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What I love about Ghostface is how he can terrify you such as grab you off a gen.
SWFs destroy him with Comms though
Survivors are given too much free information, why is there a warning you've been stalked?
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@DankEngine said:
I think complaining about SWF is kinda small pp but that's just me.
Why, what are your thoughts?
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@GingerBeard said:
https://forum.deadbydaylight.com/en/discussion/comment/1462857#Comment_1462857
Yeah it's unfortunate, definitely seems to stem from the us-vs-them mentality that is so rampant in this community.
The grind is still insane imo, any way to alleviate it would be welcome in my books, weather it be for survivor or killer. Just so happens that survivors need it more. From my own experience, I can play killer and easily get 25k to 30k BP most games, while as survivor 15k to 22k BP is my usual average.
Which is totally unfair as the killer represents one side and should be getting far more for having to play against 4 players.
When I used to play killer there was no way I would play killer without two cups of coffee and having played 3 survivor games.
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@AngeloMerte said:
I play in a swf group here and there. But I dont use voice chat. However, the fact that me as a veteran player choose my team mates (veteran players aswell) makes it already fun and worth it to play survivor (unlike solo Q, eff that disgusting mode).
BUT in the very rare occasion when we all feel like to use voice coms and "sweat" in matches (happened like a couple of days, really rare) we will be COMPLETELY shitting on any killer we verse.
We already versed streamers like otz, tru3 and zubat and we melted them down making them look like hopeless noobs. And that was NOT the case because "ohhhh we are sooo good and sooo much better" but simply the combination of 4 good players using voice coms is absolutly overkill.
A while ago I played killer and the team were amazing at moving their characters around which were extremely difficult to hit, they weren't toxic but they had no fear of the killer and once hit the others stepped in whilst the injuried player was healed.
An extremely good group brought together by SWF as the odds of playing these players together were very high. However with this new MMR system perhaps this might change although I doubt it.
SWF you don't use comms but you know the other player has BT for example or that they'll save you when needed.
There really is no defence as to why BHVR introduced this buff to survivor players yet do not address it, hence the silence in forums and streams when it comes to the many SWF posts.
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@BigTimeGamer said:
Hot take; most SWF groups are just friends wanting to play a game together and have fun
crazy, I know
@BigTimeGamer no offence but there seems to be a template of responses for SWF with this being one of them, I'm not sure if you are a bot or if you have seen SWF in the title and just haven't read this thread.
The idea of players playing with other friends or even as in this video just random strangers through dbd forums / communities is perfectly acceptable and isn't in question here.
However what isn't fair is that this isn't any game it is a time management game where being SWF or SWF and using communications helps, some say a little. some say a lot, When I have played SWF using communications, it help a lot.
Due to the unfair advantage of SWFs over solo players BHVR have accepted this is not balanced and are trying to buff solo players (enjoy killers btw), however buffing kindred only buffs SWFs as well. Unless they directly buff solos with in-game comms (players can be muted as in other games) or debuff SWF players (OoO blocked and/or thana like slowdown that ONLY affects SWFs) then we will continue to see average players like in this video have an unfair advantage even though they are having fun but at the expense of other players.
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Does anyone know if representatives of BHVR have posted on the board recently?
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@Pryzm said:
https://forum.deadbydaylight.com/en/discussion/comment/1464205#Comment_1464205
I don't think you are paying attention.
- I do main killer (My Trapper, Pig, Doc, Huntress, Freddy and Hag have every perk - except PH's because I just never pulled the trigger on buying him....boring and uninspired killer imo.)
- If everyone just decided to play killer to get more bp, how would we play anymore?
- You approach the concept like there is a limited pool of BP, and that is not the case. Technically, based on bp caps for each category, it is a 20% split across the board with each capable of getting 32k bp. It's the BP actually given for tasks that is in question. The killer gets the bulk of their bp from engaging in the main objective, chasing and killing survivors on hooks. Survivors get less bp for focusing on their main objective, doing gens and escaping. The bulk of survivor BP comes from looping the killer - which is bass ackwards. What we are saying is that survivors should get more BP for things other than looping the killer. The focus is on the fact that survivor BP is entirely dependent on killer interaction. If a group of survivors get a killer who refuses to engage anyone other than the 1 they tunnel/camp, then all survivors will get crap BP even if 3 do the gens and escape. That is a bad formula.
