Zaydin
Zaydin
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@Slurpin said:
Given you've taken this chance to advertise yourself, I thought of checking out your content to see that TTV you were talking about, but instead I ended up arching a brow.
I mean you could answer the question yourself. Why do you call SWF's that act cheeky 'cheaters' in endgame chat? Why do you DC in a game you're losing and writing 'Gen rushers' as if it was a negative? Why do you report people for waiting for you at the gates under the guise of hostage taking when the game will inevitably end soon with EGC? All of this behaviour is pure salt due to bad experiences.
There are very unpleasant TTV's that definitely overdo it, but given your own not-so-positive habits, that could've been answered easily with some introspection.
You've never seen a hypocrite before? Yes, I know I should live by my own advice and not get so tilted but sometimes it's easier said than done.
Especially when you go up against a very well coordinated full SWF or survivors so coordinated you swear they are SWF and how much of a struggle it is to feel like you are accomplishing anything, struggling to get a single down. Then they inevitably wait in the exit gates to tea bag you rather than just leaving so I can move onto my next game.
That above is why when I do play DbD with friends or am giving advice to one starting out, I tell them to just leave: if the gates are open and you've made it there, just leave. There are few reasons to wait until the Killer shows up to leave. The only time I'll hang around is if someone I'm grouped up with is dashing for the gate and might need a body block
What got me puzzled in this instance, however, was that I wasn't tunneling, I wasn't slugging, I wasn't camping hooks or any form of 'BM'. I would leave hooks to give them a chance to get off the hooks and if the first person I ran into after getting unhooked was the guy just pulled off the hook, that's bad luck for him but I'm not going to turn my brain off just because they just got unhooked.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/379610/why-are-some-streamers-so-salty
dont forget about us when u make it big!!!!!
Feel like I am more likely to get struck by lightning than see any real success on Twitch. It took me like two years to earn my first payout and that was only because they lowered the threshold to 50 bucks from 100.
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@humanbeing1704 said:
I don’t know why but they do accuse you of streaming sniping a lot
It is possible but I have no idea. I was playing the Singularity and had a Mori so that might have set him off too.
@Pulsar said:
I don't know. Some people just don't want to take a chance at drama.
I viewed your stream as well.
Assuming you did I would appreciate you not sharing the name. I try to keep a degree of separation between my stream and my ID/posts elsewhere. Been harassed elsewhere due to having opinions about game balance on a different game and would rather that not happen here.
Regardless, I don't usually go rubbing other streamers nose in it if they lose to me in their streams and I would not want it to happen to me. That is just rude and unsporting anyways. Normally if I get too tilted/fed up I just shut my stream off before I say something I might regret.
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I play Skull Merchant and put drones at generators.
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I would hardly consider Sloppy Butcher a game breaker in the same vein as pre-nerf PR, CoB, Eruption, Dead Hard, CoH, etc.
It is a useful perk on M1 killers and yeah the healing loss when you stop healing sucks but there are a number of killers whose kit gets improved when a survivor is injured; see also the Dredge as the first example that springs to mind for me.l
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@WeakestNurseMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456317#Comment_3456317
Because it is funny to watch, I personally get bored of doing it fast, but watching others do it compilations(like jrm) is pretty funny.
Now for the killer it's not fun at all, but this game isn't about making things fun for the other team.
Deliberately making someone else miserable for your own enjoyment is a sign of sociopathy.
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@Pulsar said:
I wouldn't exactly call a flashlight blind tormenting
I have literally been blinded three or four times in a row by survivors surrounding me with flashlights before I could react. That's not tormenting? Full SWFs are always the most toxic, no exceptions.
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S
@Mandy said:
Thanks for the suggestions here, we do have a few changes for the EMP's in particular ready for an upcoming hotfix. We'll be looking at reducing the EMP crates themselves to 4 per map, the generation time increased to 100s (currently 90s), and Survivors will also be slowed whilst charging an EMP by 10% as well as increasing the EMP charge time itself to 2.5s from the current 2s.
