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burt0r

burt0r

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  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150481#Comment_3150481

    Then I'm sure you won't mind going against a 4 man beamer squad with a Meat Plant or Garden of Joy offering with meta perks and comms every single game, then.

    Yes, it's part of the game. So were 0 hook moris and instagen BNPs. Doesn't mean they should stay that way.

    Yes it is and it is NEVER going to not be unlike nurse which will probably get nerfed in the not so far future.

    Go ahead, delete nurse for all i care, cut down blights add-ons and wall interactions and fulfill any other outcry. I just hope that everybody is ready for what comes after that.

    Not that i really care since i am free from this game since last December and lurk here only for entertainment. But i am just waiting for a day when for example all of Sluzzy complains get aknowledged and taken care of only for them to sit there we no game no longer.

  • @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146318#Comment_3146318

    K. I’m not going to devolve this thread into self defense but… i wasn’t the pseudo intellectual in that thread. Lol. I said winning is meaningless when you can’t lose. A point that is still solid and still factual. Sorry that it bothers you to be unable to counter that. If you still want to argue against that point, use that thread to your heart’s desire. This thread is about nurse.

    Okay i am going to comment here already before reading the next two pages of comments but your "solid and factual" argument gets disproven daily by good nurses also losing to good survivors.

    And you will never convince me that it never happens.

    Never use absolutes as arguments when they are so easily dismissed.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146844#Comment_3146844

    Im not really upset with the BMing, Im more upset just by my time being wasted. I really wish the final-survivor mori system would come sooner so at least I wont have to deal with this anymore.

    Well i stopped getting frustrated with that.

    Playing friendly killer aka 8hooks/0kills nets me more often than not a bunch of survivors waiting until the last second of EGC to leave when i don't give them an audience and nearly 90% of the tike we have to sit through the whole minute in lobby due to someone on the survivor side not readying up.

    They have so often wasted 4 min of my time that i have lost any sympathy for slugging victims.

    And no, giving them the satisfaction to rub their "victory" (given or earned) into the opponents face and pushing them out is not an answer against this childish petty behaviour.

  • Why are both sides full of jerks?

    Online anonymity that removes the consequences from asocial actions and the degrading of peoples social behaviour over the last generations due to early contact with the internet and media that teach them a lifestyle without respect.

  • There will be always "no lifer" or nowadays full time streamer that manage something outrageous.

    Back when riot implemented account levels above 30 and gave small cosmetic rewards for every 25 levels (50,75,100,...) Someone managed to get 300 so fast that they hadn't even made concepts for those level cosmetics aka in a few weeks.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146152#Comment_3146152

    Praise be for our lord gave us the permanent deal with it sunglasses.

    Amen!

  • All hail our lord and saviour Lightborn 😎.

  • @YourWifeSamantha said:

    i know i posted this in the past and i read the pros and cons answers , but 1 year passed and here we are, 34558343 updates later, tons of survivor perks nerfing yettttttttttt we are still facecamped. My most recent game i just got out of , i asked the killed why he camped my hook only and he/she said IT WAS ONLY YOU AND 1 OTHER LEFT, I WON;T WASTE MY TIME CHASING 1 SURVIVOR HE COULD BE ANYWHERE, SO I ALWAYS FACECAMP . well i was pretty discouraged to play as killer before, but i see absolutely no changes in the killer behaviour nor BHVR applying any penalty for this. I currently have 4k hours in game and i am always grinding my way to rank 1 iri, as i am in this moment too. I love the game, but man am i sick of facecampers?! i got it we nerfed DS too and BT and what not, but MAN DO YOU KILLERS REALLY NEED TO HUG OUR HOOK EVERY SINGLE GAME? I honestly feel like playing killer just to prove survivors good fair killers exist and the game is not suppposed to go this way. Go ahead tell me i am wrong, but i am uber bored of finding campers and tunnelers still.

    I honestly feel like playing killer just to prove survivors good fair killers exist and the game is not suppposed to go this way.

    Sure, been there, done that, for the last 2 years.

    I hope you don't expect anything but indifference, toxicity and with luck in the rarest case gratefulness from other survivors. And the fee that ARE grateful get easily drowned out in selective memory by twice as many jerks.