Your title asks "WHEN WILL BP BE BETTER ON SURVIVOR SIDE?"...
>>Survivor BP should less. It is a 4v1 so it should be 50% for killer & 50% for survivors, so 12.5% each.
>>I'd love to play survivor over killer and then get even more BP but it shouldn't work that way.
>>Can I ask, why don't you just play killer?
.>1.I understand you are telling me you play killer, I am saying as you are interested in BP why don't you just play killer?
.>2 I'm not saying everyone should play killer.
.>3 But there is a limited pool of BP, currently is a 32k bp for each player which is wrong. The killers job is more stressful and challenging having to play against 4 other players and should be rewarded more than just 20% from his one of five slices, each being 32k bp.
For this there are 2 sides so 50/50 to each side should be available.
If we use the current total then it is 160k bp (32k bp x 5).
50% of 160k means a maximum limit of 80k bp for the killer (if they do well)
The rest is 50% / 4 survivors which means a maximum limit of 20k bp (12.5%) (if they do well).
This means currently for it to be possible to get a maximum of 32k bp for a survivor is much better than 20k bp.
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Survivor BP should less. It is a 4v1 so it should be 50% for killer & 50% for survivors, so 12.5% each.
I'd love to play survivor over killer and then get even more BP but it shouldn't with that way.
Can I ask, why don't you just play killer?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1461441#Comment_1461441
I'm just using "clicky flashlight squads" as a euphemism for SWF that are playing both optimally (and probably a bit toxic), which is what most people are complaining about when they want to nerf SWF.
When I play with my buddies, we're usually a big mix of ranks. I'm typically red rank, my most common partner is typically green, and we might get maybe another purple player or a brand new guy depending on the day (I have a handful of buddies who rarely play but they'll jump every once in a while, especially if they see a squad together). On days where we have a new player we typically get 4k'd almost every game because new players have absolutely no chance against against competent killers and they end up basically torpedoing our squad. We don't really mind, though, because we're just there to have a good time with friends. It would be pretty sad to have an additional debuff applied just because we're partied up, because with squads like that we're definitely going to be at a disadvantage from having to carry a baby survivor through every trial. With that said, I'll have other nights where I'm with a few people around my rank who know what they're doing, and we definitely have an advantage in those trials. It's not overwhelming and we definitely don't share information as optimally as we could, but it can still be like having 5 perks each because of the extra information we get. As killer I definitely see a similar split - sometimes you'll see baby survivors getting carried by much more competent teammates or teams that make dumb plays for the laughs or to save a buddy, and sometimes you have the sweaty neon Nea squad basically playing like they have a hive mind.
The difference in the quality of SWF is why I'd like to see solo queue buffed. What I mean by that is generally just closing the information gap between solo queue and SWF. For example, it would be great to add more gestures to the game beyond just pointing and beckoning so that solo survivors can better communicate with their teammates. It'd also be nice to see a totem counter in the HUD so solo survivors know if they need to worry about NOED towards the end of the game. Another idea would be putting an indicator in the HUD when any survivor is in a chase, instead of just for the obsession. Buffs like these would probably make the survivor side as a whole more competitive (I say "probably" because the killer could also benefit from additions like a totem counter or a chase indicator - for example, "Is the Blendette I'm chasing the one I already hooked, or not?" "Is my NOED going to proc when they finish the last gen, or not?"), but it would also close the information gap between SWF and solo queue without relying on perks. So, while BHVR might have to make some buffs to killer to compensate, SWF would be a lot less big of a deal.
I see what you mean about "clicky flashlight squads", no it's not really what I'm talking about in this post. This post is mostly about a video of a competent SWF who believed they weren't talking about the game to gain an advantage by using communications but when you remove the silence and early chit-chat you see that they are but are still unaware they are doing so after the game ends.
I don't envy BHVR when trying to balance this game as it has come on leaps and bounds since early release.
I see two routes and maybe a third...
One I especially enjoy playing is when survivors don't know where the killer is or their team, a more scary / horror like experience but can be filled with potatoes when in lower ranks. This would be a choice the survivor and killer chooses to be a solo queue or SWF queue but obviously could affect wait times but perhaps not with the new MMR system and cross play.
