF? I love it.
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SWF Team 6 all the time every time. Does anyone even solo queue anymore? Killers can hardly turn around without a gen popping, it's insane! I had a match minutes ago and I'll give you play-by-play:
-Asarov's Resting Place as Billy-
Match starts, I chainsaw near the other side and come across a survivor.
Short chase and break a pallet: two gens popped. I'm not kidding, that fast.
I down a survivor and hook, another gen pops.
Someone is coming in for unhook, I chase off, we're just around a hill and I break a pallet, a fourth gen pops.
I down a survivor and carry them for 8sec to the basement, last gen pops.
SWF is too damn strong and OP. Playing with friends is great, but always coming up against SWF Team 6 and every three matches having this exact result is tiring, disappointing, and discouraging.
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When the killer can hardly turn around without a gen popping, it's time to either do something with the gen speeds, maps, or have the survivors require another objective, such as having to find and "read" a technical manual each (akin to totem speed) before even being able to repair generators.
It's crazy how fast gens are still going.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/1179157#Comment_1179157
oof hope you're baiting
I doubt it, Lalythia is a whiny survivor that just wants Generator Simulator. Her input means next to nothing.
"Keep survivor base" she says as we're losing killers.
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I can't pick just one.
Freddy. Clown. Myers. Oni. Billy. Deathslinger. Doctor.
Likely Nurse once I get at least decent with her.
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I miss the passive deterioration of the madness outside of his terror radius, that's the only change I'd make with him right now.
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Yes, absolutely yes, I've been saying this for months and that mansion would make for a great indoor map.
I am 100% with you.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1181645#Comment_1181645
Sure ya do. I gotta tell you, every Killer main who has a survivor sided opinion suddenly plays both and is an expert in survivor experience.
And sure, if by "balance changes" you mean all the nerfs - yeah. Why not? Tomato, tomato. :)
I don't main one side or the other, I play them both fairly equally, red rank each to boot. But, I guess, I "suddenly play both."
Yes, those changes were for balance, not straight nerfs or buffs.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1180859#Comment_1180859
You can simply deny that the nerfs were nerfs because they didnt effect you....that doesnt make it less so.
Of course they affect me, I play both sides. That being said: Survivor = Easy Mode
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1180802#Comment_1180802
Have you played this game for a year??
Self care was nerfed.
DS was nerfed.
Leader was nerfed.
Sabotage was nerfed (the action, not the perk).
Med kit addons were nerfed.
Toolboxes and their addons were nerfed.
Petrified oak, nerfed.
Windows were removed.
Loops were closed.
Palette numbers were reduced.
The number of unsafe palettes has increased.
Totems have been moved and better hidden.
The number of hooks was increased.
The distance between hooks was decreased.
Hook re-spawn rate has drastically increased.
Newer maps are smaller.
Some killers have received speed increases.
Some killers had all detraction removed from their abilities (Hag).
...the list goes on.
I have, but I don't recall Self Care before a nerf. Thanks for reminding me, I had forgotten.
Sabotage was ridiculous back when the hooks wouldn't reappear. This latest change is a good one, just 2.5sec for the clutch play and move on.
Med kit add-ons weren't nerfed, they were changed and are still good.
Infinite loops spawn in nearly every map.
Totems sure aren't well hidden. Some, certainly, but generally not.
Maps do still need work, some are simply too big for a number of killers.
No killer without PWYF or powers go above 115%
Hook changes are more balance than nerfings.
Who uses Leader? If anything, Prove Thyself needs nerfing (10% PER SURVIVOR is ridiculous. Gens already go fast enough).
I already mentioned the time limit change to DS.
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@Warlock_2020 said:
These threads are so dumb. It's a game, none of it is hard. Life is hard. DbD is all Ez mode.
Can we put a verified age limit on making posts? Would love to see more maturity here.
So ignore it. Crisis averted.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/140164/survivor-easy-mode
Except in the last 12 months the vast majority of patch changes have been in killer's favor, not survivors. What, Ruin was your favorite perk?
Other than desperately needed changes to toolboxes, what has really changed for survivors? A time limit on DS and.....?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1180728#Comment_1180728
It is, but what more can the developers do? If they remove SWF, the game will decline and stagnate. Being able to survive with friends is a huge draw in this game. People will always find a way to communicate in this game. Balancing the game around that is the best they can do, even if its not close to being at that stage yet.
I'm with you, SWF is fun and that's how I play it. My luck has it so I'm constantly matched with SEAL Team 6 and, frankly, it's been tiring. Not much can really be done about the comms, I'm just airing a grievance about it.
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Map-wide comms is simply OP.
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When I play, but want to be laid back about it, I just play survivor.
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Maps desperately need reworks, they are just so heavily survivor-sided anymore.
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Hexes are too easy to take out of the match, just break the damn bones.
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It's just entitled survivors whining about NOED because they're neglecting bones. Y'all crying killed Ruin and early game, don't take away late/end game, too.
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@FichteHiro said:
Clown needs to get some tweaks. He's not fun to play as/against and his power is relatively weak.
I like playing as him, but I don't like how survivors can just run him over and plenty of maps are just too big for him to cover.
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As Clown, for starters, his reloads need a faster speed and a quickened pace while reloading, or two more bottles in his base kit.
Against Clown, his gas needs to lose the screen distortion: 1) there are people that physiologically cannot play against it and 2) it's all-around annoying.
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And it continues to become survivor-sided.
