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ZaKzan

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  • It's hilarious that this bug hasn't been fixed yet

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1593806#Comment_1593806

    Imagine if someone literally spent 2 months not spending BP. Someone that earns about 100k a day from a couple of survivor matches and a single killer.

    people can already grind out other characters to load up a new character, it just takes more time when they're released. So instead of having the killer all loaded out on day 1, people have it loaded out on day 3. The logic behind that is flawed because people are allowed to grind out other characters to then spend bp on the new characters. It just slightly increases the time before that happens, but not by much.

  • It's probably to help encourage people to grind more since the perception is that you can never have enough bloodpoints.

    The reason why I would like it removed is so that I could get the 5-10 million a new killer needs when they release them. It's just a way to make the game more frustrating for players, and making the game frustrating is apart of BVHR's design philosophy, which was revealed by Cote a few months back.

  • gen speeds aren't too quick, it's just that the game is incredibly unbalanced in the survivor's favor. It has improved somewhat over the years, but it's still god awful. Maps are too big and tiles are too safe.

    https://www.youtube.com/watch?v=TYf4uLxHxro


  • survivors refusing to do gens is holding the game hostage, and it is a reportable offense.

  • @xEa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1584523#Comment_1584523

    Cool counterplay. The Spirit ######### up 3 times in a row and one was a straight 50/50 where Spirit could just used her ears.

    Reminder that the most balanced tile in the game, the L wall T wall tile, essentially boils down to a coin toss. Either the survivor chooses to vault the window or doesn't. However the killer chooses to play the tile when LoS is lost is just a way to coax the survivor to make the choice the killer wants.

    It's not about the spirit messing up a few times, the key aspect here is what zubat does with the window to trick the spirit. Spirit has counterplay, and her counterplay essentially turns any tile into a balanced 50/50 tile where both the killer and the survivor have equal chances of outplaying one another. This goes to show how incredibly unbalanced towards survivors the game is, when people feel a fair chance against a killer is imbalanced.

  • no, it's the opposite, the survivor players are just mostly bad. Otz gets dominated by sweat squads whenever he gets them.

    This game is extremely survivor biased. It's quite disheartening to see players actually not understanding this, since it's an objective fact. No one that plays this game at a high level will tell you differently. There's a reason why the DBD tournament was just a joke.

  • pallet cracker: spirit fury, brutal strength, enduring, bbq or corrupt intervention

  • the goal of a survivor being chased by the killer is to waste as much time as possible. You're not supposed to consistently win chases against killers. PH plays more like the way the game should be balanced around. You have to actually think about where you need to go to dodge pyramid head, he's not a killer you can just mindlessly run from tile to tile.

    Killers have powers to counter survivor looping / ending chases. The only 'counter' that should be viable for killer powers is the killers' skill. Wraith has one of the least counterable powers in the game, but no one complains about his power.

    You 'counter' pyramid head by splitting up and doing gens efficiently, this strategy will completely dominate the strongest killer players playing the strongest killers in the game. There's a reason why the recent tournament was essentially a giant joke. The game heavily favors survivor players, and a mildly coordinated survivor team that does gens is a team that will win most games.

  • all killers in this game are countered by splitting up and doing gens, if you do this, you will win 80-90% of your matches even against the strongest killers in the game. There are enough pallets to not need to care about looping and if you are spread out, the killer cannot zone you properly to create pallet dead zones to kill the survivors before the gens are done.

    This game is monumentally easy for survivors, that's why so many of them are so bad at it, there is no incentive to get better because you can coast on your team mates' backs so easily.

    I love fighting Deathslinger as survivor, he's one of the few killers in the game that you don't have to mindlessly loop and run to the next tile, you have to actually think about where you're going and what you can put between him and you. What's boring is looping a killer 2-3 times, dropping pallet, then beelining to the next tile while the killer has little or no input as to where you go.