Another is what I think BHVR are aiming for in buffing solo survivors which would be the SWF mode or SWF queue which is for me is a completely different game from one that was originally intended or if disputed one I would enjoy playing but would miss the immersed gameplay even if filled with potatoes at low ranks that I mentioned earlier.
The third would be how things are now but with SWFs slowed down and unable to abuse certain perks like OoO which is totally unfair on killers like the trapper when everyone knows where traps are but then also backfire on survivors since it was addressed with an update where they couldn't see killers in stealth.
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@LeleLP said:
SWFs are going to play together rather we like it or not. If they are communicating it’s probably through a 3rd party took such as Discord for example. But either way. That is not something BHVR can change. People honestly can’t sit there and expect players who want to enjoy the game with their friends to be punished so the killer can be happy. Yes it’s unfair that the killer doesn’t get the advantage of communication but that’s how it goes with a game that is designed for 4v1. Blame BHVR on that not others. Every thread I see of this it’s always over the top with what people expect. This should be nerfed if they are together or that shouldn’t be a thing if it’s swfs and this and that. It’s stupid. If you don’t like playing against swf then tough. This game is made for people to play together.
Kind of a weak reply, you're saying tough luck killers and yes this game should be made for people to play together but with some attempt at balance. Sure it will never be perfect but at the moment a SWF member is a solo survivor with extras.
@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/1460800#Comment_1460800
it isn't SWF that's the problem, it's the 3rd party software that allows for instant voice communication that is the problem, giving you a massive advantage that the devs never intended on the survivors having
I agree there does seem to be some confusion in that people think SWF is the problem but most play using 3rd party communications, now another solution would be for the game to have comms in-built but with mute players options like other games.
@isilmerel said:
Here's an example of what voice comms in discord sound like when I'm in a swf:
2 people talking about animal crossing while doing gens
1 person talking about how ######### work was while being chased by the killer
1 person bitching about politics searching chests
3 people playing Destiny 2, giving callouts in the same voice channel, because they're also chatting about animal crossing with the DBD players
1 person laughing hysterically to Drag Race over the mic not playing either of the games.
Random bursts of:
"OH SH**!!!"
"SON OF A B****!"
"THAT WAS A BULLS***! HIT"
"[EAR PIERCING SCREAM FROM BEING PULLED OFF A GEN BY A SCRATCHED MIRROR MEYERS]"
"Wait, when did we get 3 gens done?"
Some games, we all escape, some games we get utterly destroyed. But we had fun because we played with each other.
The voice chat is pretty much the same when playing solo or killer, too.
🤷
Have you seen the video above? They weren't a SWAT team, this is actually showing the advantages of a single game but excluding the animal crossing conversations. That is basically the point of this post, to show SWF teams using comms, like the linked video how they believed they weren't talking much about the game to gain an advantage by using communications but the video shows it differently to what actually happened.
@Steel_Eyed said:
https://forum.deadbydaylight.com/en/discussion/comment/1461475#Comment_1461475
I think this massive advantage just might be overrated. Other posters in this thread are giving better examples than I am. Just know that for sure if you’re bad solo, you’re probably bait in the SWF. Yeah, there’s honor in being bait, but the team isn’t necessarily going to be crushing.
We’re not all tournament level.
Maybe play in a SWF yourself. Despite the dev’s ‘never intending’ for this third party software, they set up a discord channel with many many rooms so we can meet up and play.
The game involves skill for loops when being chased but also is time management on the survivor side in getting the generators completed then getting out which communications helps a-lot. Whether it be a massive advantage or not it is still an advantage that BHVR aren't balancing and ignore since SWF was introduced.
"Other posters in this thread are giving better examples than I am" - Please could you highlight them.
"We're not all tournament level" - You don't have to be, that is why the game has ranks. This is about balancing the game.
Dev's are unable to monitor who is using what communications from Discord to someone sat in the same room so aren't able to classify it as an offence. The encouragement by communities to SWF with randoms who then use communications just further shows the imbalance not being addressed.
I have also played in SWFs and using communications and at the time having played survivor and killer frequently I could use that experience to make that killers day quite hard to kill us all in each match.
BHVR have and are working hard addressing other unfair issues like god loops to balance the game.
