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danielmaster87

danielmaster87

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danielmaster87
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  • Sorry you had to face those outlier games. But most of the time you're never gonna see 6 people on gens while 2 get chased, because those 2 usually can't run a killer for more than 20 seconds, from healthy. But even with really quick hits and chases, and survivors being super inefficient stacking 3-4 people on 1 gen, the games a still close. I like the survivor queue times the way they are for this mode, so in this case I'm against MMR being added. If there was MMR, I'm sure more than half your games would end in like 2 kills, 6 escapes. Survivors have no reason to be dying so quick when there's constant pallets and windows spawned in these maps, especially Crotus and Mother's Dwelling. Despite all this, I wouldn't call this mode garbage.

  • Yeah, this is a time to be figuring out the different classes, strategies, etc. Not all this crying.

  • It's been 10-15 for me. But you're asking for a solution which doesn't exist. If too many people want to play killer, that's it.

  • It's the second best class behind Escapist, but to know this stuff you'd have to be good at the game. And the people who are good at the game stick to gens instead of go for the uncage instantly every time, while someone else who isn't a healer goes for it, thus wasting the point of the healer class. I still think you're better off having 4 Escapists and 4 healers. There's no point in the gen class as long as you're efficient on gens, and there's no point in having more than 1 Scout.

  • https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759606#Comment_3759606Their valuable time? The killer's the one on the back foot with time.

  • That's probably the only way Trapper wins in this mode. You've seen how spreading his traps all over the map in standard kills him, right?

  • I also don't like Laura being at the top. The default order of characters should be in order of release.

  • 6-8 man swf is pretty unbeatable in this mode. But the amount of bad solos you see usually balances things out.

  • 6-8 man swf is pretty unbeatable in this mode. But the amount of bad solos you see usually balances things out.

  • No 1 killer in this mode is OP. Maybe Nurse, but I haven't seen any flawless Nurse players like we see in standard.

  • @Hex_Ignored said:

    It's because most chases in the mode turn from 1v1 to 2v1 fairly quickly and you simply can't outplay 2 killers. For example, I was looping shack against wraith but oops random nurse our of nowhere and I'm down.

    What people don't seem to understand is what they also don't understand in the standard mode, that simply wasting the killer's time is the worthwhile part of the chase, not forcing the killer to give up chase. It doesn't matter if it's "unfair" that 2 killers are on you. Of course it's unfair. But wasting both their time at the same time gives you team a hideous amount of momentum. It could lead to everyone being healed up, or to 3 gens being done.

  • @mizark3 said:

    By virtue of commenting on these forums, we are all (statistically likely) in the top half of players. It is even more probable that we are all well within the top MMR softcap (the top 25% of the playerbase). That means there is 75% of players being worse than any of us commenters. That basically means in any 2v8, you have 2 juicer extremes, 2 pretty good Survivors, 2 weak players, and 2 utter babies. When a match can actually be made correctly, there likely are too many pallets/good setups. Since a match can never be made correctly, it currently is super Killer sided since you can exploit 6 Survivors being weaker than you (instead of the normal 1 or 2).

    And even a majority of the people on here think most killers are viable and are super easy mode. So that explains itself.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767945#Comment_3767945

    They have to give Auric Cells. We'd see people jumping queues immediately.

    That'll never happen.

  • @DeBecker said:

    Peaks during events arent relevant towards life time of a game.

    But it generates buzz, which gets more people interested. There's more buzz about this mode than there'd been for like Alien and Chucky combined.

  • Yeah, it's an exciting update. I don't understand why some people are so bummed out about this mode. I'd like the killer queues to be shorter, but that's about it. I don't have time to talk about balance much, like I usually do, because I'm having too much fun.

  • I don't support that conclusion at all.

  • @drsoontm said:

    How about not doing that?

    Instead of punishing the one survivor mode that works, improve the one that doesn't and buff killers to match.