  • @kamisen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1564065#Comment_1564065

    Another strawman. We're not discussing whether monetization is wrong or not (spoiler: it's not). We're discussing why they reverted changes that they previously made to comply with the fanbase without communicating they did so.

    They reverted the changes for monetary gain, it's that simple. It's not something that affects gameplay in barely any way, so it doesn't matter. This isn't rocket science and it's not hard to figure out.

  • The rift is not something you need to complete to gain an advantage over other players. I don't see monetizing it as anything bad or underhanded. I'd much rather they monetize cosmetics than monetize DLCs / make them more expensive.

  • survivors are just used to throwing pallets then mindlessly beelining to the next tile, any killer that deviates from this method of playing is boring and can't be countered. Survivors should always get a free ride to the next tile, there should not be any killer able to interrupt the mindless looping paths that survivors take.

  • It's a way to circumvent bad map design without actually having to redesign the maps. Ghost face's stalk is so weak that some people don't even use it and just use his TR hiding ability. Iron Maiden is very very rarely used at high levels because not many people run into lockers nor do they run head on enough to warrant a perk slot. Rescuing survivors is a risky action, that's why the killer is notified of an unhooking. As you stated in your paragraph about NOED, it's only good for getting one kill, what happens if the rest of the survivors just leave the match? Wasting a perk slot for 1 likely kill but not guaranteed kill at the end of the game pales in comparison to perks that are active either at the start of the match to help build pressure to snowball or are just active throughout the match, increasing effectiveness.

    The chance of being exposed gives survivors enough pause to think about their actions instead of doing things mindlessly. You have to keep a constant eye on your surroundings for a ghost face so you're not just sitting there mashing space bar on a gen, you have to think about the times you enter lockers or how far the killer is away from the survivor they just hooked. Exposing survivors increases risk, as the survivors no longer have a 20 second grace period after being hit by the killer to run to the other side of the map or to a strong tile.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561234#Comment_1561234

    Oh damn we got a lot to unpack here lol.

    The difference between Huntress, and Nurse and Sprirt, is that Nurse and Spirit can travel around the map quickly. They're both even more oppressive in a chase, and with spirit you sometimes don't even need to do anything to win because standing still is fun (but that's an argument for another day).

    Hag being limited by the range of her traps doesn't change the fact that a good hag will end chases in literal seconds.

    Freddy's ability to end chases quickly, combined with built-in game stall and massive map mobility means that any gen setup can be a 3 gen for him, and his chases still end incredibly quickly.

    Billy's need to be looped is made up for with the fact he can insta-down out of position survivors and that he still shuts down loops quickly through curving. Add into the fact he has the fastest movement speed in the game (with The Blight actually equalling that speed but incredibly limited with how he can use it) for, you guessed it, map pressure.

    Deathslingers can be rushed into oblivion because their power is very strong (and fun amiright) in a 1v1 and yet their map pressure is non-existent.

    Oni is better than Huntress because once he has his power he snowballs faster than you can say "crap" and usually getting a single m1 isn't too difficult because someone will always be out of position unless they all have object.

    Thinking that with huntress, all you need to do is wind, is wrong. You need to wind, predict, aim, and know how hatchets both arc and how they collide. Additionally you move slower while winding so survivors make so much distance by just running and looking to see when you throw. Not to mention the very loud audio queues and obvious vidual queues she's going to yeet.

    "Killers that negate the geometry of the game are the strongest killers, despite their mobility"

    So then tell me why Pyramid Head isn't considered strongest despite his ability to ignore everything survivors can do, hit through walls, and negate pallet and flashlight saves?

    "It's probably best that you base your opinions on actually playing and playing against killers, rather than rely on what other people have to say."

    Oh honey. Oh honey no. Oh honey please tell me you didn't just go there. Oh honey oh no oh no oh no.