If you notice I haven't put any figures to slow down SWF players, this could be a milli-second to an hour but the unfair of SWFs over solo players needs to be addressed and has to be for the fairness and fun for everyone who loves DBD.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1460819#Comment_1460819
So, because of the small minority of rank 1 clicky flashlight squads, we're also going to punish the groups with massively different ranks who are just trying to have some fun with their buddies?
The only fair way I can think of to reduce the advantage of SWF (however large or small it may be) is to buff solo queue to close the gap in between SWF and solo. That just makes balancing the game easier. SWF may still have a slight advantage and solo may have a slight disadvantage, but if the difference isn't significant, oh well.
Erm, I'm not sure you've replied to the right post... clicky flishlight squads?
Punish groups? Any group of friends using communications have an advantage at whatever rank. We can all try and have fun on a balanced game and not at the killers expense... can't we?
Buffing solo queue sounds interesting but what does that mean? Does it mean buffing perks like Kindred? If so you're only buffing SWFs as well.
The slight advantage or disadvantage is down to how much you use the information well, take this video as an example. They aren't using information very well, it isn't a SWAT team but they are giving information away to each other for more optimum gen completion. In fact the more they become under more pressure they start to use comms better to try and win but at the end of the game (or start of the video) they reconfirm to themselves that they hardly use comms.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1460899#Comment_1460899
I play killer a lot and don’t suffer against SWF? I actually find them easier to beat than solo lobbies. 🤷🏻♂️
I'm sure someone keeps copy and pasting that statement XD.
I've played yellow to red and I'm sure you've had good games. If you want to talk about whether they are easy to beat then I've seen them collapse after a killer hooks someone in the basement and the other two rush in and end up on the hook with 5 gens left. I've also seen killers destroyed.
Quite simply SWFs are basically solos but with comms making them have better 'perks'.
To speculate BHVRs in-action what probably what they are believing keeps this game alive. A game where you don't have to be good if you are using communications you'll do quite well which is probably why there is quite a resistance to actually do anything but mention the word 'balancing'.
The video above shows a team with 2 good players, not exceptional just good. The other two are average but they somehow nearly complete 5 gens whilst the killer sweats away. The somehow is in the communication, they aren't a SWAT team but they know who is going for the saves, whether it is likely to be safe, which generators are being worked on, sloppy is identified early on, there is shock when the killer appears unexpectedly, there is an expectancy that the killer should give hatch as previous killer have if they don't wriggle etc. The fact this is a PvP but BHVR aren't balancing SWF makes you think.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1460862#Comment_1460862
I don’t really like talking on mic whilst I play. I’m not much of a people person. Plus, the French guy isn’t good with English. So he’s the main reason we don’t talk over mic. Believe it or not, but not everybody wants to be in a party chat 24/7 whilst they play. I’ve had plenty of survivors add me as a friend without any intention to talk in a party. They just want to play with me as they know I’m a reliable teammate. That can be enough for some people.
As things stand I believe the majority of matches with SWFs abuse the imbalance and even more so on console.
Daily there are players who are willing to play killer out there that are suffering because of this and because of this the game suffers.
It is unfortunate that you don't like using comms or that you both don't wish to bond closer and learn a new language but think about the betterment of the game.
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Wanted a focused answer ;) lol
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Remove them except NoED, a perk that has no affect at all until end game and even then with no totems nothing happens.
If NoED does activate just leave via the hatch, gates or if you really don't like it just clean the glowing totem?
Small game, Maps and Detective hunch are all meta perks to combat NoED
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Perks and SWF
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1460819#Comment_1460819
Wouldn’t that also punish the solo survivor though? Because essentially they’re in a lobby with people who can’t do objectives as quick as they can. Not every SWF is on mic either. I used to play with a guy from France and we never spoke on mic. We just liked playing together as we were both good survivors and could rely on each other. Why would it be fair for us to receive a repairing drawback when we’re technically both solo survivors?
Interesting you bring up the only two reasonable arguments against balancing SWFs.
Firstly SWFs need to be debuffed due to the speed and how optimised they are, e.g. one person going to hook, where to do the generator or heal etc. It could be argued that a solo survivor gains an advantage playing with an optimised SWF.