    Just didn't feel rewarding or even being a little bit respected for being not like the other camping/tunneling killer and decided to finally quit the game.

    Killer AND survivor are digging their own grave in being ungrateful and even toxic to people that try to be nice to then when the majority isn't.

  • @Pulsar said:

    "This person went on an X win streak so the game is X sided."

    https://us.v-cdn.net/6030815/uploads/7RS0Q58BEB2O/y.jpg

    I think you meant

    "BOring today, aren't we?"

  • Well why do solo survivor with meme builds get set up against a nurse with the best loadout?

    Answer: A worthless matchmaking algorithm and policies in place that sacrifice fairness for short queue times.

    This coupled with a game riddled with partially unnecessary rng that makes balancing and matchmaking a nightmare.

  • It is or rather should be public knowledge by now that depending on the circumstances (killer to survivor ratio waiting in q, distributed by their MMR) matchmaking is completely random in favor of queue times.

    Plus they additionally softened the matchmaking parameters on baseline, so high end MMR player don't have to wait for an eternity.

  • Asking to give his power an extra cooldown next to the audio tell when, slowdown while and lunge removal after uncloaking sounds definitely like a buff /S

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141118#Comment_3141118

    Are you living under a rock? Meta, Most effective tactic available takes time to establish. There was a bunch of changes made that geared the game towards killer being in the power position again. Most people are taking advantage to the napkin math that went on in the changes relating to hook timers:gen timers and pushing someone out of the game as soon as possible.

    While its always been effective, the current changes to gen times means you can't leave someone on the hook for half a gen and still get there for the rescue It's no longer effective to slam out gens while someone is getting proxied on a hook as _usually_ you're halfway through a gen by the time someone gets downed. Hook trading is counter productive, as the extra 50s worth of gen time over the game (thats an entire extra gen to do) 3 people slamming gens means 2 gens can pop before someone is sacrificed.

    3v1 with 3 gens its nearly impossible if the killer has any kind of common sense. Which the ones I tend to play against do.

    It doesn't create enough counter pressure to be able to force the killer from the proxy to patrol, its just not worth it. If someone gets pushed out of the game before 2 gens pop, games over. You could fix this by extending hook timers by another 10s. Though with the new perks coming out that point is basically moot, you can send a runner to run the hook with reassurance while the gens are being done.

    Okay let me get this straight for you. I didn't talk about the meta changes in 6.1 specifically.

    Give it 3 months for the top tier survs, solo and swf to start adapting to the new meta and every game will have 4 looping gods in it over 1800mmr

    I just asked you what is the difference here to before patch 6.1 beside a change in the survivors attitude?

    The scenario you're describing in this first sentence i was talking about was a possibility before patch 6.1 as well as after.

    We all knew that most optimal playing survivor are nigh unbeatable by none other than comp playing killers or equivalents.

    I don't see the majority of survivor really suddenly getting so efficient as to have 100% "god looper" in all games. If the recent changes to the meta would've been enough to suddenly wake everybody up to play like a pro then it would've happened before because thats not really anything but a mentality change. The possibility were already there.

    Hook trading is counter productive, as the extra 50s worth of gen time over the game (thats an entire extra gen to do) 3 people slamming gens means 2 gens can pop before someone is sacrificed

    Ehm, what? 3 people slamming gens would mean 3 gens done even before the first person is sacrifised. A gen takes 90 seconds and sacrifice (120 seconds) plus first chase and even finding the first survivor should be way above that.

    "50 seconds are an ENTIRE extra gen to do"? Are you calculating suddenly with a gen done by 2+ people for your argument here or what? Because it's still only 10 seconds extra PER GEN and all speedup would need to be calculated individually per gen.

    Those extra 50 seconds over all can be everything from average 10-15 seconds at best up to several minutes in overall trial time depending on the regression perks the killer has and so on. Not nearly as clear cut ad you want make it seem.

  • Because the matchmaking algorithm is non-existent given the right circumstances aka queue times and killer to survivor ratio in queue coupled with the few parameters this matchmaking even has.