    I have over 1,800 hours in the game, split equally between survivor and killer. I started playing in November 2017. I only have so few because I'm still in the education system so can't play this game 24/7. For the last year I've been playing enough to get rank 1 consistently since about a week into the season and stay in ranks 1-2 for the rest of the time. For about 2 years I'd be a survivor main (though honestly I'd never use ds because I hated facing it) and now I'm a killer main because solo survivor is literal ######### torture.

    So please, don't assume that I don't play the game. Thank you for your time,

    Check yourself before you wreck yourself,

    Sincerely a rank 1 Freddy, Pyramid Head, and Wraith main

    Xoxo

    (oh btw if you need some proof that I play just ask, got some people on here who've seen me go :3)

    Ps: Huntress still needs to loop survivors x

    Yes, Huntress requires aim and thought put into her. When taken to high levels, she is completely oppressive. Yes I know that you are not a Huntress main. When I mention that a killer can be looped, I mean that they are required to break safe pallets.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1561207#Comment_1561207

    "Huntress is the strongest killer in the game barring a couple maps"

    Okay ngl I stopped reading right here because of how wrong this statement is.

    Huntress is not the strongest killer in the game.

    Nurse exists. Hag exists. Billy exists. Freddy exists. Spirit exists. Arguably Oni exists.

    There is no way huntress is the strongest killer in the game, even on maps like Blood Lodge because Nurse and Spriitt are still better and yet are 80x more consistent on every other map and when they spawn indoors don't instantly immediately ######### die.

    Huntress is the strongest killer in the same way that Nurse is one of the strongest killer. Huntress can negate most loops in the game, Huntress can also zone players. Huntress is entirely consistent at higher levels of play. Hag is limited by the range of her traps, Billy still needs to loop survivors, Freddy still needs to loop survivors, Spirit still needs to loop survivors, Oni still needs to loop survivors.

    With Huntress, all you do is wind up your hatchet to zone the survivor and keep them from running to stronger tiles, then you take it down and move into the weaker area you just zoned them into. Deathslinger can also do this. Killers that negate the geometry of the game are the strongest killers, despite their mobility. It's probably best that you base your opinions on actually playing and playing against killers, rather than rely on what other people have to say.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558726#Comment_1558726

    "Hawkins also has tons of pallets and crazy good windows / vaults, midwitch is also an extremely survivor biased map."

    Ok, now I know that you are either trolling or have no idea what you are talking about.

    Hawkins having tons of Pallets is meaningless, when the Pallets are like "Get the stun or die". On most Hawkins-Pallets (there are like two which can be called "safe") you either have to stun the Killer or will get a Hit.

    And Midwich is not survivor-sided at all, except for 2 or 3 God Pallets, every other Pallet is way too unsafe. You cannot find any Generators because there are no signs, you dont even know if the room you are entering (still) has a Pallet. There are some strong Loops, but those are gone once the breakable Wall connected to those Loops is broken.

    Not saying that Midwich is killer-sided in any way, it is awful for Killer as well. But calling it survivor-sided is wrong.

    Gen placement on midwitch combined with the placement of the stairs up and down, along with the long hallways to encourage W play makes it a very unfriendly killer map. As a killer, you often have to run to one side of the map then run to the next side of the map to get to a gen or to catch up to a survivor. There's also a double pallet spawn in the library next to a window. It's a very strong survivor focused map.

    @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558726#Comment_1558726

    Boiling map balance down to just “are pallets good?” is far too simplistic. If pallets were the only important factor in map balance, Haddonfield would be fine and balanced. But weirdly, most killer players can agree that Haddonfield is an extremely survivor sided map, probably one of the worst, despite not being filled with safe pallets. Why do you think that might be?

    The Game is not a survivor sided map. If you often lose as killer on The Game then I’m sorry but you need to git gud because it’s favourable to most killers.

