Well_Placed_HexTotem
Well_Placed_HexTotem
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I have thousands of hours in the game and if they made solo as strong as SWF I’d just delete the game. There’s no buffing the killer to match that.
The core mechanics are designed with zero communication in mind. They’ve already ruined that with SWF. Now they’re supposed to spoon feed solos so much free info that they’re as carefree as SWF?
Yikes. And i say this as someone who solo queues exclusively
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Camp and tunnel. Only way to stand a chance against good SWF with someone like Trapper.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/727257#Comment_727257
I am at red ranks and I rarely get hit by ds. Just slug them, it's not that hard. Or just eat the ds and catch them again.
I do eat it and just catch them again, but that doesn’t change the perk being used to troll or make up for bad play rather than being “anti-slug”.
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@arslaN said:
https://forum.deadbydaylight.com/en/discussion/comment/727044#Comment_727044
Don't tunnel, never deal with ds. But nevermind forgot that ds is against the rules so keep camping.
That’s BS. At least in red ranks, survivors use it as a get out of jail/troll the killer perk and not anti-tunnel. It’s hard to NOT tunnel many DS users, they go out of their way to make the perk proc.
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Do we have any event info?
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lol
its a PvP game
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Your progress isn’t going to carry over.
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Ready to fake like I’m farming with survivors and murder them all for massive BP
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@aazimuth said:
https://forum.deadbydaylight.com/en/discussion/comment/710349#Comment_710349
So how is it fair for 3 rank 20's to play with someone in red ranks because their friend isn't new at the game, why do they deserve to be punished.
Why is it fair for a new killer to get matched against a red rank? Either way someone is screwed. SWF is broken OP anyway, make it harder for them, not the killer
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It’s RNG, same stuff killers have dealt with on totems for years
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M1 killer getting looped and genrushed? Have you tried to git gud or apply map pressure? /s
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By the time you get six stacks for DL there will only be one or two gens left anyway.
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Do the new bloodwebs come with this update?
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I’ll believe you if the results back up my killer main opinions. If they don’t, you’re full of crap.
On a serious note, what’s the experiment?
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“Winning with legion at high ranks is not a merit, is simply survivors playing like potatoes.”
While I think this is true for pretty much all M1 killers, it applies extra hard to Legion. Against skilled survivors you are literally a powerless killer
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It took them over a year to fix Fred after they over nerfed him. Expect even longer for Legion. The pace at which BHVR balances their game is glacial compared to a majority of other developers
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@[Deleted User] said:
Gen times don’t need increasing. It’s chase times and hook phase time that needs improvement.
I can play 115% ms killers and be up against 4 phenomenal loopers whereby it takes FOREVER to gain any ground and actually catch up to them. And that’s just for THE FIRST HIT.
I’m all down for survivors having defences and using obstacles, but there are far too many ways for survivors to get little speed boosts, create lots of distance, or make the killers “faster” movement speed moot (for all intents and purposes in regards to gens popping off all around at a breakneck pace)
A logical post in this thread? What fresh Hell is this.
Chase times and survivor looping options are designed as if gens take 3 minutes each or every killer has Nurse mobility or Spirit mind game capabilities. But gens take a third of that time and 13 of 16 killers in the game are doodoo.
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@Beepbop123 said:
https://forum.deadbydaylight.com/en/discussion/comment/679646#Comment_679646
Rare people moan about being killed by Mori.
This is the point your missing, it really isn't an every game thing. watch one of Tru3's full VOD's not just one clip on youtube.
Doesn’t have to be under five minutes to be blazed through. Never said every game was like this one. But objective times for survivors versus the time it takes most killers to search, down, and hook each survivor three times are far out of balance and have been for a long time.
Pointing out that mori’s can swing the game in a killers favor is irrelevant. One is a rare/ultra rare one time use offering the other is a core gameplay element experienced in every single match
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@Beepbop123 said:
https://forum.deadbydaylight.com/en/discussion/comment/679512#Comment_679512
Can't use the argument of it can happen, in that case mori should be removed because the killer can end a game really quick by using mori on every survivor. The reason no one complains about it is because its rare that it happens?
It’s rare that what happens? Moris are rare. Ebony moris are very rare. Survivors blazing through gens is an every game thing
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@Mtom912 said:
You can win, the only thing that should be changed is the killer being able to see both doors from one spot
Why? It’s RNG. Just like Ruin spawning three feet from a survivor or right next to a gen.
I love reading these threads because a “fair” end game situation in survivor mains minds is one where the killer basically guesses one of two doors and either guesses right or the survivor escapes 😆
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Wow that was sad. He outplayed them at pretty much every loop and still had no chance just because of the killer he picked and the map. Though tbh Clown is pretty doodoo regardless of map. His only “mistake” was throwing those bottles at Jeff but considering the potential payoff for hitting him, it wasn’t really a mistake.
