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andyollolloll

andyollolloll

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  • To be honest I'm still in shock that you are complaining about this when the sound issue has been affecting killers for months...

  • Sound issues have been an issue for month and you can imagine they really affect killers.

    Left a Claudette on the floor but sound bug makes it so you can't hear anything

    Tracking a hit Bill with Spirit... you see the grass moving but no noise.

    *Survivors don't have Iron Will and Spirit has Stridor

    It's a huge nerf to killers, I hope they fix it but after months I am starting to think it never will be.

  • Nurse wasn't that good on console and is even worse now.

    Strange Wraith and Doctor not in there

  • It's kind of crazy as the killer would turn away from flashlight to look down at the pallet surely

  • Sloppy Butcher: Good but almost useless against survivors can heal quickly together which adds more power to SWFs

     A Nurses Calling: Catch a survivor healing in a corner? One shot down, very useful

     Beast of Prey: Useful noobs perk

     Distressing: Only good on Doctor

    Nurses calling wins it for me

  • It's why players should play killer to learn this if it wasn't so exhausting I guess

  • Have you restarted the game?

  • I wondered if people just learnt the rules then broke them.

    It was great at first and is still better now but I'm hoping they introduced minor penalties early so people were aware before harsher one introduced

  • If SWFs were balanced then killers wouldn't want to lobby dodge.

    BHVR shouldn't try so hard to hide issues with SWF and matchmaking

  • What do they do?

    What would be more fun?

    What killer(s) do you play around with?

  • Because even with the audio bugs that have been in the game for months and months you could play him without sound so is very effective in being a killer?

  • Lol, it feels that BHVR have triple nerfed Spirit with audio bugs.

    Each game I seem to get a downed survivor not making a noise

    Other games I hit a survivor and hear nothing.

    *This isn't to do with Iron Will or Stridor

  • I think because BHVR don't want to identify SWF groups that they are well aware of the issue.

    In my opinion this is extremely lazy and is killing the game, the killers have no fun (especially new ones) and thus reduces killers numbers and thus increases "matchmaking" times.

    I understand SWFs aren't always seal teams but it is an extra perk that is god like.

    The excuse of BHVR not showing SWFs due to killers lobby dodging is no longer valid as the killer leaves and survivors don't have to requeue.

    Surely If killers are lobby dodging BHVR have to ask themselves why, is something not fun for them to not want to play the game!

    Low amount of killers = long "matchmaking" wait times for survivors

    BHVR please balance your game!

  • I should have asked, are you playing killer or survivor when you do or don't have issues

  • BHVR don't wish to identify SWFs as they realise the issue but don't do anything.

    Meanwhile killers don't have fun, don't play then BHVR have to somehow fix matchmaking as there aren't many killers left

  • I've just played spirit for the first time in ages, eventually I could hearing breathing and where it was.

    Strider appears to be working again

    However the bug not hearing a downed survivor kept reoccurring game after game which is very annoying

  • Could I ask how are Xbox players finding it?

  • The video shows the spirit playing without camping or tunneling, perks are poor with little kicking/gen defence, when was this taken as stridor is bugged and would love to start running the perk again?

  • Dedicated servers are configured poorly where gameplay goes through the servers, it's sad that this isn't even acknowledged by BHVR

  • The game is balanced around solo survivors, you'll get more and more red rank survivors wanting a game of the are SWF.

    Until some attempt made to balance SWF have a fun time trying to stop them healing and doing gens

  • Why replace Mori's? Just get rid of them like the Keys and come up with something better that may involve the hatch not being luck based with exit gates not being next to each other

  • @brokedownpalace said:

    When I play BPS I sneak around and don't work on a gen until the killer is already chasing a survivor far away from me. That way I can guarantee I get SOME value out of it. Use perks like Bond or Empathy, Urban Evasion and Spine Chill.

    More survivors especially at purple ranks do this which makes sense, it is nice to see survivors use a bit of stealth at least to start with rather than racing to the killer with a flashlight

  • Playing mostly solo survivor in red ranks is an interesting experience but can be better than playing in a 2 man SWF, this can be due to playing with a 3 man SWF as solo.

    SWFs and solo need to be balanced as you can't buff/nerf anything whilst there is that gap.

    Just destroyed a killer but felt it was most likely due to playing with a 3 man SWF but the game doesn't tell me, were we that good or did comms play a part?

    Slowing down only SWF members is on the right track to balancing this

  • I highly recommend they need to slow down SWFs as only buffing killer and solos is not the answer.

    Solos can't match communications with perks.

    Buff killers without slowing only SWFs down and solos will suffer still

  • I've only once had a really bad experience where 3 SWFs trapped me in a corner and then made locker noises to attract the killer.

    They had been keeping the killer busy in one area that had an infinite loop, as I had been doing the gens our team had 3 gens all together in that area.