    I used to favor this balancing strategy, too. But they won't, they refuse to, buff the killers. So survivor's getting all these straight-up increases or "reworks," golden example being DS or Buckle-Up's change, and killers getting their own nerfs or "reworks" of a different kind, like Hag's traps or Pop/Pain Res, but everyone insists survivor always gets weaker and killer always gets stronger. It's really the opposite. Solo can work, as soon as the matchmaking gets fixed. Good survivors vs a good killer? Survivors win 9/10 times. That's why these broken perks survivors use are so strong, because SWF on average has the game sense to abuse them and become invincible. And the killer perks, which they need rather than want, like gen defence, mass aura perks, NOED/Rancor, etc, there's no reason for their getting nerfed. These perks are getting nerfed due to a lack of survivor skill, like of course they think Pain Res is OP because letting go of a gen takes too much thinking power, and these are the same people who completely fall apart as a team if 1 survivor gets hooked. 15-second chases, nobody's on a gen, spend all match healing with no healing perks or items, the works. Killers are a lot more reasonable in their complaints about the survivor meta. 1 DS stun costs you the whole game, with few exceptions. Getting hit by 2, those exceptions go as well. No killer, no matter how skilled or strategy oriented, can survive that disparity in momentum. They'd be playing for the 1k.

    All this to say, because of the devs' refusal to make killer strong, or change up the survivor meta even a little, nerfing swf is 1 direction we could go in to fix the game.

  • @Rudjohns said:

    Punish people for playing with friends, step 1 on "how to kill an online game rule book"

    @Shroompy said:

    First of all, it doesn't take a comp player to take out your average SWF. Believe it or not 99% of SWFs arent comp players.

    Second of all, punishing people simply to play with friends is and always will be a bad idea.

    And finally, killers knowing who theyre going against in the lobby already shouldnt be a thing.

    It's not punishing you for playing with friends. It's evening it out, since playing with friends "rewards" you so to speak. Just for playing with friends instead of solo. You get straight-up greater gen and healing efficiency by doing that. It's the killer who bears the punishment. They get, not even harder opponents, but a harder match facing the same opponents, and don't even get told.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765939#Comment_3765939

    BHVR has said repeatedly they won't punish people for playing with friends. That means no treating them differently from solo players. You can write ten novels about all the different ways you'd like to chain SWF and tie their thumbs back, or even suggestions about gently encouraging playing solo with small BP incentives, but none of it will make it to the game. People are telling you it's not worth discussing for your benefit, so you don't waste time and energy on something that has already been discussed a million times before and simply will not happen. BHVR will not treat solo and SWF differently.

    What BHVR is willing to do is make changes that help solo players without greatly affecting SWF and then go from there. Changes like they did with the HUD, to show what your teammates are doing.

    Be that as it may, they are wrong. And so are the people who gobble that up. A swf debuff is the solution to the "SWF OP" problem. This strategy they're currently using, to buff survivors until solo just does better until they're SWF-level, is not working. At all. It's why you see posts every other day, "Solo teammates, am I right?" You're never gonna give survivor enough buffs to where garbage players perform well, and even if you did, isn't that a bad thing? Matchmaking needs to be fixed, and the balance needs to be fixed, but neither are being addressed. The way you get the devs to address these things is to encourage these discussions, not shout down the handful of people saying it.

  • Slow their gens. Others have suggested slowing their healing and stuff too. Just start with the gens. We discovered this years ago, that swf teams who know what they're doing can just hover around the killer, have 1 person on gens, and then as soon as they see they're starting to lose, all hop on the last gen or 2 and escape. The difference in swf and solo gen speed is undeniable. Like I've said, to all the people complaining survivors are "so weak," the only thing stopping solos from achieving swf gen speed is matchmaking. You get 4 survivors who know what they're doing instead of 1-2, you win pretty much automatically. Hence the solution to swf being a gen speed debuff. This is so obvious.

  • @LordGlint said:

    The devs are never going to punish people for playing with their friends, or implement changes who's only function would be to promote lobby dodging. You can do all the mental gymnastics you want on claiming it's for balance... but its not happening.

    There's no mental gymnastics. If the only thing stopping solos from crushing most killers is the matchmaking and lack of communication, then clearly swf which auto-includes both is like a super duper advantage.

  • @Krazzik said:

    It doesn't help that the very first survivor challenge in the tome is to rescue teammates from cages. Often the moment someone gets caged you have a bunch of survs sprinting over.

    This challenge is the prime suspect. No reason for it to be 4. It should be 1. Now we have this 5+ players uncaging issue.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767853#Comment_3767853

    It's not even chaotic - there's zero fun to be had regardless of what side you're on. This game mode is dog crap.

    But I have had fun. Not with killer, mind you, because I haven't had the chance to play it yet. But they could really be into something with this game mode.

  • When the survivors don't give a hit every 5 seconds, they're pretty strong.