A lot of people are saying “gens don’t go this fast in my gamez!” and that’s fine but that doesn’t change the fact that they can. Also doesn’t change the fact that there are 16 killers right now and 11-12, possibly 13 of them would have been worthless in that game
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It’s always ok to camp. Survivors have perks and counters
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Average players = killer way more OP
Better you get at the game = survivors OP
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LOL
Ive never understood this idea that SWF is broken, so the way to fix it is buff solo players. All that leaves you with is broken players in every lobby instead of just SWF lobbies.
Like what killer perks would have to be built in for this to make sense?
Ruin. NOED. Pop. Brutal Strength. TotH. Among others.
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I become BTK when I face OoO.
Beat them
Tunnel them
Kill them
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Survivors don’t expect it
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@ad19970 said:
They didn't do it with the Freddy rework though. And he is quite powerful, also having both an ability that helps him in chase and an ability to apply map pressure.
lol in what world is Fred “quite powerful”?
Maybe low rank, non-SWF. At higher rank he’s still super easy to run for long times. Sure he’s at least entertaining now, and that’s what is most important, but he’s weak.
Hes also not a good example to use here because Fred WAS nerfed at launch and the rework you’re referencing was the result of over a year of work. Imagine if they nerf Fred on release, spend a year reworking him, release him and nerf him again 😆
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lol, why does it need a buff? It’s great already. I use it in every build.
I mean, not every perk has to be meta. It’s ok for some perks to be situational or unique.
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I only get annoyed by DS now when it’s used in a manner other than anti-tunneling. A survivor kobes in your face with Deliverance and you have to slug them. A survivor is rescued and you hook one or two others and that same survivor is sitting on a gen. You grab them off, that’s not tunneling.
DS now is a great example as to why devs should ignore all of this nonsense about stopping progress bars for hooked survivors if a killer is close and nerfing “camping” in general. You give survivors an inch and they’ll take a mile. They’ve turned a good anti-tunneling perk into another cocky toxic perk.
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Why would you nerf something so integral to the game just to appease a small portion of the playerbase who should be irrelevant to the core game design? I mean, you even have a Freddy avatar. Do you remember when Fred launched, and was complete garbage, but lower rank no skill players hated facing him, so devs nerfed him even more, which left him completely and utterly worthless in high rank play. And then it took over a year for them to rework him into a still very meh M1 killer but at least somewhat entertaining to use?
And you're looking for a repeat of that for something as meaningless as camping killers? Remember that any change you make to benefit new players has a ripple effect that really changes high rank gameplay. I mean, imagine how this game is right now and how any killer not named Nurse, Spirit, or Billy, are pretty much f'd against most players at high rank and you're wanting to make it even harder for them to get kills, all because someone new at the game might have a tough time, if their killer decides to camp.
But oh, it will otherwise drive away survivors! Well, won't making the game even more survivor sided drive away killers? Or to word it better, if you want to nerf "camping" for the sake of new survivors, lets nerf looping for the sake of new killers. Imagine a new player buys the game for Demigorgon and his first map is Blood Lodge or Haddonfield. He gets ran from safe pallet to safe pallet on Blood Lodge and he gets looped repeatedly on Haddonfield by Claudette and Nea with balanced landing. He uninstalls the game. Wow! Way to go. How about if we remove safe pallets, and make exhaustion perks on time use? Sure, it will completely change high rank play, but think of all the new players we'll be saving!
As I said in another thread recently, if you want to discourage camping, either stop making stupid plays as survivor, or ask the devs to balance the game so that a killer doesn't feel they need to camp. I just had a match on a swamp map with Trapper. I was able to set the two traps I spawned with before my Ruin was instantly popped. On a map that big with a killer who needs minutes of time to set up to actually use my power, I was f'd. The survivors (SWF three stack) knocked out four gens, let the first person I hooked die, and escaped with a key. Literally nothing I could do.
HOWEVER. When I hooked one of them in the basement right by the hatch, I could have camped it. Sat on the stairs, made sure I hit anyone trying to rescue. But I left the shack, they got the save and I knew they had BT so there was no point in even trying to down them. In your scenario I'd have been punished for trying to secure one more kill but in reality it would have been the smart play. There are PLENTY of scenarios where hard patrolling a hooked survivor is the best play to make.
It's getting sadder and sadder with each new chapter seeing devs add in these perks that change up hook states and timers and giving second chance perks but doing nothing that actually addresses the core issues of the game, which are that gens are done way too quick and it's entirely too easy to loop a majority of the killers for a majority of the game. These are the things that lead to killers camping for the most part.
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If survivor mains want less camping,
A. stop making camping a phenomenal strategy with overly altruistic saves and bad plays
B. ######### at the devs to make the game not seem like you have to camp and tunnel as killer
Either of these will work
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It’s called Pallet Lodge for a reason.
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Lets go over the options.
Option 1, the survivors not being camped, just hammer out gens. Sure, the person on the hook dies, but every other survivor escapes, gets great points, and the killer loses the match and maybe after they get ######### on enough, they start to change their playstyle for the better.