  • @Jangles said:

    Give it 3 months for the top tier survs, solo and swf to start adapting to the new meta and every game will have 4 looping gods in it over 1800mmr. Good luck finding a weak link when your games have solo survs who can read the game like a book and loop you for 3 gens paired with 3 man hit squads. This is a product of the current meta of tunneling someone out of the game at 5 gens. The "weak link" goes down in mmr while only the absolute gods will be able to escape. I'm already noticing it in my games now. Most games are back to 2 gens done before the first down. Only mid game pressure is harder to adapt to at the moment.

    This paired with the new anti camping perks and OTR, Killers are in for a bad time. I'd say deserved, but you can't hold it against someone for using the most effective tactic to win no matter how the other side perceives it. It's a product of optimization of longevity of the game. "Given the chance players will optimize the fun out of anything" rings pretty true.

    Whats the difference to now? The only things different is the mentality and experience of survivors.

    And that's the case since day one. If survivor had known the best strategies, loadouts and so on then the game would've died in year one.

    The only thing that kept that from happening is inexperience and a casual attitude which had been enough to still win.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141095#Comment_3141095

    You think people are quitting because they can't bully people anymore. I am trying to tell you they are quitting because the game feels like a struggle now.

    https://forum.deadbydaylight.com/en/discussion/comment/3141096#Comment_3141096

    Queue times before the patch were dependent on the time of day. I had very quick survivor queues during the day, and then very quick killer queues at night. Now I get 5-15 minute killer queues all day, and instant survivor queues all day. Was hoping to play a ton of Ghost Face after the patch, spine chill ended up getting buffed. I am still salty about that.

    because the game feels like a struggle now

    Well then i would welcome all those survivors to the experience for killer from day one on. Killer was and always will be more stressful. Cant hurt to shift a little bit of that to the other side when they can chat with friends about daily stuff or listen to music on the side.

    And to the queue times, seems like you have bad luck because many other have gone back to similar queue times over the course of the day like before 6.1

  • @Gary_Coleman said:

    Play killer and treat the survivors how you would liie to be treated. It's fun.

    Really? 90% of what i got from survivor for playing like that was either indifference or even better still disrespect.

    Rarely was anyone grateful for a normal or friendly playing killer.

  • @Audiophile said:

    Yeah I read a few of these replies… My point remains true. Playing these OP builds and killers against solos is meaningless and proves nothing. Yet killers will deny it until their last breath since they need to believe they win because they’re good. Sorry to deflate your ego buddy. And while I will say the primary blame is awful matchmaking, it IS the killer’s fault that they choose to play the OP stuff KNOWING that the odds are that they are going to get yet another easy game and rack up more meaningless “wins”. And yeah, I would say the same about 4 man SWFs who match up against killers below their level. The win is meaningless. It wasn’t a challenge. But the frequency of the former over the latter is like 10000 times greater.

    Uff, first if all the motion that some words from a random anonymous nobody, like we all are on the internet, would deflate anyone's ego aka get taken seriously or even personally is hilariously naive.

    @Audiophile said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140722#Comment_3140722

    You should use a dictionary so you understand the actual meaning of the words you use. They sound pretty but you make no point. 1000x or 10000x… The number of meaningless, easy killer games is vastly greater than 4 man SWF games. And I hazard the number is somewhere between 1000 and 10000. You can try to deflate the point by ridiculing it but it remains true. And “pseudo-profundity”. Lol. You like that one but please, my eloquent friend, explain how the original subject is false.

    Second, according to average stats somewhere between 5-10% of survivor (they said 6% or something last time) are playing in a 4 people swf. That means even when 100% of all killer in all game would run your definition of op stuff, it would be at best 16.55 times. Maybe less exaggerating and more logical thinking before making stupid looking claims.

    Also i would say that at most roughly 50% of all survivor are truly solo and the rest is a mix of 2, 3 and 4 men swf.

  • @Damarus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140010#Comment_3140010

    Flawed reasoning. If someone blocked you in a corner for the entirety of the match, back when Twins could do it, you were still inside the match. Didn't mean you were still playing it. But I am used to these forums, where there will always be people who, in spite of common sense, will think of their ideas as right. I'll try to elaborate this further, should be simple enough to understand:

    The game is, first and foremost, not free. So I expect to be able to play entirely something I paid for. With that out of the way, let's move to the main stuff:

    Survivor gameplay is, or at least is intended to be about

    • Being chased;
    • Unhooking;
    • Reparing gens;
    • Healing yourself or others.