  • There's 2 problems that cause this. First is the devs' idiotic challenge, the first of the event tome, to get 4 uncages. That means that until most people complete that challenge, everyone's gonna be fighting for the uncage. That's why you've got 5 people running around the map trying to get saves. And second, the survivors all spawn in groups of 3 or 4 like they do in the base game, which means many instances of 3-4 survivors stacking on 1 gen, which can lead to that specific gen getting done faster, but also leads to all of those survivors getting disrupted at the same time if the killer shows. So it's contrary to what we reasonably predicted, which is that a 45-60 second chase in the first encounter with the killers would lead to 6 gens being done. But survivors aren't spreading out like that, they're don't even know their objective sometimes, and they're not putting out that long of chases. When they do have such a chase, it's in the middle of the game, which can change the course of the match but it usually happens when 3-4 people need to be uncaged, in which case it doesn't even matter that much.

    But I believe playera will get better and we'll see just how strong survivor is in this mode. I've played plenty of matches, and very few were 0-escapes. The average I'm noticing is 5 survivors escaping, and we'd probably see more than that escape if there was just a bit of coordination. 2 killers who know what they're doing in this mode, like tunneling 2 out at a time or (you know) not getting 360'd, are gonna be strong. And they'll be even stronger if they're killing with a friend. I'd recommend that survivors queue up with as many decent-playing friends as they can, and select almost exclusively the Escapist and Medic classes. The other 2 classes are alright, and you could do with maybe 1 of each, but they're not that great.

  • I guess only if it's gonna become a permanent or recurring mode. I suggested survivors having to do 10 gens since that's double the normal objective, hence there being double the normal survivors. But seeing how the average survivor in this mode is not great, maybe they ought to leave it at 8. The killers and survivors having different abilities, which is entirely different from the base game with perks and all that, definitely complicates things. I mean look at how many base add-ons Nurse had to get to make her viable. Hillbilly has no instadown with chainsaw. Etc.

  • @LordGlint said:

    Every time I get this map on 2v8 mode, I find ppl just running outside the map and jumping off to escape chases...

    It's also just a buggy mess with the amount of invisible stuff to bump into.

    Killers and survivors warp and lag through certain clearly broken looking loops, with pallets that are connected to a wall on 1 side only. And on Macmillan maps, I've seen a chunk of the map with nothing except blue texturing. And on Coldwind there's a loop that's not even a complete loop because a rock randomly spawned to cut off 1 side. And lastly there's several fat shaming spots, mostly on Macmillan. Adding in extra loops was bound to cause this stuff though.

  • I definitely want more ranged killers like Plague and Deathslinger. How chaotic would it be with them in?

  • @Monarch said:

    It is ridiculously sad to watch some of the people in this community who constantly adopt this tit for tat mindset, or who say "Killers OP" "No Survs OP" or who think the other side are all skilless and scumbags.

    It is so tiring to try have a discussion in any part of this community without having someone from either side saying, well actually this is worse.

    Worse yet, someone complains about an unfun part of the game be it facing a nurse, doctor, a bully squad, etc, and the other side immediately takes their own frustrations and says, well actually this unfun part of the game is completely fine because I find it fun/you need strong strategies to counter the other sides BS.

    It's infuriating to go against a BS addon killer as a solo chill player, just as infuriating as it is to be a trapper against a SWF using full meta, playing like it's the grand finale of the tournament of their life.

    So then killers say, well nurse/spirit/blight isn't busted, she's needed to counter these 4 man squads, and survs say well I need to use these perks and items bc nurse.

    Anyway, rant over, I seriously hope this community actually can be chill and not an "us vs them" roundabout.

    I seriously think the game would be so soooo much better if people actually just took it easy and could overcome tilt a little better, admittedly myself included at times, and if people could understand eachother and realise that fun should be had for both sides, so even if you liked 5 blink nurse or hug tech or 4 man hatches, they're gone for a good reason.

    And for god's sake stop trying to say the other sides problems don't need addressing just because you think your sides problems are worse, both sides have valid problems, and "Well this is worse actually" only ends up in arguments and making this community a horrible place to be unless you love keyboard warrioring.

    Rant over ig.

    It all stems from bad balance. Why you gotta make it to where 1 side has so much power over the other? It's not completely the devs' faults though. We've been asking for a game balanced around hooks for years, a swf debuff for years, accurate matchmaking for years. And we still don't have any of that, in part because the community apparently doesn't want those things. They want to balance off kills yet don't realize that means tunneling, camping, and slugging. They just want to play casually with friends yet are offended about a debuff because they'd win less. And they want to have random matchmaking with teammates and opponents of all different skill levels, yet complain when that results in their loss. So there's a select few who play or make this game who actually know what they themselves want.