Option 2, nah, hard pass on that because it totally means one survivor has to die! Lets add back in an element to the hook that was already tried and already abused by survivors. We screw over the killer and make it even more survivor sided than it already is. Killers get frustrated and stop playing killer = ???? = PROFIT
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@Raptorrotas said:
Survivors will just go back to lobbydodge until all their mates are "just 4 randoms in a lobby" …
Happened before, will happen again.
So you’re saying killers will mostly get lobbies of solo survivors as SWF scrubs waste hours of their time trying to cheat the system? Wow even more reason.
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Way more people would buy Steve.
Scoops Ahoy cosmetic alone will be huge. They can also do a bat cosmetic.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/661338#Comment_661338
I never said prevent comms. Plus the point us you can’t take away that power from them. I simply asked since you are so eager to nerf swf without nerfing solo, I wanted to know what are your solutions for that. Aside from perk reduction, which I think won’t work
You said their real power is communication, and asked how I’d remove that. You can’t remove that. It’s built into the system on consoles and there are third party apps on PC.
So again, nerf in game. Less perks, speed penalty, etc. These are ideas that would work wonders. Personally idk how you can say less perks wouldn’t work, it would make a huge difference. And wouldn’t effect solo in any negative way.
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@Tru3Lemon said:
I would say this first devs should add second objective and if they still camp make the bar progression stop if the killer its near 13m or more
Devs have tried this in a PC PTB. Surprise, survivors abused it
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/660652#Comment_660652
Still didn’t see any actual new solutions in your reply. And about your one suggestion, I don’t think it would keep the survivor experience the same. Also they could always try to join lobbies simultaneously which creates a lot of lobby dodging, therefore adds more time to q times.
New solutions for what? SWF using comms? How are you going to create a solution to something you can’t prevent? lol
You can’t prevent someone from using comms. So you nerf them in game. Idc if you disagree. It’s still a solution; and unlike preventing comms, one that is actually possible
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The difference between killers having a chance to see a lobby and dodge versus survivors seeing a killer and dodging is the game caters to survivors right now.... there’s no reason for survivors to want to dodge just because a certain killer is used.
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/660269#Comment_660269
I am curious how would you nerf swf without nerfing solo? Giving perk restrictions wouldn't help imo. Cause the real power is the key information they tell each other. Like killer is chasing me, I am working on this gen, etc. how would you prevent that?
Removing perks was one example but it would help immensely against many SWF groups. Sure they rely on comms for info, but that frees up perk slots for chase perks and second chance perks. Remove some of those and you’re off to a start
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Whats this talk about being unable to nerf SWF without nerfing solo?
Plenty of games buff or nerf you if you're in a group. Why can't DbD? Oh yeah because it takes them a year to fix one character LOL
But really, why can you not nerf just SWF? Add a restriction limiting perk amounts when in SWF. Apply a flat speed penalty, etc etc. There are ways.
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Nah, we’ll keep complaining about something that literally breaks the game unless you rely on meta killers (which, by the way, survivors complain about).
Only way to make things better
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Sure, SWF doesn’t need nerfs. But then many other areas of the game need buffs. The fact of the matter is that the game is not balanced around communicating with other survivors. Also comparing the game to shooters is not logical. This is an asymmetrical 4v1 MP game.
Also basing balance around kills is equally nonsense. If I kill two people at red ranks that’s almost guaranteed to be a depip for me because I play weaker killers. I like to use Trapper. I enjoy Fredward. I have fun with Wraith. But SWF destroys these killers.
Lastly, why the idea that a survivor who died automatically had a bad time? I die as survivor a lot but still pip and still have a good time. You can do other things and pip but end up dying. As killer if you don’t get kills you don’t pip.
And with these weaker killers on these doodoo maps, sometimes the only way to get kills is to play in a manner that those SWF will get salty about 😆
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Why? He's fine. He's weak in a chase but a decent stealth killer.
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@DoomOrb said:
https://forum.deadbydaylight.com/en/discussion/comment/644657#Comment_644657
Maybe in your universe yes, but in this one. Not in a million Years. He's dog poop.
Cool, but then that makes Plague dog diarrhea. You must play at doodoo ranks where survivors actually cleanse 😆
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Survivors are already in the power role and already have amazing perks. Adding perks that would replace meta survivor perks would ruin the game further.
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@DoomOrb said:
https://forum.deadbydaylight.com/en/discussion/comment/643997#Comment_643997
heck no.
https://forum.deadbydaylight.com/en/discussion/comment/644019#Comment_644019
We;; I used to play Legion a lot.
https://forum.deadbydaylight.com/en/discussion/comment/643971#Comment_643971
Generally speaking no. Add ons aren't considered though I did mentioned add ons on Myers in my discussion.
Heck yes.
Sure, against highly skilled survivors Wraith has doodoo chase mechanics and weak power, but against most people, he’s solid.
Take those same skilled survivors against Plague and she also has doodoo M1 mechanics plus NO power because good survivors don’t cleanse.
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Wraith should be higher, especially higher than Plague. She sucks.
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If someone loads into the lobby with a key, I either slap on a mori and tunnel them out of the game or use Bubba to facecamp them until they die from it.