    These are the main things, with some extras along the way (totems, saves). If you get to play only ONE of those things, you ARE NOT being allowed to play. Think of it along these lines. Someone who cheats is technically still playing the game and, probably, winning. Does it mean he wins because he deserves to? Is it really him playing, or is it something else doing it in his place? Is he playing the game, or using something to make an advantage for himself AND ruining the fun of others? Videogames are meant to be fun, for both sides. You can win, you can lose, but you should BE ABLE TO ENJOY IT, whatever the case. When one side enjoys it and the other does not, when one side only cares about winning and refuses to consider the bigger picture (balacing the experience for both sides, in this case), it's usually not called a videogame, but war.

    When one side enjoys it and the other does not, when one side only cares about winning and refuses to consider the bigger picture (balacing the experience for both sides, in this case), it's usually not called a videogame, but war.

    Well i did a little experiment for roughly two years until last December and played intentionally fair for survivor and played for 8 even distributed hooks with intentional avoiding camping and tunneling even to my own detriment no matter the situation.

    And oh boy are survivor out for war. Way more than 50% of all that time didn't anyone care about my fun and if i wasn't matched with lower skilled survivor, even getting to 8 hooks was a pipe dream.

    Survivor aren't any better than killers but somehow hypocritically expect more from the other side.

  • @ThiccBudhha said:

    If you aren't a believer and one born of light, you have to slug. Basically feign that you are going to open the locker, they get into position, down them. Rinse and repeat.

    Remember they can't do it alone. These types cannot go to the bathroom alone, they keep holding hands. No matter what. Once their will is broken, you can hook if you want. Once they realize you won't fall for it, they will stop and desperately try to do gens and/or give up.

    Preach brother, spread the word of our lord and saviour Lightborn 😎

  • Well i would guess you get less slugged for the 4k than survivor waste the whole minute in my lobbies and since i let all 4 escape need me to watch them leave or also wast the whole EGC while i am afk or off screen.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138549#Comment_3138549

    I would love to sit down with a developer and ask them what a survivor should do in a situation where the killer is slugging for a 4k and the killer is camping the body while proxying gens. I have a feeling their answer would not be to your liking.

    Good job moving the goal post/changing the scenario for your argument.

    OP talks about 2+ survivor alive and noone slugged but also doing jack ######### to progress the gens.

  • @Whitkey said:

    you already have an ingame solution: Aura Perks.

    i know its hard to swap out one of your prob 4 gen slowdown perks but atleast you can stop crying about hiding :)

    I hope you are as condescending in "slugging for the 4k" threads and suggest "use a self pickup perk, duh".

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3139512#Comment_3139512

    (I did put a warning before and a disclaimer after that wallhack comparison.)

    Obviously Aura and comms are totally different.

    • Auras are instant and accurate and do not need survivor input (same for other UI additions)
    • Comms can relay any info the user deems important enough to remember to relay. The precision depends on the user though. Did you see those sector callouts?

    ---------

    I just feel like some people only acknowledge comms advantages for that soloswf gap, but not for the compensation for killers.

    Imagine if survs got "current action and location ui, a"ping at yourself/point youre looking at"-tool, premade messages like "i need healing (seperate or in the pingtool), a radar/map with all pinged objeczs (comms can callout sectors), better visual presentation for progress on gens etc....

    And now imagine the survivor meltdown when another 6.1 has to drop to compensate for that. The "D" tiers of those buffed killers would need to be B-A on current lists, to keep up with the survivor piwrrcreep.

    But exactly that has to happen to make this game even remotely manageable in terms of balance.

    You can't balance around 3 or 4 groups.

    Survivor need tools that substitute the advantage of comms, like the chat, built-in group voice option and ping system in league for example. The first isn't as immediate and the last not as precise as comms but are at least something to help.

    And killer need all to be brought in line in terms of "strength"/viability/however you want to call it.

