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andyollolloll

andyollolloll

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andyollolloll
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  • They have a bunny for legion... I'd expect this but not want it

  • Disliked Splinters just because you played the killer on base.

    I'd mention I might be a rank 1 Billy but why am I being matched on that when I play Huntress or Nurse? Wrong thread but doesn't that kill variety in anyone learning a new killer?

  • @andyollolloll said:

    1.Bubba for Bbq, gives you bp points for more perks and is useful.

    2.Clown for Pop, as the other gen defence perks aren't anywhere as useful... and gen speeds have improved with toolbox nerf (and buff) but are still terrible.

    Next depends on the killer you wish to mainly play e.g. Hag and Trapper need Corrupt to give them a minute to set some traps down or Bubba who needs Nemesis and PWYF.

    3.Nurses is useful on many.

    Ignore if you are BHVR and looking a further nerf to killer perks... they need to be buffed to compete. (Did they change anything useful with Clown?)

  • 1.Bubba for Bbq, gives you bp points for more perks and is useful.

    2.Clown for Pop, as the other gen defence perks aren't anywhere as useful... and gen speeds have improved with toolbox nerf (and buff) but are still terrible.

    Next depends on the killer you wish to mainly play e.g. Hag and Trapper need Corrupt to give them a minute to set some traps down or Bubba who needs Nemesis and PWYF.

    3.Nurses is useful on many.

  • @KnotEnthusiast said:

    Y'all are missing the point though. At the end of the day, SWF doesn't give you skill. It gives you communications, which has value, but a group of mediocre survivors will still be mediocre in a group, just slightly less so. All adding SWF visibility in endgame lobby will do is breed toxicity and encourage killers that likely would have lost against 4 solos anyway to just blame the "OP SWF" every time they lose and there happen to be friends playing in the lobby. I've experienced this myself: I went against a billy with an ebony mori while duo queueing with my boyfriend, and we both managed to survive. We weren't toxic, we didn't taunt, the only thing either of us did besides play normally was my bf used a styptic to get out the exit gate that the billy was guarding. We then proceeded to play against him 3 more times that night, and every time he brought instasaw with an ebony, camped and tunneled both of us, and mori-cancelled both of us for like 30 seconds. After the second time, we asked why he was being a jerk, and he said "it's what you toxic SWF bitches deserve". All adding SWF visibility is going to do is make people like that ruin the fun of all the players just trying to play with their friends. SWF isn't some instant win button, it's just people playing together.

    Hi @Furry_Fuccboi you posted a large post so commenting on these snippets...

    "...mediocre survivors will still be mediocre in a group, just slightly less so..."

    SWF survivors on comms are less they were solo? less than mediocre?

    "...All adding SWF visibility in endgame lobby will do is breed toxicity and encourage killers that likely would have lost against 4 solos anyway to just blame the "OP SWF" every time they lose..."

    Killer already blame "OP SWF" with information of SWFs they can understand that no it wasn't just some skilled solo players or yes it was 4 SWFs that they killed. Information to the solo players, killers and survivors would give them the knowledge they played badly and to improve. When I played killer and before I realised SWFs used comms I used to wonder why I would destroy survivors and then vice-vera with survivors at a certain rank.

    "SWF isn't some instant win button, it's just people playing together." True and not true, it's people playing together but with only advantages and no negatives, then multiplied if comms are used. There has been no balance to SWFs and solo survivors but this isn't the thread to discuss that.

  • It became so much of a problem I had to purchase an xbox controller and regret it to this day.

    The right control stick is far too close to the buttons and what the hell is this about having to replace batteries :(

    I just wish I never moved from keyboard to controller... keyboards are far more responsive

  • Too many people fall into play survivor, myself included due to the stress and imbalance with survivors (should I mention SWFs?)

    Queue times currently force the killers to wait much longer as I predicted with the new MMR & batch matchmaking.

    This will eventually be reverted back once they realise people play killer after giving up on survivor wait times... chop change chop change, good for toxcity.