Duration of the pod disabling from an EMP will also be decreased down to 45s. There's also some score changes as we noticed Devious points were a little on the low side.
How do those sound?
So when are these going live?
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Yeah I had the same issue crop up on me today. I'd place a Biopod, hit control and it wouldn't let me control a biopod and I was using the ball glove and ultrasonic sensor.
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@Digfish said:
From what I've seen, he's a killer that can be very very good with practice. Everyone here seems mad they aren't getting 4ks with him in their first few games
No, it's because of how easily countered his kit is by the EMPs. Yes, that is the whole point of the EMPs but they are currently too good at countering his kit. It's a struggle to tag survivors or to teleprot to them due to how easily survivors can disable Biopods or cleanse the Slipstreams from them, turning Hux into a pure M1 Killer.
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He could be so much fun but the EMPs are just too good what they are intended to do and shut the Singularities kit down. THey spawn too fast, there are too many cases around the map and Biopods get disabled for way too long once EMPed.
Honestly, EMPs should short out and self-destruct 30-60 seconds after being picked up if they go unused by the survivor to keep them from hoarding it.
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Sounds like RNG being RNG.
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You can ID the survivor mains because they are the ones insisting that problematic survivor perks aren't really a problem.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369750#Comment_3369750
If only.. the Skull merchant had a part of her Power to hide her TR.
Oh well.
A stealth that only lasts while she's standing in an active drones radius for 2-3 seconds and only lasts three seconds after leaving the drones radius.
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@Gamedozer7 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369510#Comment_3369510
No because no one would play them and the game would die. At least that's what everyone says. I'm still trying to figure out if the game is made up of mostly solo or swf because it's constantly been Saif they both make up the majority of the playerbase and doing anything ro hurt either will kill the game
So you're saying SWFs are unfun to play against and no Killer wants to get stomped by them?
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@Mockingjay_S451 said:
I absolutely love that Killer Mains think they face these competitive 4 man SWFs constantly when the fact is, they are probably facing them very rarely.
I think it is also laughable that they think anybody on coms are calling out plays like they are part of an elite squad. When my mate and I are playing together, we are usually talking about our day or what we are having for dinner.
DBD was never meant to be a competitive game, and if you don’t get a 4k, it doesn’t mean you faced a 4 person SWF. Just move on and go next. It isn’t that deep.
Great, then there shouldn't be a problem if BHVR put a display in the pre-game lobby showing how many survivors are in a premade group.
If SWFs aren't that strong surely there is no harm in letting Killers know for sure they are potentially facing a full four man SWF.
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@Emeal said:
There is, Being claw-trapped means SM can see you until it run out of battery and you run the risk of battery being recharged if she meets n interrupts you at the right drone. Plus she has an addon that makes it bad for you to be claw-trapped. It is Locked On which is supposed to be the danger. Claw-traps is not a danger, its a spy tool.
So how exactly does knowing where the survivor is on a Killer with weak chase and anti-loop ability help? Even if you know they are going for a drone there is nothing you can do to stop the hack since most of the time even if I'm right there I can't get to it in time to stop it.
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@jesterkind said:
I've never understood why people are so averse to passive information that you don't immediately act on. Knowing where survivors are is still useful to you even if you don't immediately go and chase them, it doesn't have to always be as straightforward as killer-see-killer-chase. There's wider macro knowledge to consider too.
Not that the aura read on Eruption is what makes it viable. 10% regression on multiple generators at once is still pretty solid, especially on mobile killers who can apply the mark quicker than others.
Because most killers can't act on aura reading the gutted Eruption provides and by the time you can act on it, the lost progression has already been made up for and by the time you get there the generator is about to pop if it hasn't already.
Aura reading when you've downed someone is useless because if you just downed someone you're going to be carrying them to the nearest hook, not stomping over to an Erupted generator.