    Their idea I believe was to get me killed so that the hatch would spawn and they could use their key to escape.

    The nicest thing they did was heal me as I had no way of healing myself... so they healed me to 99%.

    I reported them but thankfully this bullying in numbers doesn't happen often

  • The quickest way of transmitting what movements/actions are being done on each players client/computer should be done p2p (point to point).

    Playing through an extra third point/dedicated server only adds extra latency.

    Clients/computers should transmit to each other but keep the dedicated servers updated.

    To ensure there is no issue with lag/cheating dedicated servers monitors connection and each client/computer reports connections to the dedicated servers.

    This game requires very low latency which hasn't been configured with dedicated servers, simply saying this is what a killer sees and this is what a survivor sees is only giving a half truth.

    Additionally killers grabbing survivors e.g. off generators is most definately survivor sided and jumping in and out of lockers is now pointless being grabbed from within the locker.

    Simply configure the game correctly with what goes through to the dedicated servers and to each client/computer and the game reactions/lag will improve dramatically.

  • It isn't a bug, simply gameplay shouldn't be going backwards and forth through a dedicated server.

    Point to point was and is the fastest way to fix dead hard, Huntress hits, window hits and missed gen grabs (mid animation).

    Dedicated servers should record stats, host lobbies etc

  • I was thinking it might be that the survivor will be AFK when the game starts and they don't want to play a 3v1.

    Kate have a reputation... https://youtu.be/0-h8dnX80ns?t=72

  • @xTalon32 said:

    Well at the same time, hooking a survivor is a way to get another off a gen.

    And, leaving the unhooked survivor to chase the rescuer, means 2 people are injured and looking to heal maybe. Hooking puts pressure on survivors, and if you don't camp it's more effective because you can bet more than one person leaves a gen to go save someone if they're trying to be good team mates.

    Where I believe the game encourages tunneling/camping right now is SWF, because it's the most effective counter to it right now.

    I had a 3 man SWF who wouldn't stop messaging the usual stuff about camping/tunnelling, they admitted to being SWF using communications but refused to see that as why I was forced to camp and tunnel as the gens were being organised in being completed. I realised this after injuring most of them and finding them all meeting up in a corner of the map to quickly heal each other.

  • I avoid killer only because of toxic SWFs making it unfun.

    I have more fun playing as a survivor, I would happily play both sides if SWF were balanced.

  • SWFs first need to be balanced before map sizes.

    Old hex Ruin was removed so that BHVR could get more realiable stats, sure maps need to be addressed but SWF should be balanced and maps reviewed afterwards as they would have a bigger affect.

  • I mean that is terrible, I'm all for everyone having fun and blowing off steam at the end but at least try to make the game fair, 4-6 months is disgusting why hasn't anything been said or done about this?

    Any mods or BHVR employees want to step in and explain please?

  • If DS is supposed to be an anti-tunneling perk then yes it needs a rework only because of SWF groups on comms as it is abused.

    Many of the ideas above show that people have thought about this and is used as an anti-momentum, 2nd chance and free escape perk that only needs one person for the killer to have to play around.

    The nerf being the perk should deactivate if the survivor does any action apart from the movement of their character (walking, standing, crouching, pointing, falling etc). So this would mean the minute they enter a locker, start healing, cleaning a totem, touching a generator the perk would end.

    The buff being the time increases so if the killer does slug then they can waste valuable time waiting to pick them up and they can always run unbreakable.

  • You all (excluding Xbox) only connect to the dedicated servers which are located in America. Why isn't BHVR telling us this by the way?

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1189340#Comment_1189340

    Well, your example was at endgame with open gates. That doesn't really screw your team when you DC in that situation.

    https://forum.deadbydaylight.com/en/discussion/comment/1189350#Comment_1189350

    That is also not really a good reason to DC. Because you again screw the team for the mistake of a single person, leaving the other 2 with that BTless donkey. GJ

    Story was my last survivor DC, basically they didn't care about their points but rage quit when outplayed.

    When the DC bans first came in everyone played as usual then realised they couldn't DC as usual. Then people have worked out how they are penalised and will DC but less frequently. Penalties should be adjusted now the introduction to bans have been running successfully.

  • DC penalties have improved things but need to be increased, the survivors who do this affect 4 other people who just want to play the game.

    Had a toxic survivor who unhooked me in front of pig. Spectated and tried to use their DS as they crawled to gate, pig waited and picked them up after DC had finished... survivor DC!

    Penalties should affect players which it doesn't when it is bedtime

  • Interesting post, I play PS4 and don't play Chinese players. I have a feeling this might be region restrictions but as I'm in Europe I connect to America and back which is odd.

    BHVR should do something about the toxicity of players who do this but what? When I used to play killer if I hit a survivor in an SWF one of them would just spam lockers or pallets.