  • @MattyEuro said:

    I'm using a PS4 controller on the pc and although I know it hinders advanced gameplay, I prefer it. I have no problem with skill checks except every time one occurs, I stop healing/repairing straight after (stands up) and have to repress the button to continue. I've never seen this happen to anyone else so wondered if there is a fix?

    I believe it is your usb cable and connection to PC is causing the problem.

    If you have another usb cable try that, I found many of the usb cable move out temporarily when using remote play on GTA

  • @LetsPlayTogether said:

    Oh another SWF-Hate post from you. Was it already a day since your last hate post?

    It's not hate for SWFs, it's love for our solo community ;D

  • I'm guessing this was posted in the heat of the moment or bait but...

    "Survivors shouldn't be punished for actually doing a good job and getting to end game"

    For me a good game is doing all the gens and totems, I run small game which quickly and easily removes or identifies totems spots however that is a selfless perk I run for my team and BT. I suffer escaping in the lower ranks but almost always escape in red ranks.

  • @CashelP14 said:

    A lot of people want to play killer. That's why killer pc lobbies take so long.

    Will do a post on that why that isn't the case.

  • @MeatBycicle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1398549#Comment_1398549

    Same, I play only solo as survivor and I would still want this. However lets be real, the only reason why they wouldn't add it post game is because it will show just how many SWF groups there actually are, and it wouldn't bode well for their "SWF barely have a higher escape %" rhetoric.

    Simply enable the feature that should have been in the game since SWFs were introduced.

    Till then players will continue to believe they are survivor sided and BHVR can say "problem what problem, you're only speculating".

  • OoO could be left alone as long as it is unavailable in when playing in an SWF.

    4 people with knowing everything with the killer only able to see 1 of them is "just a little" OP.

  • DS whether it is or isn't should be an anti-tunnelling perk and not OP with a possible 2 minutes of god like status in a game that can be completed in 4 minutes.

    A solution:

    The survivor performs an action e.g/ heal, generator, chest and DS is deactivated.

    Once changed the 60 seconds needs to be increased slightly and killer radius restriction removed due to teleporting/distant attack killers.

  • @MeatBycicle said:

    100% because they don't want to show how much SWF actually affects every match. Especially in red ranks, almost every single survivor group is composed of at least two friends together. I play mostly killer and I can't recall the last lobby I had that was pure solo.

    Even when I play solo survivor I want to know if i've and we've had a good game or have been helped by playing with 2 or 3 SWFs.

    Worrying like hidden MMR. I guess it is a "problem what problem, you're only speculating.".

    It can be a cause for killers not to adapt/improve and be toxic towards survivors by not knowing.

  • @Mtom912 said:

    So killers can say it's a swf when they lose, instead of just accepting they're not good and should improve instead kappa.

    Serious note, there's no stated reason why it doesn't show whos swf or not. Reasons i can think of as people targeting people for being a swf, cause as i'm sure everyone has seen many times with this community, how dare you have fun and play an online multiplayer game with friends

    It seems there are many SWFs on this game at higher ranks or i'd guess I currently it is blocked/hidden post game.

    Playing with Friends is fine but only having positives and no negatives to this is a balance issue but I guess not for this post.

    Players who target an SWF would find it difficult with restricted top tier addons, targeting specific SWFs would already happen as killers that would do that would already be recording player names.

    All this talk about this simple feature should have been implemented long ago though.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1386429#Comment_1386429

    Its harder to learn any killer when going against a highly skilled team, as compared to going against solos. Knowing you went against a team allows a killer to at least understand that them being outplayed wasn't just because the survivors were extremely good, but also had voice comms so they could coordinate. There is a whole new level of difficulty when you bring SWF into an analysis of any game of dbd... It is not a guarantee to win, but it makes the win for survivors easier. Knowing who talked to who will let you know that they might do it again if you see them. That is, if they keep their name the same, as Steam can change names anytime.

    Ignoring that is just an out as well, because then you are shifting blame from you to the obvious 4 man SWFs you go against all the time (even if you dont and the data would tell you that).

    Well put, the issue would also be more frustrating and confusing if new once the killer reaches rank 12/13 when groups of red ranks appear.

  • Yes, as long as it isn't a broken green key. Just be careful not to use it all up

  • Excellent, all we need is for BHVR to implement this asap. This should be done quite easily.