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@Mooks said:
Eruption was unhealthy and only really worked against solo survs anyways. Please stop crying over that nerf. It was necessary.
while game balance still needs plenty of adjustments, no other asymmetric horror game came close to DbD in this regard and BHVR actually made it more balanced over the years generally (with plenty of missteps sure)
Great, when are Dead Hard and Circle of Healing getting the necessary nerfs they need considering how unhealthy they are for the game?
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@Entitled_survivor said:
It's never happening ,swf will never be touched in this way, you simply cannot penalize people for playing with their friends on discord
The problem is that SWFs and voice comms are so game breaking in survivors favor that solo queue suffers for it because if BHVR buffs solo queue in some way it also ends up buffing SWFs.
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Three genning is currently the best strategy for the SM due to how weak her chase and anti-loop abilities are so how do you propose buffing her if you nerf her three gen ability?
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368307#Comment_3368307
You know, that would only buff her 3 gen strategy and nothing else. They probably did that change to nerf the strat and didn't work, at all.
That and because of the battery buff, she would be so oppressive basically protecting gens with her drones while survivors have to wait 45 seconds to take down those drones, while the gen is regressing with COB/Overcharge at 300%
Imagine SM without that nerf and pre nerf Eruption.
Or... you know, while she's occupied run up and tap the generator. And regression speed caps at 200% so nice hyperbole.
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@Chocolate_Cosmos said:
No, it was more nerfed than buffed (the 3-gen) since PTB. Don't forget that Survivors with Lock On trap on themselfs couldn't destroy any other drones which is good slowdown for her on top of her drones alone.
They really need to bring that back because as it is drones are way too easy to hack when they are the SMs only real way of applying map pressure. If survivors at least had to wait for the trap battery to die and take it off to hack another drone she might not have to be forced to three gen as her main strategy.
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Three gen abuse? Sorry, but frustrating as it is, three genning is a legitimate strategy for a killer to use, especially for a killer with as weak anti-loop and chase ability as the Skull Merchant.
It's no more abuse than a survivor trying to flashlight blind a killer after every pallet stun or as the killer breaks the pallet. Frustrating? Yes, but not abusive.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367908#Comment_3367908
"Dead Hard isn't very good'
where did I say that?? Are you sure you aren’t high?!
Ugh I quoted the wrong person. My bad.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367904/#Comment_3367904 that was who I meant to quote.
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@Pulsar said:
Killer is far better now than it was a year ago.
That isn't the argument you think it is.
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Here's a suggestion: If the killer is trying to force a three gen, break their three gen before it becomes a three gen.;
If you let them force a three gen you only have yourselves to blame.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367865#Comment_3367865
I don’t know.
but both got some kind of nerf already. Maybe they are part of the next midchapter perk updates.
also they are not on the same level as Eruption was for soloq.
And neither nerf was meaningful enough to remove them from the meta. They need to be nerfed into the ground with the same pile driver BHVR used to gut Eruption, Ruin and such.
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@GoodBoyKaru said:
6.1.0 nerfed DH and that came out less than a year ago. BHVR have had a glacial speed towards balance for almost 7 yeses now and yet the game is still going. Hope this helps!
And Dead Hard quickly reasserted itself into the meta despite being 'nerfed'.
A match where literally every survivor had Dead Hard just tonight.
Dead Hard got nerfed with a scalpel. Eruption meanwhile no longer has any real use since the main reason to use it was not the regression, it was the Incapacitation. The aura reading it has now is an utter joke and useless for most Killers.
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@Nihlus said:
I have played survivor almost exclusively for years. Killer is significantly more fun and easier than ever. I'm maining Skull Merchant now and am having a blast. But hey, you feel better after getting that rant out?
Let me know how you feel when the joke that is Skill Based Match Making pits you up against Seal Team 6 five games in a row.
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She needs buffs, not nerfs! The drones are easily countered as they are now.
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Doesn't help that one aspects of her kit, Claw Traps, are virtually useless.
Claw traps as they are now are basically a non-factor; the survivors hacking the drones don't care if you know where they are and will just keep rushing to hack the drones because there is no consequence to it and actively tracking them with radar slows the SM down for some reason.