    The algorithm that determines map strength is heavily weighted towards pallet play and accessibility to windows to those pallets. You actually have no idea what you're talking about and if you're dying on The Game is a survivor, you need to learn to play. Considering you don't understand the strength of pallet tiles, I suggest you start learning.

    https://www.youtube.com/watch?v=_C_I-QvPTRs

    It takes about 20-25 seconds to catch up to a survivor in a vacuum after being stunned by a pallet and kicking it. It takes 80 seconds to do a generator. Not utilizing any loops at all, you can use 4 pallets per generator done, this is also assuming only 1 of your 3 other team mates is doing a gen. Maps with more pallets means that you can throw more to waste more of the killer's time. When a pallet is unsafe, you don't loop it, you enter the tile from a favorable position, which may mean the killer gains on you, then you throw the pallet down in their face and run to the next tile. On smaller maps with tons of pallets, like The Game, you can do this for 5 gens.

    Like I said, balancing this game around bad players is the major issue this game has, and people like you help exacerbate these problems.

  • @twistedmonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/1549751#Comment_1549751

    Well over the years dbd has always had high and low player counts.

    If you look they typically happen around feb/March, summer and around fall time. Then you take into account events, free weekends and dlc releases which increase the playerbase for a while.

    Overall though the playerbase has stabilized over 35k which is a far cry from 3 years ago when that was 8-12k.

    The playerbase has not stabilized, past 30 days has a ~2500 player decrease. DBD got about 15000 players during covid. These players are still in the phase where they're not experiencing DBD as it truly is. I'll explain to you what player retention is and how certain game companies (that usually don't last very long) market their games around low skilled play. The game is meant to be very shiny when you first get it, lots of licensed killers and survivors. The way DBD is marketed is that you're supposed to buy the base game, probably for $10 on sale, then buy a couple dlcs and maybe a couple cosmetics before you quit.

    Huntress is the strongest killer in the game, barring a couple maps, and is incredibly oppressive at higher levels. Peanits doesn't need to loop survivors and he even has enough power to partially negate windows. So him being a Huntress main actually takes away his experience on balance issues in this game. I'm one of the top Deathslinger players in the world, based on speared downs, and I play a lot of Huntress also, whenever I don't balance my ranged killer play with normal killers, I become very bad at the game, and very bad at judging how much time I have to catch up to to a survivor before they make it to a strong tile. Having to actually put dead hard and sprint burst into chase calculations makes the regular killers much harder to play. Also being a killer main, and only a community manager, I doubt much of his input on killer balance is listened to by the people that are balancing the game.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558656#Comment_1558656

    I don’t know why you keep mentioning pallets. Like I said, the issues people have with indoor maps are completely unrelated to pallets.

    Pallets are used by survivors to delay the game by wasting the killer's time, giving other survivors enough time to do gens. The core gameplay of DBD essentially revolves around pallets and pallet loops. The indoor maps primarily have unsafe pallets, but they have many more to make up for this. The Game map especially has a lot of pallets and a few pallets that are extremely strong. The Game map is a heavy survivor sided map, it is not a killer sided map. It is a survivor sided map because of the amount of pallets in it and the amount of god pallets in it.

    Hawkins also has tons of pallets and crazy good windows / vaults, midwitch is also an extremely survivor biased map. I just don't understand where you're coming from when you say indoor maps are bad for survivors. These maps employ pallets and windows that survivors have to think about to utilize fully, they can't just brainlessly navigate across the map and into safe loops then throw down the pallet and go to the next safe tile, like most maps. These maps actually require more input than brainless holding W.

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1558599#Comment_1558599

    That’s not really the problem with indoor maps, look at The Game - tons of safe pallets, but a high kill rate. The problem is that you have way worse visibility of the killer, less visibility of your teammates, gens are harder to find and it’s usually harder to hide or lose chase on indoor maps (Lery’s being the exception). Blood is more visible and scratch marks are easy to track, and footsteps are really easy to follow. Plus there typically aren’t many windows so once the pallets are gone, you’re at a massive disadvantage.