Secondly there are very very few that are in a SWF that don't communicate with each other as i've been told it is a new century. I've heard of this but most use mics as even basic words convey information such as killer shack, noed totem, you learn the key words together. I'd look at this as a chance to improve your friendship and swat up on your french skills.
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Similar to the new match making system, BHVR don't like to give you information so there can't be a problem if they don't let you know you were in a SWF post game.
Until they do expect killer wait times to be long during events for bp farming then survivor wait times to increase as very few want to be playing an unbalanced and unfun game.
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@TheLastGreatStar said:
Do you have any suggestions of how you’d balance the game around SWF in a way that doesn’t punish solo players who also happen to be in their lobby?
People have been talking about it an a very good solution is to just debuff only SWF survivors similar to dying light or thana.
Solo survivors would work on gens at the same speed they do now.
4 SWFs would have a static debuff then add a debuff of x multipled by 4 (the number in this SWF example)
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Cross play will bring two things....
Worse killers with console killers like Huntress and Scary Cowboy
and
A disadvantage to more killers with virtually all console SWFs using third party comms included with their operating system
To be honest it must really suck being a console Huntress but don't worry if you're used to it now then it will not get worse as survivors will hardly be affected.
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Sorry this is a terrible idea as this affects solo players.
The whole game is time management and I totally agree that SWFs are unbalanced especially when using communications as they easily reduce the time to achieve their objectives with just simple chilled updates from each other.
SWFs make the game boring for killers and that is what is upsetting a lot of the community in DBD.
I love the idea of friends playing together but it needs to be fair.
A very easy solution is to implement is a thana/dying light slow down that would not affect solo players and only SWF members.
In an SWF of 4? then it a fixed slowdown plus a 4x swf gen slowdown.
In an SWF of 2? then it a fixed slowdown plus a 2x swf gen slowdown with normal speed for solos.
BHVR continue to ignore these obvious balancing issues whilst dealing with 'balancing issues'.
When was the last time you saw @Peanits or @not_Queen reply to these white elephants?
SWF has never been addressed as say buffing a perk like kindred also buffs swfs who can use the perk.
Some perks such as OoO should never ever be able to be used by a member in a SWF.
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@NotOprah said:
These probably aren't SWFs you're fighting very often.
BHVR can easily implement an endgame results page showing SWFs although seems they aren't keen on sharing information to highlight issues in SWFs or poor killer play. Easy to fix bhvr
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Once you get to rank 12 on killer you will often be playing red rank survivors with full meta perks.
Picking up a new killer especially like nurse for the first time is no fun is little fun.
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I know I'm playing it less and less and only as survivor, I found DayZ interesting
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The only perks that are decent on a killer are groups that start to have synergy, meaning Fired up is still a useless perk like the many others killers can choose.
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Similar to the Billy nerf as some red rank survivors didn't know how to dodge Billy... some red rank survivors couldn't hit great skill checks
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Demo and Clown obviously
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/1424011#Comment_1424011
Interactions are on the to-do list as well. It basically stems from the fact that they are no longer in the interaction and can't be grabbed, but that info hasn't reached you yet.
https://forum.deadbydaylight.com/en/discussion/comment/1424049#Comment_1424049
When your connection drops, you stop sending info to the server. If you freeze in place, the survivors keep moving. When you hit them and reconnect, the game's going to check where you were when you lost connection, check where the survivor is (far away, they're still moving), then deny that hit. To put it simply, lagswitching won't work. The person doing it is always going to be at the disadvantage.
I hope it isn't too late to look at this path I have linked below. The one we have taken with DBD currenlty is only an illusion of functioning to one side and unless the foundations are changed will never work fairly.
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I never understand how they can release the PTB then make further changes and release as live.
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DBD clients misconfigured to use dedicated servers for gameplay instead of stats, anti-cheating, lobbies, etc
So spaghetti code changed to fix the unfixable with...
Gen grabs survivor sided...
Quicker survivor window vaults...
Now... PTB giving survivor client sided hits (sigh)
Configure the game to use p2p for gameplay and you get less DBD warnings of death (bump).
From a survivor main *I had intended to learn how to play Billy a while ago but no longer understandably play killer unless for a daily
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If I have to 360 as a killer or survivor then I set my sensitivity to 100%.