    Pending the "the devs not being survivor sided"

  • Not really where as survivor or killer wants to get stuck as usually it means a down or not

  • Never as survivor but when I play killer at least one survivor will burn this map as there are lots of pallets and many are safe.

  • The negative post comments we've all heard before and currently SWFs know they are and solos feel insulted to be called SWFs.

    To simply show SWFs at endgame would also ...

    1) helping reduce the damage as a goto for "the devs being survivor sided" argument

    2) killers improve and adapt e.g. facecamping an SWF player can lead to a 4k or losing if I try to injure them all.

    3) solo survivors/small SWFs improve knowing the team consisted of players on comms

    We know SWFs have an advantage or lets say the strong 'comms' perk and like with any perk some SWFs don't use it and some abuse it. BHVR are aware of this but creates negativity and toxicity when say they are going to address this (by buffing solo survivors) but haven't acted. (*buffing kindred helped but fails being also available to use by SWFs when needed).

    Again I can't see any reason not to, if I've missed someones point please repost

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1380632#Comment_1380632

    I want to know if I was facing a solid group of solos, or a group using the SWF crutch to play the game. What harm does it do you for killers/solos to know who's who?

    Your question is similar to why ask a question. Why does players names, rank, groups etc. Your question is an attempt to derail the question of why do BHVR hide this information.

    I posted this...

    "I can't think of a reason, it would also stop the argument and toxicity of killers having a bad game and calling them SWFs but knowing they aren't or vice vera having a bad game and knowing they were so don't feel that bad."

  • Also slightly quicker survivor wait times, longer killer wait times, two lovely new perks for my Claudette.

  • Pebbles too restrictive, fish fingers is too much of a hassle you may add well miss a skill check and run.

    Head on wins and great for locker builds, op with toxic SWFs and a huge locker exit area

  • Some SamNation clips would also be good ;)

  • Looks like there is no reason... looks like I'll have to keep on posting until BHVR answer the question

  • @Science_Guy said:

    It's not hidden as much as it wasn't ever being tracked in the first place. That's why for years there was no option to regroup after a match. And even now, afaik, the game lobby doesn't "remember" who was in a SWF group once it finishes creating a match.

    I know the issues you talk of where the SWF survivors are / aren't in the lobby as they should be and a new lobby has to occasionally be recreated.

    This is nothing to do with the ability to show SWFs at the end of the game and can only think of positives to showing SWFs.

    However the idea of suggesting to hide even more information like ranks/mmr ratings makes me worry about the direction.

  • @ShrekTheThird69 said:

    https://forum.deadbydaylight.com/en/discussion/164757/why-does-bhvr-hide-swfs-post-game

    Literally no reason. Adding something to the end game to show who is a swf or isn't wouldn't hurt the game at all. The only thing that would change is the players in the swf being toxic in end game chat who say your just bad and they are all solos.

    I can't think of a reason, it would also stop the argument and toxicity of killers having a bad game and calling them SWFs but knowing they aren't or vice vera having a bad game and knowing they were so don't feel that bad.

  • DC is a joke, it needs to be increased.

    I didn't used to DC but know exactly when I can and can't DC.

    E.g. knowing if I have a 5 minute penalty then I'm off for a coffee/toilet etc

    Anyone who thinks DC shouldn't exist because they have a valid reason need to fix their valid reason as 5 minutes is waaaaaaay too short

  • When does it finish or survivors actually start doing gens?

    There is actually a reason to wait in those long balanced MMR killer lobby times now? (for some)

  • Oh be aware I will usually unhook you if you try kobing in my face but only after you reach next stage... I should player killer Nea

  • Had one event where the killer gave up killing to show the survivors locations LMAO.

    Thank goodness I've got CIV 6 free on another event week from a certain provider, when do things go back to normal so I can just have semi-competent solo survivor team mates (like myself) ?

  • @Kai6864 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1378781#Comment_1378781

    Actually you get 1,500 bloodpoints in the Survival category. I try my hand once if someone is coming to get me but that does not make me a “toxic” player or “inconsiderate”.