    The Game is a survivor focused map with 2 god pallets and 2 nearly god pallets. Also has about 18 pallets total. It has a lack of windows, but it has the strongest window in this entire game that is also right next to a safe pallet.

    Basing issues off of the behavior of bad players is why this game is so unbalanced in the first place.

  • @xenotimebong said:

    Considering how ######### indoor maps are for survivors most of the time, I don’t really mind if gates are less easily patrollable.

    the thing about indoor maps most survivors don't understand is that a lot of the pallets are unsafe pallets, but there's usually a lot more of them. This means that you need to not loop the pallet and instead use it to just stun the killer and run to the next pallet. Survivors are just used to having 80% of the pallets in a map being ultra safe pallets that the killer has to kick.

  • getting into chases and stunning the killer

  • i do the opposite, since survivor is so easy to play / grind with. I run with ace in the hole to get free high quality addons and I use those in my matches. Games are usually pretty fast, I only average about 400 xp per survivor game, it's pretty easy to just rush gens, get chased for a couple minutes, unhook a person or two, then exit. At about 20k average per game, I make about 3-4k bloodpoints per minute on average.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1556153#Comment_1556153

    I don't like hook suicides for exactly the reason you stated (I also report them for losing the game on purpose), but there is a difference between that and just making sure the game immediately ends for everyone as soon as it starts.

    There is no difference. Suiciding on hook ruins the game for the rest of the survivors and the killer. It also frequently makes other survivors do the same thing.

  • @TAG said:

    Best way to go about it IMO is to give the Killer the option to forfeit after a certain point in the game. Something similar to Identity V. They gotta be willing to play a big chunk of the match.

    https://forum.deadbydaylight.com/en/discussion/comment/1555525#Comment_1555525

    I do not like this idea. This just means the Killer can force everyone to depip or waste temporary stuff they brought into the trial. Not to mention that there is one Killer who will absolutely abuse that to keep Survivors stuck in a trial during EGC.

    Survivors can already force killer to depip and waste valuable addons / offerings by suiciding on hook. This is perfectly allowed and quite common. I don't get your reasoning.

  • because this game is designed in a way to be frustrating, even if you win. If you spend thousands of hours actually getting good at the game, your thousands of hours of painstaking grind mean nothing in the face of one dead hard or bt or ds. I've often gotten 3ks and 4ks and felt like I lost because of this. It may be surprising to you, but most killers don't care about how many kills they get, they care about how much fun they have. The game is specifically designed to be as frustrating as possible, especially for killers. It is not fun to go against higher rank survivors, because the game is so heavily skewed towards survivors at high ranks, as the devs balance the game by stats collected by rank 15-10 survivors.

  • killer should be able to open exit gates at any time of the trial. This would be the most elegant fix

  • @NekoGamerX said:

    wouldn't this make NOED more op?

    noed wasn't op to begin with

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/1548242#Comment_1548242

    When the point being made is that they're more powerful now than they've ever been before, it is absolutely fair to bring up the many, many examples (these only be a few) of how they were significantly stronger in the past. If you want to say that you still think they're too powerful, you can definitely just say "In my opinion, survivors are too strong right now" and that's totally fine, but exaggerating for effect doesn't make the argument any stronger.

    I don't know about you, but legitimate infinites, as in the past, where it was literally impossible to catch up with the survivor, was insanely unbalanced. Giving survivors a maximum of 4 minutes of invulnerability for them to do whatever they want is also extremely unbalanced. Then to compound that, for some odd reason, the algorithm that determines tile strength doesn't take into account adjacent tiles, so you can get 5 minute loops on some maps, and you still even get double pallets albeit very rarely. So with all survivors running the meta perks, combined with one of these map layouts, survivors can get a good 9 minutes of free time. Then there's a plethora of maps that encourage survivors to use the strongest tool they have in their arsenal, their W key.