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Survivors can be OP which is achieved with SWFs.
To be ignorant that two people are running for the unhook or that the last two survivors are working on two different generators near each other wastes time and in this game you only have so much pallets.. I mean time.
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@DrDeepwound said:
devs say they want the game to be fun,.....then give killers some emotes too.
Even just pointing
Fun is only achieved when playing survivor. It's like when the away team win, most of the stadium is unhappy.
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BP is only a small reason for me to play killer.
Balancing the game so most killers are viable, whenever I play a Clown, Demo or Nurse (on console) as survivor I just think how quickly until I escape.
To this SWFs need to be balanced as you can't balance a game for solo survivors without affecting non-solo survivors using comms.
Once balancing is achieved all will be right with the world... of the Entity
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Just played Huntress who was after adept with same add-ons.
Players should be up for the challenge, you should look at it as sure we're going to lose but when you actually win how good do you feel at the sense of achievement?
The only issue is if you go against this constantly then there is a problem as this isn't the final or a pinnacle of the worse case scenario in the game.
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@Bullettimegod said:
Wha? As a killer main no mitter is the best survivor perk. I think all survivors need to run it.
Hmmm, before I purchase it and run no mither you have to promise me you'll respect my social distancing no matter how upset you get?
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Spinechill counters killers especially Ghostface and other stealth killers.
Ironwill counters killers especially Spirit
No Mither counters killers like Oni... no ... wait...
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I run small game and have saved my team countless times from Hex totems but then small game isn't a selfish perk.
I'm still confused why survivors can ignore all totems and then just clean the one NoED totem at the end.
I felt sorry for the killer yesterday as I cleaned a dull totem as the last generator popped... his NoEd lasted for 1 second.
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Trying to think of the last decent killer that was new with or without their perks...
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@Nurgling7 said:
100% players using it is the problem. They are most likely running it because they are scared to death of being injured and start self caring the moment they have a chance.
That is the incorrect way to use Self Care. You should not prioritize healing over stuff like doing gens and obviously safe saves. You should only Self Care when you actually have a bit of time to kill or you REALLY need to be healthy(the best example is for basement saves).
I have to agree with you.
In a time management game having "a bit of time to kill" probably means you've won already :D
Basement saves you're likely to lose if there are just 2 of you but if there are more then use Bond and quickly heal.
Yesterday I noticed a guy selfcaring as I passed who refused to allow me to heal him... twice! The reason given in post game chat was that I should be doing something more useful whilst he heals. I had to explain that I'd be able to heal him 100% faster and then with me running prove thyself we both would have been able to complete gens much faster.
If everyone escapes it is usually in spite of player(s) running selfcare that the team survived.
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@_orpheus_ said:
I would want it to be like the ST chapter and have two survivors, either daphne and Fred or Velma and shaggy and idk who the killer would be
Spoiler: Scrappy
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I mean this is happening virtually every match, I'm lucky to get purple ranks.
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I virtually got nothing done...
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50% of the game the killer was chasing me....... why matchmaking... why?????
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@nursewannabe said:
There's no such thing as "genrush", if you can't down a survivor in a reasonable amount of time you can only blame yourselves for being B A D, not survivors for doing the only thing they can do while the killer is not around.
Watched a streamer with their other 3 SWFs make a build that did Gens in approx 4 minutes each time, on some they depipped.
Toolboxes were OP but throw the imbalances together and ... 4 minutes?
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Playing Wraith then playing Billy, Huntress or Nurse make them similar but also almost completely different.
I can understand Hag and Trapper being similar or Ghostface and Wraith.
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Test on your old TV if available to see if problem remains.
I'm unsure if you have a PS4 Pro but I'd look at reducing graphics / resolution on your TV and/or PS4 to see if any of them make a difference
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1400017#Comment_1400017
Its not toxic ;p
Im Just saying you probably dont like me
I don't dislike you, your comments are only posted to infuriate me... but we both know I'm right x
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There was discussion about this from BHVR from community feedback.
Wasn't it something along the lines of having a ranking for each killer?
I wouldn't expect them all for example to be rank 20 if I were a rank 1 killer as most killers would be able to do well without using any of the killers abilities against beginners.
Perhaps batch matchmaking and MMR will address this but I haven't heard anything to suggest this? :\