  • @Rogue11 said:

    5 add ons every match is already too much, she doesn't need 7

    Y'all love keeping track don't you? But what about base BT and anti-camp, or in this mode which gives base Unbreakable.

  • Killer skins. I just rarely get to buy any because of the ridiculous pricing scheme.

  • No. It lets you plan your looping route instead of hoping that a pallet or window spawned in the right spot this time, or that your teammate didn't already throw a pallet down and break it. Nerfing it will only weaken solo.

  • @WolfyWood said:

    It can have a cooldown when maps are reverted to not be terrible.

    So a pallet every 5 feet.

  • Kicking gens just isn't worth it. There's too much to lose from doing so.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765841#Comment_3765841

    SM steps are loud? Are you sure? Maybe a cosmetic difference?

    I have never heard step sounds from her before, but to be fair I don't actually play against her, I always go next lol

    You might be able to hear her footsteps when she's right up on you. But to me she's dead silent, which I just don't like the inconsistency of because there's tons of killers that do have sound on approach. They need to make it one or the other for all killers.

  • And some killers are dead silent. I just wish it was equalized. Either make killers silent, or give them obnoxious breathing. It's really annoying as killer, because every time you change killers you need to take your loud sounds or lack thereof into account, which you yourself can't hear. And it's really annoying as survivor because you just played against a killer whose sound queues you can loop based off of, and suddenly the next killer has zero sound.

  • What are we looking for?

  • His tail attack hitbox is really pathetic. It's why survivors will twitch in front of you when you try to use it in the open, and it'll just miss, like with Nemesis. It requires the survivors to be locked into animation, and even then it sometimes doesn't hit them for some reason.

  • This is why I almost always run Deja Vu. But even if you do get 3-gen'd, you can still do the gens. Instead of trying to do the gens outright, focus on undoing their regression so you max out the regression events, and then the killer just loses. I don't understand how most people don't understand this. This is literally the whole point of the gen kick limit.

  • @Rick1998 said:

    with this build you also avoid escaping and get your entire team killed. Very solid

    The Self-Care does certainly add to that.

  • @Sarrif said:

    Survivors trying to stealth is the inevitable outcome of Behaviors recent design philosophy where they limit the number of pallets and buff killers more and more. Not everyone can loop well so they have to have stealth.

    No. There would always be hiders regardless. The ones who know how to loop don't all of a sudden want to hide. They'd do that vs Nurse, but she doesn't care how many pallets there are anyway. The hiders can stay in low MMR, because that's the only place that play style can exist. You can't simultaneously balance the game for looping but also stealthing.

  • Yep. 2 hiders and 2 insta-healed on hook people.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765059#Comment_3765059

    Shure it is compared to all the other bad/killer favoring maps (haddonfield…) better for survivors, but am I rich when I have 10$ and someone else got 1$. Nope. Most maps currently are so easy for killer. Badham is a fair map and is not difficult as killer. I rarely struggle there.

    What killer favoring maps?

  • I hope so. What an awful map.

  • @W4ST3DL0L said:

    All the maps.

    The correct answer.

  • @ratcoffee said:

    Because they need someone for that subset of killer players who need a free hit every 10 seconds in order to have a chance, and knight just got nerfed, so they needed to buff someone

    Explain how it's a free hit, especially if it's not a PC player.

  • @adsads123123123123 said:

    Chucky has no map pressure. He isn't as strong as people think he is.

    Mhmm. Nowhere near. No. Where. Near.

    They make it sound as if, "Oh, the survivor's running and whether they drop a pallet or not, you just get them with your power."

  • They gotta give him something, after completely destroying his power. It certainly won't be enough for me to play him. 110% killers are just dead on arrival. Seriously, even Huntress who's like the darling of this game probably sees more play from people who like her ability concept or personality or something, rather than how good she is. And yes, Nurse is even slower but she's different. Hag is still dead without crutch Rusty Shackles. And Deathslinger's not doing so good either, since they removed the skill reward from his gun, making him hold his gun up slow like a 100 year old man instead of just a guy with a leg brace.

    But for Chucky specifically, I'll explain it again for those who don't know. When he could still Scamper over windows and under pallets during Hidey-Ho, he couldn't get people even at short loops, and that's with the 2% Haste add-on. At longer loops, he could get them by doing that, but not without also using Slice & Dice. So now that he doesn't have that, I guess he just doesn't get them at loops. Just break pallet and catch-up simulator, so basically a weaker Wesker.

  • That's a big ask.

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