Drones are the Merchants only method of applying pressure and right now they are way too easily neutralized by survivors. Hacking drones needs to be a much harder thing given a survivor can pull off a hack in a few seconds right now and the hack is almost impossible to fail.
BHVR needs to make it so that either a survivor with an active claw trap attached can't hack a drone or if they try to they are instantly exposed and/or incapacitated.
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@GannTM said:
It’s already been nerfed 6 billion other times. Perk is fine.
No it hasn't. It was nerfed twice; the first nerf reduced the healing speed bonus when healing someone else or being healed by someone else to 75% and the second nerf reduced the healing speed bonus to 50%.
It's overpowered because it's an infinite use medkit that the whole survivor team can use.
All the other boon perks are balanced by the fact that they are situational and their positioning has to be factored in to get the most use out of them. That does not apply to CoH which is good wherever you put it. The only time CoH ISN'T useful is if you go up against the Plague.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365681#Comment_3365681
The ... recursive problem for a lack of better words is:
"How do you buff [Survivor] to be equal to [Survivor+teamplay+comms]?"
I left out the "bad skill" in the first bracket and the "good skill" n the latter, even though often cited in discussions ( "poor bad solos"), because it'd only make it even more absurd like "buff nurse because im worse with her than supaalf, even though it'd make it easier for him".
Mind you, I'm all for equalizing, but its a slippery slope.
- Do survivors need a realtimeradar/map WITH all objects once seen by any survivor? People on comms can use a clockwise system to emulate a map and can call out object locations.
- Should sirvivors at all times see their auras (bond basekit)? Good players are quite good at describing their location.
- Most additions ive seen are instant and automatic, both of which comms are not.
I thinka quick message system mightve been a less intrusive addition.
If a location ping system were to be added,or similiar to Deathgardens arrows, what do we add to killers because theyd be aura revealed if seen by any 1 survivor.
And while I dont quite want to make this us vs them.... community decision seems to be "base survivor should be whats currently the best of the best" "while killer power level should be somwhere around current B tier"
And how would you buff Killers to compensate for the increased coordination between solo queue survivors?
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Better idea: Remove SWF so that survivors no longer have to be balanced around how overpowered voice comms are.
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@Quietus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356208#Comment_3356208
To be fair, the range moves with the killer, whereas it would make a little more sense for it to be locked on the gen for the centre of effect. Add Lethal Pursuer and move away after kicking, and you get a 24m, 8 second aura reading letting you spot survivors 30m's away from that gen.
And that combo takes up two out of four perk slots a Killer can use. Doesn't seem that broken to me.
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@Gamall said:
In the gen kick meta this perk fits perfectly, it needs some adjustement
Why? It's a 24 meter range. It's fine.
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@Tr1nity said:
If you find yourself sobbing after playing a video game- don't play it. The point of Dead by Daylight, and of any video game, is for you to have fun. If you're not having fun, it's pointless to you.
Trust me, I took a break after that match. It making me break down in tears was just it being the straw that broke the camels back after at least two nights in a row barely getting any sleep plus feeling like I had an all day anxiety attack that day.
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@Coffeecrashing said:
Bully squads are fine because when they are bullying the killer, they aren’t doing generators.
And that’s how this game works. It’s ok to complain about camping, tunneling, slugging, and anything else that might be unfun for survivors, but literal bully squads are fine even though their primary goal is to make the game miserable for killers.
Thing is that, unsporting it might be, tunneling and slugging advance the Killers goal of killing survivors. I had a match where I HAD to slug a survivor because they were a full SWF that brought three hook distance offerings and one of them sabotaged the nearest hook when I picked up another survivor.
I promptly dropped the survivor I was carrying and chased the saboteur. Sometimes slugging is the only viable strategy a killer has to counter certain survivor builds. I did not make a habit of slugging and only did it when I had to rather than doing it to everyone I downed.