    I wish there was a word to describe how unbalanced it is in the english language without using multiple adjectives, but there isn't. Not really an opinion, I mean I'm sure it looks fine on a spreadsheet, but when you actually play the game, most especially at the highest levels, things are a bit different.

    Untitled.jpg

    There's probably a pretty good reason why the DBD population was up and down there before it got the covid injection. When you're gaining thousands of players and then losing thousands of players, there's probably a problem with player retention. A PvP game with good player retention is usually a game more favorably balanced towards higher skilled players.

  • @Peanits said:

    To say more than ever is a bit of a stretch. Let's not forget that back in the day, Sprint Burst had a 20 second cooldown and recharged while sprinting, double pallets were everywhere, infinites were actually infinites and not just a buzz word that gets thrown around for a strong-ish loop, you could self care faster than the killer could hit you, and Decisive Strike was always active no matter what.

    That said, though, as other have mentioned, you can disable crossplay if you feel it's making the experience worse for you. We do not mean to force it on you. If you're in a lobby, the option will appear greyed out. If you head back to the main menu, you'll be able to untick the box and opt out.

    When people refer to modern infinites, they are referring to loops that take such a large amount of time to negotiate, that it is effectively an infinite as it means an instant loss for the killer.

    Sprint burst had a 20 second cooldown. Unbreakable and DS give you 60 seconds of invulnerability, so I don't think bringing up old broken survivor perks matters in relation to how absolutely broken they are today. The game is still not in a healthy state balance wise, and bringing up how utterly insanely badly designed it was in the past does not fix how badly designed it is in the present.

  • Since the only counter to wraith is in addon and I can't tell what killer I'm going up against, pls nerf wraith, his invisibility and reduced terror radius has no counterplay.

  • unfortunately there are things on both sides that can be done to limit the fun of the other side, the game isn't designed to be fair.

  • You just have to enter solo queue like you do when queuing for killer is all, some games you'll just never be able to win.

  • it is by far the most stupidest thing you can do as survivor, it hinders the survivors so severely as most of the time the killer is chasing you to the exit, it just gives the killer so much more time to down you

    I really don't understand why people don't just open the exit gates, the game gives you plenty of time to save a couple people, get downed, be hooked, and then be saved. I love it when people do it and I'm killer, I can usually get a kill just based off of that alone.

  • @burt0r said:

    The thing is all or rather most crossplay brought for pc atleast should be an inflation of survivors.

    I play on pc in eu and previous to crossplay my queue times as killer varied by day time. From minutes in the afternoon to nearly instant late in the evening. So from the 50k ppl in steam slightly more then 20% play killer in the afternoon and this relative percentage goes to nearly perfect 20% or less in the evening resulting in instant lobbies for killers (don't play survivor, so no idea on that side).

    Now crossplay came and I don't think many pc player opted out but nearly no killer from consoles opted in or they switched to survivor since they didn't want to play against survivor with better framerates than the ones that could already easily 360 them.

    So the survivor base increased but killer roughly stayed so the relative percentage of killer dropped below or to 20% at daytime and clearly below 20% at night.

    All this is just hypothetical since we don't have the number and it may vary by regions since I read changes in both directions for survivor as well as killer.

    So it is really confusing without ppl giving info about platform, region, time of day and now opting in or out.

    Additionally there are the groups on each platform that opted out from crossplay and now have all their reduced queue populations.

    It is to see in the future how this balanced itself out. If most of console player opt back out of crossplay or stay and how big the respective opted out part of each platforms community will get.

    the issue is that more players would mean more games being played per hour, which means less wait overall. I don't think the MM / dedicated servers are working properly. There are games that I play that have extremely stringent matchmaking, have about 3000 players playing, and queues are like 2 minutes max. There has to be something wrong with the way this game matches people. The ratio of survivors / killers would have to be like 200 to 1 or vice versa for these queue times to make sense.