    Until that has happened and the community has adapted to those changes, there will never be "peace".

    How bhvr exactly achieves that is their responsibility but without it we will eternally sit in the us vs them situation. And while it gives me my entertainment in this forum, it will "ruin" people (as much a a mere video game can).

  • @pseudechis said:

    US... NO THEM... US YAY... THEM BOO.

    I realise humans are still primitive tribal apes with better phones, but can we really get past the us vs them in this game.

    Sorry but until we evolve past the "my potential imaginary friend is better than yours and I am willing to kill you for it" mindset, i would say we haven't managed to evolve past the state of pests. (Same btw with national territorialism and culture hate, we are all the same apes)

    Way more efficient than other animals, but still not much more than pests.

  • @Audiophile said:

    For one thing, as I said, he tiered before a single gen was done, inside of a minute or 2. If it isn’t obvious, this is a solo experience. If you think there aren’t OP Michael builds you’re a fool. Considering the massive imbalance for solo play, you’re already at a huge disadvantage. It makes the ‘gift’ builds like Perma 3 Meyers near unbeatable. The point is there are many ‘gift’ builds for killer, some more than others. Indoor aura builds for Mike and Wraith, Rusty shackles hag, lately the anti-gen legion builds actually hit that mark as long as the killer is at least average or better. And then just the OP nature of Nurse and Blight themselves. There is zero chance that killer kill rates are anywhere close to 50%. If they are, they need to look at their data differently.

    And the overall point, to all of these people playing these unloseable games: Winning is meaningless when you can’t lose. Zero respect and I completely deny you’ve achieved anything. It’s just going through the motions to an inevitable outcome. So yeah…. Get good and try playing something fair.

    Uh damn are we lucky that no one is depending on your respect and/or opinion.

    😂🤣😂🤣

    "I deny you achieved anything"

    Oh the drama ... in a video game ... where you don't achieve anything meaningful except your own subjective fun in the first place. 🤣

    Edit: Ah, let's sprinkle this with a little bit of whataboutism:

    I hope you think and tell the same to 4 men swf against the average non "gift" (?) Build using killer that isn't nurse or blight.

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138179#Comment_3138179

    Its funny how many people so strongly differentiate between "Solo" and "Swf" when it's both the same character "Survivor". I think, in the past, the devs stated they didnt wanna balance swf differently.

    That comms add another layer of balance issues is another can of worms.

    Im gonna exxagerate a bit here: "The community wants to buff nurse (babynurse / solo) to the powerlevel of nurse ( good nurse with wallhack*)" to equalize the performance between the two."

    *Disclaimer: WH obviously stronger than comms but many people suddenly started treating comms as accirate as auras in this year, while it was always memed on as inaccurate before.

    Worth noting that the community somehow only wants survivors buffed to the powerlevel of outliers while killer top "needs to get the billy treatment" . WROOAR.

    Just to make it clear, comms are not equal to live auras but offer much more in other aspect.

    Namely live status updates between players not only for position but also

    - gen progress

    - recovery progress

    - circumvention of perks like knockout

    - exchange of hints on the killers perk and addin loadout

    - resource management in Form of important pallet drops/break ("Shack/Main pallet x is down and they broke it just now")

    And more that i can't name from the top of my head.

    But all this is just potential and people that don't use it have no one else to blame but themselves.

    Just like in league of legends were you can go in a match with a premade group and not use third party or even the provided voice comms but the game still puts you up against other premade teamsof similar size and they might use comms. That puts you at a disadvantage but it's purely your own fault.

    In DBD that is not the case, killer can never opt for the comm advantage. And neither can the choose to play in a premade group. The only option they have is to play another killer character of different potential. And the worst of it is that bhvrs matchmaking algorithm isn't taking any of this into account.

  • Nah i mostly give the four last survivors the gates.

  • @Ghostofsnow said:

    Like I said I'm not asking for nerfs for her, just pointing out this map sucks and seems to be used a lot on certain killer builds

    Well it is one of if not the only real killer friendly map and even that depends on the character they are playing.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3138057#Comment_3138057

    They werent the best, but part of it is attributed to late night matchamking just being horrible in general (MMR basically stops working late at night since there arent enough people for it to work properly), Ive had way tougher games before.