Survivor bully squads are just going out of their way to make Killer players miserable. Like I said in the OP, I kept getting hit by Head-Ons I had no chance of avoiding because I had no idea a survivor was in the locker in the first place; I wasn't chasing anyone. I was just patrolling for gens to kick and keeping an eye out for survivors when one would burst out of the locker and stun me.
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@DBD78 said:
Mm I feel Call to Arms and Dried Horsemeat should be basekit instead of addons. Because mini range is too short and guards don't catch up you always need the addons.
The Knight has only three 'Always useful' addons; Call to Arms (Especially with the buffs he got in the midchapter patch), Dried Horsemeat and the Map of the Realm.
All the rest are either situational, useless or so situational they might as well be useless.
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@feechima said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329712#Comment_3329712
Did you know this before or after the match and giving up and why would it even matter? A solo team could manage to pop two gens fast. SWF is an advantage but knowing how to play the game is a bigger one. That is the problem with high MMR. I've had solo games where we all took hits for each other, took aggro, body blocked, took aggro from the knights guards etc without the benefits of comms. By your summary it sounds like you just had a rash of bad games and gave up then blamed it on SWF.
I don't player killer very often but when I do, I almost always lose two gens and sometimes very fast, but the advantage of a map like that is finding gens. If the survivors have a lot of time in the game they may be familiar with gen spawns there. But a lot of times survivors end up with a three gen because they have no idea where gens are relative to each other. That is still hard to track with SWF. Breaking that back wall by the bathroom allows for swift and sneaky entry to the top and bottom levels instead of using the stairs. You can also keep them off the piano room gen if it spawns there and wasn't done first. Once you get a hook, it really snowballs as there is no way a survivor can approach-especially upstairs- without being seen. Kill just one of the survivors and the odds switch in your favor. The exit doors are so close you can post up a guard and check the other one. Keep them injured and prolong the exit until you have a hook. If it was SWF they most likely will come back for their friend. The game isn't over until its over. You could have turned it around but not if you don't even try.
Yes, I had a reasonably high suspicion that it was at least a three man SWF. I went through with it anyways in hopes that I might outplay them since I had found myself unknowingly outplaying 4 man SWFs before that were playing with a streamer who I wasn't aware was live and found out they were a full SWF only after the match when I checked to see if the streamer was live.
My hopes of doing well dropped when I saw it was Midwich and fell further when two generators popped before I even found the first survivor due to how long it was taking me to scout thanks to how crappy a map Midwich is. When the third gen popped and I still hadn't even downed a single one of them yet, let alone get a single hook, I decided I had no chance of winning and just went down into the basement and faced a corner rather than make myself miserable trying and failing to catch them.
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@feechima said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329712#Comment_3329712
Did you know this before or after the match and giving up and why would it even matter? A solo team could manage to pop two gens fast. SWF is an advantage but knowing how to play the game is a bigger one. That is the problem with high MMR. I've had solo games where we all took hits for each other, took aggro, body blocked, took aggro from the knights guards etc without the benefits of comms. By your summary it sounds like you just had a rash of bad games and gave up then blamed it on SWF.
I don't player killer very often but when I do, I almost always lose two gens and sometimes very fast, but the advantage of a map like that is finding gens. If the survivors have a lot of time in the game they may be familiar with gen spawns there. But a lot of times survivors end up with a three gen because they have no idea where gens are relative to each other. That is still hard to track with SWF. Breaking that back wall by the bathroom allows for swift and sneaky entry to the top and bottom levels instead of using the stairs. You can also keep them off the piano room gen if it spawns there and wasn't done first. Once you get a hook, it really snowballs as there is no way a survivor can approach-especially upstairs- without being seen. Kill just one of the survivors and the odds switch in your favor. The exit doors are so close you can post up a guard and check the other one. Keep them injured and prolong the exit until you have a hook. If it was SWF they most likely will come back for their friend. The game isn't over until its over. You could have turned it around but not if you don't even try.