  • @NepalibyDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/1537116#Comment_1537116

    All they would need to do is have a small bonus to BP during times where one has less than the other. That wouldn't fix the fact that their matchmaking was already hit and miss anyways. I get the feeling that isn't even due to a shortage of players.

    it shouldn't be due to shortage of players, because when you have so many tens of thousands of people playing, you're getting hundreds, even thousands of matches an hour, there's no reason to have wait times that long, regardless if it's a bunch of survivors playing at that time or killers. It would make sense only if there were like 200 killers to 1 survivor or vice versa. What I'm thinking is that despite there being dedicated servers, people are still limited to a small region of players near them due to ping.

  • hopefully, after 4 years, the devs might be able to think about trying to give players the information on how many killers and survivors are playing, or at least implement a system that gives you expected queue times, so people who play both survivor and killer will tend to favor the side that's depopulated at the current time.

    But an option like that seems too elegant for this game, so I doubt it will be implemented.

  • @Zaitsev said:

    *insert crab rave*

    We all know of developer bias. Youve all heard it screeched endlessly on the forums. "Devs are killer sided" or "devs are survivor sided"

    Well, the devs do tend to make balance decisions based around the survivors often, there is no denying the killer sided patches that have been added so far and have contributed to the longevity of this game. True balance is only a few hotfixes away.

    However, again the developers are ignoring a significant portion of their audience. Solo Queue. Time and time again, solo has been ignored in favoring of making the lives of 4 man sweat squads and Spirit/Freddy mains even easier.

    Think about this. Can you name any significant buffs solo has recieved over the years? Are they even CLOSE to the power of SWF?

    How is a killer who was punished for not playing a top tier killer going to treat his next match? Thats right. With moris, tunneling and more. That just makes solo even worse

    Without solo queue, there is no DBD. Im a killer main. And without solo and killer being buffed in unison, SWF will always be the power role.

    I do nothing but solo queue, I have not found any problems with it. The game is so brokenly survivor sided, it's not hard to consistently get 20k+ points every game as a solo survivor. The only problem I see in solo queue, especially at high ranks, is the lack of variability in killers. It's not fun to go up against the same 4 killers for hundreds of rounds.

    I really don't know what people are talking about when they mention solo queue, I even hamstring myself by only relying on chest-found items, I do not even run items on my solo queue survivor. As far as strength is concerned, solo is just about as powerful as SWF, you can quite easily run a killer for 2-3 gens per down, and games that end too fast are not fun for either side. I have a hard time understanding what you're even suggesting because any buff to solo survivors would buff swf.

  • I just don't care because while 3 gen strat is effective, it makes for a very boring game. I usually give up while playing both sides when the game turns to that.

  • @zumer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531058#Comment_1531058

    The very fact that killer players don't want to play against SWF should get developers' attention. This topic comes up all the time, but the developers are blind. Someone is happy, and someone is sad. Have you thought about it? Moreover, I play for both sides and I am against swf or for the output to a separate mode.

    The cognitive dissonance of saying SWF isn't that big of a deal and then turning around and saying killers would dodge swf lobbies to such an extent that it would kill the game is nothing but astounding. I truly do wonder how some of these people are even intellectually capable of sustaining the act of breathing.

  • @ObscurityDragon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531027#Comment_1531027

    Well just as said, not all the swf are good and not all of them.will come and take the perfect hit you know?

    And they arent always "Friends" some are just groups that formed to avoid playing with solo randoms or stuff like that, but even there, and even with coms they aint Godlike all of the sudden.

    You dont need to be in a swf to make BT/UB/DS/DH plays tho

    You're not getting what im saying. SWF improves efficiency and artificially inflates skill, regardless of communications or skill level of the survivors. Bad or good, they're going to be better players because they can play more efficiently. There's a reason why people utilize SWF to prevent solo queuing, and that's to remove the inefficiency of random teams, to improve efficiency.