    So this video isn't representative for anything except botched matchmaking?

    You talk about pressure but i have botched my MMR so hard with my 8hook/0kill playstyle that even just running in big circles around the map and hitting what i find puts up enough pressure for bad survivor that they have problems even finishing their first gen.

    I often have to completely stop at 6-8 hooks for them to even get back on gens.

  • I hope they gut nurse in accordance with all these "please nurf nurse!!!" Threads. And after that blight (or Wesker if he is as good as the forums make it seem) because just like the killer players they complain about survivor aren't even a iota better and will scream for nerfs for the next thing after they got what they wanted.

    And since we know that the survivor top potential equivalent "swf" will probably never be touched (and can't be touched because third party communication ließ outside of bhvrs control) in a real meaningful way, i am extremely curious to see what that will do with the game and the forums.

    Just give nurse and blight the "billy treatment" like many survivor seem to want and let's watch how much the game and the forums will burn afterwards.

  • To be honest, i never cared to get into neither red ranks nor iri grades.

    Just like in other games like for example league of legends. Bronze for life, since i know i could get into plat atleast but it's just not worth the hassle. Or getting into diamond in rocket league, rainbow six siege or overwatch where i had the luck to get placed into gold from the beginning.

  • @versacefeng said:

    I don't see how that proves anything since streamers take up a small percent of the player base.

    I don't see how this wouldn't prove anything since you can't take anyones subjective or biased comments as reliable truth on these forums in the first place.

  • It's 2022 and there will always be some new players that may not know the ropes yet?

  • Welcome to a game were rng trumps the average "skill".

    I propose one to several months breaks every now and then if you don't want to hard commit to this game like others.

    It's either sink or swim with this game in terms that either you practice until your eyes bleed to have consistent positive experiences or just do it like me and install this game every few months, play a bit and then reinstall again once it gets tedious.

    But i am finally done with this game. Played it for real last December and since then 3 evening during the anniversary and even those incentives weren't enough to keep playing anymore.

  • @tendyhands said:

    Imagine someone caring more about bloodpoints than having fun and playing the game normally.

    Imagine that fun is subjective

  • So do I in league of legends, rainbow six siege, rocket league and every other team based pvp game on the market. All of those games are based on team play and you can only expect that to a certain degree from the average random idiot and if that isn't satisfactory, find a team.

    I had 3 teams in r6s, 4 in lol, 2 in rl and every time I was the last one left even trying. And what happened after that? I kept playing solo until i had no longer fun playing with scrubs and idiot and simply quit most of those games.

    What do you expect them to do? Make every survivor solo survivable against the killer?

    This whole conception that each and every solo survivor needs to be able to go toe to toe with the killer when their teammates suck is ridiculous.

  • And I still find it funny when people whine about free stuff not being up to their standards.

    And to anyone that gets prime just for rewards of ONE game, do you really have too much money on your hands or lost control of your spending habits?

    In my mind paying for Amazon prime ONLY for some dumb skins is everyone own mistake and doesn't make demanding higher quality digital goods reasonable.

  • Let me correct your title:

    "People that play DBD and take this mess of balance and rng too serious and can't let go of it will inevitably lose their minds again and again."

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134786#Comment_3134786

    But that s why dbd is balanced around playing against swf.

    Thats why killer got a massive buff at patch 6.1.0 and surv only got nerfs and 5 sec bt

    Thats why you have longer gen and shorter chases.

    Thats why killers have new strong perks (like blowing a gen from the other side of the map because you hooked someone) while surv receive weak situational perks that barely work outside a combo

    Thats why 60-70% of the surv perk list are garbage.

    You are outraged about information getting leaked to other in swf in a game that clearly gives the killer more than enough advantage to balance this.

    Great argument /s

    If it didn't come 6 years too late.

    The game was never balanced for swf. Always for some spongy middle ground between killer/swf/solo and it still hangs in that gray triangular area, now just a little further away from the solo corner.

    Also, if the game was aiming at a balance between killer and swf then solo would've been buffed with means that don't give swf an additional advantage.