    There is a 4% chance right there for me to escape that hook, 1/25 games will I get that Kobe. I don’t attempt with the intention of stopping someone of getting points... what else can I do on that hook? I just happen to not get that 4% and now I’m left to reach second hook stage- that isn’t going to help you or me, that is an unhealthy way to go about it and could lead someone to not save you while you’re on the hook.

    I’ve seen it happen, one person spams unhook and doesn’t fully unhook the person so no one rescues the spammer from the hook.

    If you “ran from the other side of the map” like you said, then it’s more likely that they wouldn’t want to risk kobe-ing because the timer would below 2/3rds anyway. Your example seems a bit exaggerated.

    Nope hardly exaggerated, was a midrange map and left generator I was working on as other two were healing but example is irrelevant.

    Like the boy who cried wolf the word Toxic is correct. My unhooking build would also have healed them quickly with borrowed time, perhaps I should have replaced them with perks such as slow selfcare?

    @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1378781#Comment_1378781

    Flip side, when I go to second stage just because someone had to finish a gen or loot a Chest before running 10 meters to unhook me... I will let go of struggle the instant they get near me

    Sure but to attempt to unhook yourself and 96% chance of failing each time but predict someone will unhook you before you struggle isn't for the good of the team.


    To read some find it "funny" to unhook themselves but fail to see they lose benefits of perks from the unhooker then I guess they are the ones who should be playing in their own 4xSWF as I only want team players like myself when I play survivor.

  • BHVR are as keen as any politicians at fixing it, by fixing I mean balancing their game.

    Sure they'll tell you solo survivors aren't as balanced as SWFs on comms and that the plan on buffing solo survivors... yup buffing. After which they then forget about it for another year.

    Excuses will be made that the game isn't competitive and need not be balanced or that SWFs don't have an advantage (much).

    Stats showing SWFs are then hidden pre and post game, but take BHVRs word that they are telling the truth about lies, damned lies and their statistics.

  • Takes an hour for the killer to pound a generator with his foot to make little difference to the gen.

    A survivor being chased races by an a quick millisecond tap it is fixed... yup, no problem with generator tap... perhaps I shouldn't joke about an hour.

  • I swear the challenges are only in the game to make people play killer more

  • Gen rushing exists

    Hook rushing exists

    Chest rushing exists

    Totem rushing exists

    However that is the priority to doing them with the exception of if it glows it goes.

    The majority of survivors class an escape as a win so to achieve that they try to rush the gens.

  • Just watched a streamer who players as a Claudette tell his audience that the stealthy style to DBD isn't his style.

    As a survivor might call this, Claudette is a Noobs character... and is boring ;D

  • Tunneling can allow killers to win matches just by removing a pair of hands off the generators with it becoming a 3v1.

    SWFs will berate and throw everything at a killer to prevent losing this advantage.

  • @Deadeye said:

    You DC because of that? I got hard lagging issues recently depending on the time I play. I would at least try to play the game and see if that happens multiple times on the same survivor, rather than yelling "cheater" and eat a timeout

    I guess to answer your post going off topic...

    There were no lag issues during that game especially as I am physically connected making that brown stuff fly off a stick.

    As for yelling cheating? I asked if it was cheating and why couldn't I down Ash. Bit extreme with your comment?

    The DCing was due to it being early in the game and obviously something was wrong, why should I waste everyone's time?

    As for eating a timeout the automated DC penalties are too small to worry about unless you constantly do so but that is another thread.

    @Deadeye @luka2211 do you know what happened?

  • As nothing has been mentioned I'll guess that they still ignore the huge balancing issue when comparing a solo survivor vs an SWF on comms.

  • The bug where you come up the basement stairs on the right and hit an invisible object?

    The bug where players perks aren't displayed (don't get me started on SWFs being displayed)?

    The sound bug where survivors still can't be heard moaning on the floor?

    PTB (Public TEST builds) which are then modified afterwards before release?

    Some of these bugs should be discovered quite quickly, however I would imagine that the sound bug will now be reset to day 1 for another 6-10 months.

    Perhaps it is best viewed as everyone testing the latest Beta releases?

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