Yes, I had a reasonably high suspicion that it was at least a three man SWF. I went through with it anyways in hopes that I might outplay them since I had found myself unknowingly outplaying 4 man SWFs before that were playing with a streamer who I wasn't aware was live and found out they were a full SWF only after the match when I checked to see if they were live.
My hopes of doing well dropped when I saw it was Midwich and fell further when two generators popped before I even found the first survivor due to how long it was taking me to scout thanks to how crappy a map Midwich is. When the third gen popped and I still hadn't even downed a single one of them yet, let alone hook one, I decided I had no chance of winning and just went down into the basement and faced a corner.
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@feechima said:
So you assumed they were a SWF because two gens popped very fast? Interesting. And Midwich is the LEAST survived map for survivors according to the devs.
Three of them were all on PC, they were all friends on Steam and they were all playing DbD. Hm, you're right, why would I suspect at least a three man SWF?
If I had been playing the Dredge it might have been a tolerable match given it can teleport to scout generators but the Knight? Forget it. Midwich is miserable for any killer with poor mobility/map pressure.
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@feechima said:
So you assumed they were a SWF because two gens popped very fast? Interesting. And Midwich is the LEAST survived map for survivors according to the devs.
At least three of them were all playing on PC, they were all friends on Steam and they were all playing DbD. Now why would I assume at it was at least a three man SWF?
If I had been playing the Dredge, it might have been a tolerable match given the Dredge can teleport to scout generators but as the Knight? Forget it. Any Killer with poor mobility or map pressure is going to struggle on Midwich.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329144#Comment_3329144
I'd argue it was more of a lateral move. It's potentially stronger in some cases and weaker in others. The main difference is it's no longer obnoxious.
No, it's still obnoxious.
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@Pulsar said:
Yeah, saying that the DH change was actually a buff is pretty hysterical.
It was a nerf. Calling it anything else is disingenuous. Whether or not it needs further adjustment is up for debate, personally, I don't think so. That's why it's a debate though.
Playing Killer I still see Dead Hard constantly so it's pretty clear the nerf it got wasn't enough considering it's still almost universally used by most survivors.
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@Little_Kitten said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328025#Comment_3328025
What is perfect about what you say is that it is not only completely accurate, but that we can replace the term "SWF" with the term "Nurse" without problems.
I think the point is that some players just don't want to admit that in the game there are survivors, or killers, who have raised the level of mastery and involvement to the point that they have become experts.
The Nurse just got a fairly substantial nerf given how many perks no longer combo with her Blink Strikes now that they are no longer counted as basic attacks.
SWFs, meanwhile, go untouched.
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@Rizzo said:
I'm not sure who spread this misconception, but SWF was always planned, the only reason why SWF wasn't a feature at launch was because they decided to prioritize KYF.
Besides, people were just sniping one another to end up in the same match, so it's not something you can prevent either and in any case I don't believe SWF to be bad for the game health, quite the opposite, a lot of the game's success is due to players being able to play with friends.
That said, the plan is to close, or at least mitigate, the gap between SWF and solo, in order to have a more uniform level to balance around.
SWFs break the games balance and it screws over both killers and solo queue players because survivor buffs have to factor in the huge advantages a full SWF can have over even experienced killers and whether the buffs will give SWFs an even larger advantage.
Given most SWFs I run into seem more interested in torturing me as the Killer rather than playing the game, there's a reason I feel the way I do. I don't expect to get 4Ks every game but when I start feeling like the survivors are doing more to torment me than properly play the game? I have little incentive to keep playing.
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@appleas said:
100k extra BP not including points accumulated during the match is enticing even if it ends up being a 4 man escape
Expect opposition from swf players though
Given the huge advantage that a full SWF can have over killers given they are communicating constantly over voice comms, Killers need some sort of incentive to put up with that kind of pain when there aren't events that rain down BPs like the current one. Especially since in my experience most full four man SWFs are more interested in torturing the Killer than playing the game.
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I did extensive testing about this last month and figured the cause out: https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291262
Specifically it's if you switch between preset loadouts that have an addon in common but the addon is in a different slot in the loadout you switch to.