    The only thing that happens all the time is that bhvr blindly buffs and nerfs around the group that they notice at any given moment only for the rest to break and then they try to fix their amateur changes.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134799#Comment_3134799

    These proposals are interesting but so easy to botch I would be wary if they were implemented.

    I'm not even sure what "view distance" would be as sometimes survivors have missed a hatch that was right next to them. I also fear it would be very easy to exploit by cheaters.

    Maybe something akin to the reveal mechanic from ghost face to indicate that the survivor has actively seen the hatch.

    And well, in the end everything is exploitable by cheater to a certain degree.

    And if you send in the crows as a solution then the survivor community might riot again.

  • @ZVom said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134796#Comment_3134796

    Your way of thinking is invalid.

    If I had a main just as you say, I would greatly benefir from the old system, since all perks I would have already unlocked. If there's a new killer with new perks I would lvl him up to 40 then toss away, and focus back on my main.

    Now I have to level up new killer to 50 and prestige him paying a fee wasting around ~500k-600k.

    New system is bad without BBQ

    And if you wanted to play that new character in the old system would have to level them up to potentially level 170+ with 120 of those levels being the most expensive level 50 bloodwebs.

    What i am saying is that veterans have a way better time with the new system in terms of perks (i am nowhere talking about items or add-ons and their quality) and new player too if the play their cards right and are clever.

    And yes, the loss of bbq and wolf plus the hiccups of the incentive system hurt overall.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134729#Comment_3134729

    The amount of irony in topics like these are always fun to read to me. People want a forfeit button. Yet I've lost count of how many times that I'll slug a survivor. Only for them to crawl to some far off corner(when the game is over. Not with the hope of getting picked up) The amount of time survivors stay at the gate or hatch. Because you HAVE to watch them leave. Somehow those things arnt boring to people, because it's of their own accord. Clearly a large bulk of the playerbase doesn't mind wasting their time. It's only a problem if it's not them in the power role in that scenario.

    Wellyeah i know that and have also advocated a similar mechanic for those case.

    Gate: if all living remaining survivor are in a certain distance of the open gate (and not in chase or on hook) -> they get thrown out and the game just ends. The distance has to be setup far enough that if they want to avoid this out of petty then they are at risk of getting caught (but this needs also regulation depending on the killer aka nurse/blight/billy)

    Hatch: If the survivor is in view of the hatch and the distance of the killer doesn't allow interception -> survivor is sucked out and game ends.

    2dead/2alive or in general: If there isn't a SIGNIFICANT amount of progress done for a certain amount of time either the entity takes the survivor that have given up on active escape or EGC triggers. (Significant as in way more than just gen tapping)

    And last but not least, a fixed max trial time limit of 20/30 minutes.

  • @ZVom said:

    https://forum.deadbydaylight.com/en/discussion/comment/3134726#Comment_3134726

    It's much worse since you have to level up much more characters you wouldnt like to play. Additional 10 lvls is A LOT at lvl 40.

    So in order to get some sort of old system we need to P1 all characters and STILL look for desired perks in the bloodweb.

    It's even more ridiculous for survs who has to do the exact same scenario for every character. 10 Additional levels. Insane.

    New grind is bad. It feels worse because in fact it is worse. Espacially with your avatar icon gone. Period.

    Yeah, i am quite sad my bbq is basically dead and i have no longer my personal lucrative goal in game.

    But you are disregarding the possibility with the new system to systematically target perks on your main. You level them until you have all perks available and then prestige the character whose perks you sepcifically want and boom, only those appear in the bloodweb. No more random waiting for dozens of bloodwebs to get a specific perk on your main (seen from the perspective of a fresh account). Then you level your main again until you have those 3 perks all on tier 3 and go for the next teachables. In comparison this should save you dozens of bloodwebs.

    And to the 10 levels for prestige, you save on average 1,5 bloodwebs by getting all 3 tier one perks immediately which would be generally 90k with the old system at level 50.

    And that couple with the fact that once you have everything you will never have to do it again but the new character and still get all perks on them is a heavy reduction.

    It's just in the long and not the short run.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/341258/the-biggest-problem-with-swf

    You do realize that even the most efficient swf cant update their current position every 2 sec? Like imagine if you are playing a map that hasnt got very distintive places, like Mcmillan or Red forest, what do you say?