    It's easy to identify this toxicity in the game so could be something BHVR addresses especially with timeouts implemented

  • The game simply isn't balanced against SWFs. BHVR know this and hope they sort this sooner than later

  • Hi @toxcitynacl you probably play the game solo as killer and survivor as well. I can only think that BHVR have bought into the idea that SWFs can't be touched as they bring in most income for their company, why else would they leave this huge imbalance in our game?

  • The solo survivor is currently at a good balance but the SWF survivor isn't, until SWF is slowed down or solo survivor buffed up along with killers the gap will always be there making it unfun for the killer / solo survivors.

  • @Mister_Holdout said:

    The devs will always cater to SWF.

    But it is only balancing the game, still catering for everyone

  • Put a player in an SWF with their peers and they will do better than if they were to play solo.

    I'm not sure why people are talking about matchmaking, SWFs bread and butter, SWFs causing losses, getting better, instant wins?

    BHVR applied nothing to help bridge the gap with this advantage, making me ask the question... why?

  • @xTalon32 said:

    If BHVR balances the game around SWF, it will destroy the balance of the game more than it already is. SWF needs to be balanced with solo.

    I solo queue and I'm rank 14 currently. I don't find the game too hard at all, I've been high rank survivor too and it still isn't that hard as solo survivor. I've said before that solo is the closest thing to how something like this would work in reality, as we can't telepathically communicate with others, and if you were summoned by the entity you won't have a phone either.

    But lets go ahead and say they balance solo with SWF. You'd need constant tracking on the killer for the most part, which means it'd be super easy to avoid and run away from the killer. This changes the game from a horror survival (and it's generous calling it that at all right now) to a role reversal torturing the killer because "survivors" don't want to fight to survive anymore. They want to escape and that's all they'll be happy with.

    I totally agree that SWFs need to be nerfed trip solo level, remove perks or slow them down in a Thana like way.

    However BHVR are buffing solo survivors which means killers can also be buffed to balance, it's kind of like GTA having flying bikes with missiles then.

    To which I hope BHVR offer SWFs or solos only mode (as originally made).

    How nice would it be to have SWF balanced so everyone can have fun but hear nothing from BHVR, it's just crazy they don't say aiming for May this year to balance... but hear nothing

  • I'm having the same issues with survivor and having to play bloody killer just to be able to get into a lobby!!!

    Perhaps this is a new BHVR tactic to get people to play killer?

  • @LALYTHIA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1184253#Comment_1184253

    I play PC. My killer queues probably average 10-15 minutes.

    Either your PC needs to be fixed, Survivor queues must be even worse in your part of the world! Are you a low rank killer?

    @Volfawott said:

    The problem is that survive with friends has an advantage that you will just never be able to get for solo players and that's communication.

    You can never give effective communication with perks, won't be able to relay information like where hex totems are, where the killer is and what they're doing among other things.

    Adding perks like kindred and bonds to the base kit won't help the way you think It will. Sadly it would do nothing to actually shorten the gap why because it will make communication among survive with friends a lot easier essentially you would be strengthening survive with friends main advantage over solo players and solo players will not get a big enough boost to close the gap. It's most likely going to stay the same if not widen

    Hmmm... I believe BHVR are balancing on solo survivors which is fair but not for killers when they face SWFs, perhaps keep a solo game for the original immersion feeling and offer a SWF option when the killers are buffed up to match the SWFs?

  • Whatever they have done it seems to be working now... also I've noticed plenty of red rank SWFs since

  • I feel the solo or SWFs queue should still exist perhaps solo in its current state.

    The reason for this is when I play solo I am immersed in the game, where is the killer, is someone saving, should I selfcare, all takes time and is completely different from laughing with friends on SWF who to all heal up away from the killer near the shack whilst the perked up looper takes them on a run around etc.

    The arguement to this is no killer will play SWF but if it is balanced then yes they will.

    Imagine a killer with 5 or 6 perk slots against an SWF, the killer has to stronger and SWF team play will improve where at the moment you can just chill in SWF and still all escape.

    Balance is critical for the long term but I'm confused why BHVR only some day are going to address this

  • @chaosdriver said:

    Swf is broken right now which means less survivors playing. Since there are less survivors playing finding a survivor match is just about instantaneous and since there are less survivors right now it's going to pull from all ranks to make lobbies. This is also why killer ques are horrendous right now

    Ah thanks, would also explain the theory on it being easier to rank up with SWF and why I aren't getting any red rank survivors.

  • Perhaps this is just to do with the PS4 but only since the last patch did I notice lobbies become multi-coloured which used to be the case.

    This morning is the worst I have seen, match after match I am playing with yellow and green ranks!

    I understand people saying it has always been like this but seriously, this morning I wonder whether they are setting things up with MMR and the new hidden rank system.

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