  • @ObscurityDragon said:

    Im probably gonna blow your minds but...

    Most of the swf are actually bad/barrage ans just wanna have fun

    Not every swf play with coms

    No loosing doesnt mean you just fought a swf squad, you can also loose to solo players

    🤔

    swf improves efficiency by allowing you to trust that your friend will take a hit for you or come save you, you can also coordinate perks. You don't need to communicate with a friend in SWF to increase your survival rate and efficiency. If you know your friend is competent, you can make game changing plays based off of BT / DH / DS

  • @Slashstreetboy said:

    While I´m not entirely sure how to feel about your post I appreciate "mains" putting time into the other side - it gives a better understanding of the game and the experience of other players in general.

    It was the opposite for me. Hardcore Killer main until the archives came along. I can sympathise more with the survior players now and I feel it gave me a better grasp on objective balancing.

    I'm mostly a killer main. I too had to play survivor to get the rift done and killer queues are like 20 minutes long. I found out the exact opposite really. In the span of 2 days I was able to go from rank 16 survivor up to rank 3. Solo queue too. Even getting spirit and pyramid head with moris in like 10 out of 20 games was nowhere near as frustrating as getting even a single game of toxic survivor squads. Playing survivor, even solo survivor, is so easy, even with bad teams and against good killers. With a few hours of survivor play, I'm able to run even decent killers for max chase points and 1-3 gens done. It's so easy to run to a strong tile, loop it, get hit and use that speed burst to get to a junk tile near another strong tile, loop that for a few seconds, then go to the strong tile to waste a good 3-4 minutes of the killer's time. Then if my team mates suck I just find hatch.

  • cosmetics don't give you an advantage over other players, and the rift gives you a good excuse to grind. I do find it odd that the rift system is set up much like something on a F2P game would be set up, despite DBD costing money to buy, but it doesn't effect the balance of the game at all, it's completely optional.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1528562#Comment_1528562

    Besides Nurse?

    (From a design perspective she's a nightmare to 'fix' bug-wise barring a whole refactoring of all map assets)

    sounds have been bugged forever for killers. Can't hear gens properly when they are one level above or below you, can't always hear survivors breathing or running, can't always hear survivors when they are on the ground. I experienced a pretty rare bug the other day where all my sounds were reversed, left was right and forward was backward.

    Most of the issues are killer sided, so if you don't play a lot of killer, you probably won't notice them. The devs are usually pretty good at keeping survivor bugs to a minimum.

  • split up, do gens

    this strategy works for every killer. It will destroy even the strongest nurses and spirits

  • what, you think african americans all have to look a certain way?

  • @Carpemortum said:

    ...do all koreans look a specific certain way?

    Like, does it need to be overly stereotyped for him to "be" korean?

    Foh with that.

    ^ this

    Bill and David are actually african americans.

  • @WARW0LF said:

    Dead hard is over rated, its bust, the amount of times i'm exhausted on the ground with the DH pop up is ridiculous, it's way too inconsistent and much too hard of a mechanic for indie devs to get right, not a perk worth running unless you literally only use it for distance

    that's because you're not using dead hard effectively. Dead hard's strength does not really come from being able to absorb a hit, it's strength comes from giving you 2-3 seconds of invulnerability which is enough to get you to the pallet or window to start a 2-3 gen loop on the killer.

    For some odd reason, the algorithm that determines the strength of a tile operates in a vacuum, it doesn't take the strength of adjacent tiles into its calculation, so you can very easily have 2-3 extremely strong tiles stacked right next to each other. Now if the algorithm puts these 3 tiles next to each other, the rest of the map will be weaker, but the problem is that unless you're hitting survivors at the complete other edge of the map, they are able to easily get to these tiles using the speed burst from the first hit and maybe a second chance perk like dead hard. These tiles can be so strong that it takes breaking pallets plus bloodlust 3 to catch up to survivors.

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