    " I am next to a tree" "There are two rocks close to me" "I am left up of the the five rocks with the torch"

    Do you honestly believe that swf are four guys acting like the radar guy of a submarine?

    It's not only position.

    "My gen is at X%" + "They are coming over with no tr, they have tinkerer"

    "I am in chase at main/killer shack/other recognizable landmark"

    "I am so and so much recovered" (Substitute for buckle up btw)

    "Totem is at X"

    "Shack pallet (or any other significant pallet) is down"

    "Killer has perk X because of tell Y" (Suddenly half the team knows the exact killer loadout. not only the survivor actively in chase or getting ambushed)

    And so on. And half of this stuff isn't exclusive to tryhards but gets communicated subconsciously by even the most casual round that isn't actively talking about fashion, the weather or other stuff.

    Disclaimer: And this is acceptable in any other genre but the asymmetrical one since here only one side can opt for this advantage.

  • Either the game needs a mechanic for survivor to make a come back from such a situation (entitlement to something like this is left open for discussion)

    Or the game needs to be able to detect that all survivor are down for the count and when nobody has a get up perk then after 30 or so seconds the survivor just get an option for forfeit by vote.

    And to avoid people trolling by voting no just out of spite, simple leave them in trial and let the other die, but no hatch at that point so the troll can wait the 4 minutes or be left at the killers mercy

  • It only FEELS worse because you don't have any intermediate or fast gains with the new system. Everything comes AFTER prestiging a specific character and then only one perk tier at a time.

    In contrast before you would have to get lucky to get your desired perks and perk tiers from the whole pool but would get small kicks when something popped up in between until you had everything you wanted.

    Now there is no longer a random factor but the time between the individual visible goals has become longer but predictable.

    @ZVom said:

    The grind feels worse because it IS worse. The new system gives GREAT advantage to veteran players who had prestiged at least once most of the characters. For them it is indefinitely better.

    On the other hand, new players have to prestige each character 3 times to make the most of the new system. On top of that, BBQ and WGLF were taken away so comparing old and new system New players:

    1. have to prestige each character 3 times instead of leveling them up to lvl 40 (massive downgrade from the old system)
    2. farm roughly 2x more for each prestige level due to bbq and wglf removal.

    The grind is simply terrible right now and it greatly scares off any new player who realizes how much does he have to farm to play the build he wanted.

    It's just hillarious and miserable at the same time.

    You don't have to prestige characters 3 times for their teachables, afaik. Just once, to unlock the perk on all other characters and then you can obtain the higher perk tiers just like before by leveling your main.

    So the only increase is from level 40 to level 50 plus the prestige fee.

    But in exchange you can specify which non general perks you want to be in the bloodwebs at time if you are a new player. (To a certain extent, depending on the amount of general perks left)

  • Well i think that's exactly the reason why self-care was nerfed, coh not touched and botany buffed.

    "Meta change" from one infinite healing method to another.

    Just like all the "meta shakeup" they did. Nerf one kind of perks but directly substitute them with something close to equally strong and watch the pick rates if the new stuff be the exact same as the sledgehammer nerfed old meta. Same ######### with a new branding.

  • Never really mained any killer, since i get bored pretty easily by repetition, but my "main" and only killer i worked to get all perks available to me on was Oni.

    Why? Because I liked that he was fun for me playing him as M1 as well as charging around with his M2. Seeing streamer afterwards sometimes ######### themselves panic swiping their cam when i went enrage somewhere across the map was funny.

    Also one of the killers with the most "like to play against" and least "hate to play against" mentions on these forums.

  • Wow why the living crap can't even one of these queue time discussions have comprehensible and comparable information given by all participants?

    Region

    Platform

    Crossplay on/off

    Time of day in question

    WHY DOES NOT EVEN ONE PROVIDE THIS INFORMATION FOR ONCE? Is that too much to ask?

    All the time the usual useless "but for me the queues are like X/y" hurrdurr.

    Can we make this a forum rule that in these kind of discussion you have to provide the information mentioned above as a mandatory information before anything else?

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