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danielmaster87

danielmaster87

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  • @akanadi said:

    https://forum.deadbydaylight.com/en/discussion/353695/survivors-are-strong

    maybe youre just not good at killer i do quite fine and i get alot of positive comments on my steam acc (which i can provide proof for if needed for you to believe me)

    Always with the baseless skill questioning. The survivors actually weren't sore winners to you? Lucky you. I'm assuming they're saying those things because you often let them beat you by playing nice. Otherwise that's very out of character for them. The OP is saying he gets insulted either way, so he might as well play "scummy" aka using strategy to win. He's far from the only one.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3255323#Comment_3255323

    I don't disagree with you, I was only saying that tunneling and camping are hard to punish and not easy as the OP claimed, otherwise you wouldn't see those strategies be effective in high MMR as well.

    And I've made it clear I come from a soloq perspective, where camping and tunneling are easily more successful because of the lack of communication and co-ordination of the team. Killers thrive a lot more in un-coordinated environments, don't you think so?

    Yes. I just don't like people saying "solo needs buffs because campy tunnel" as a blanket statement. Fix the matchmaking, and you fix most if not all of that.

  • @JustAnotherNewbie said:

    How do you punish tunneling and camping?

    If you scour the forums people will say they camp and tunnel because it's effective and then they will say it's needed in high level play. So who do I believe, you a survivor main? Or a killer main who claims tunneling and camping is necessary to win? If it is used in high MMR wouldn't that imply it's a highly effective strategy and not something easily punishable?

    Does the killer compliment you when you run them for 2-3 gens because as a survivor main I've never gotten a killer be like "you actually were too good in the chase". The only communication I've gotten is being hit on hook or camped. Should I feel flattered then?

    What are the perks that counter tunneling and camping?

    The ones I can think of for camping are Reassurance which isn't free and you'd need to always be the one going for the save just to check if the killer is around and maybe Kinship, which requires teamplay.

    For tunneling I can think of maybe BT and Off the Record and in the past DS when it was stronger, but it is also behind a paywall.

    Or should you instead run a gen-rushing build like Hyperfocus/Stake out with Toolbox?

    Wouldn't that only re-inforce the idea that killers have to run 4 gen-slowdown perks? And then survivors have to use builds for gen-rushing. Is that really the fun part of the game?

    Just stop claiming tunneling and camping can be punished easily. There's a reason high level players also use them, because they are highly effective and they are very accessible for every killer. They don't depend on perks or killer power because every killer can do that (some better than others of course) and sometimes maps make camping even easier when they have narrow hallways and you can pretty much body block entrances. (what do you do against insta down killers camping?)

    If you play like 5 games a week maybe I can understand your attitude but if you play 5-7 games daily as soloq survivor and still stay as positive and want to spread a positive message then can't we say the same about killers complaining about going against gen-rushing builds and bully squads and SWFs.

    Also, if you ran the killer for 2 gens and did a gen or two and rescued two people but you lost (die) trying to body block for your teammate who's on death hook can you say this person did bad and they deserve to lose? What mistake did he personally make when he contributed so much?

    Tunneling and camping aren't infallible. It's situational how effective they are, based on what the killer's doing and what each survivor is doing. Sometimes the play is to body block the person being tunnelled, and sometimes that'll give the killer a 4k instead of a 2k. Tunneling and camping aren't necessarily punished easily, but like hook bombing, it's easy to understand what the punishment is. Some people can't understand it though, and claim that camping and tunneling is an instant 4k.

  • Absolutely. The match is in their hands. We can't control being matched with terrible teammates, but at the end of the day that's still us not being good enough as a team to win. So I don't know why people always blame the killer for their misfortune, or think that the game should be balanced around getting said bad survivors in their lobby. Fix the matchmaking, and you'll see how broken survivors truly are. There's nothing that M1 killers can do against them. You don't JUST create deadzones or get a strong 3-gen, because the survivors do control whether those things happen or not. Play safe or greedy depending on the situation, be efficient, think about what your teammates are doing, and don't give the killer downs constantly, and you'll be fine.

    If you're gonna get mad at the killer, at least have a good excuse, like them being toxic and BMing. Using strategy, playing well, or playing a specific killer isn't toxic anymore than the same on the survivor side. No other game's community demands from the other side, especially the 1 in the 1v4, to play in a way that causes them to lose, or gets mad at them for playing optimally. Notice how all the big and small content creators showing off "this new/unique crazy build" for a killer are, 90% of the time, going against babies. If they tried those same builds against good survivors, they'd struggle to get A hook. I've been there.

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254506#Comment_3254506

    Or you just run this build

    https://us.v-cdn.net/6030815/uploads/O66M7R7JH7YW/asddd-png.png

    You have corrupt and 5 gens to get someone's head to explode. Then you get an obsession, follow them around until the gens are done, rancor them immediately. Then NWO keeps the doors closed just long enough to go rancor another person and collect a 3k off 4 basic attacks

    It's one of the cheesiest strats in the game, as is common for pig

    So tell me how that is a bad play, again?

    Because you're putting in so much work just to get maybe 2 kills, and probably not getting anymore than that. You're playing a killer who has slowdown which can affect potentially multiple people, and you're using it just to focus 1 at a time. It'll be a close match, if you leave the person with the head trap alone until they get it off, as I suggest, but at least you're getting max value out of your ability. The only thing that's bad about it is people getting their head trap off in the 1st or 2nd search, but that's an RNG problem with Pig unrelated to playstyle.

  • No, they never should. Sadly, most killers give the survivors positives to use against them.

  • @DashMonsta008XV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3254489#Comment_3254489

    How so Leon and Claire look amazing,all the characters remained in spirit but the T-00 should have had his original clothing,that was a bad design choice and turned him into a meme

    Leon's hair color and texture should have been more like his RE4 and RE6 looks. Claire is mostly fine, but her face looks weird at times.

  • @Hensen2100 said:

    I'd probably just rock my standard M1 killer combo.

    Corrupt, Deadlock, Bamboozle, 4th your pick. Maybe enduring?

    How to use them effectively? Either tunnel the headtrap until they explode or ignore them alltogether. Not worth the time to zone people off a box or two unless you are gonna commit to making their head pop.

    You can use info perks to get a cheeky ambush attack but I usually find it better to just ignore crouching altogether. I would not bother using her ambush at loops unless you have combat straps + workshop grease; most survivors can just run off the tile.

    Tunneling the person with the head trap is objectively the worst play you could make. You have passive slowdown on them, because they have to go around to different boxes to get their head trap off, meanwhile you only have to manage the other 3 survivors. For a community that generally says that you'll win more consistently going for everyone instead of tunneling, which is wrong, I see "just tunnel as Pig" being espoused as the "strongest strategy" way too often. On the contrary, I would not kill someone with a head trap on until they've gotten it off, and I can instead slug them and they still have to get the trap off when they get picked up. It's making use of your killer power, like hit and run Wraith or cage tunneling Pyramid Head.

  • @Chocolate_Cosmos said:

    None usualy.

    All or nothing, huh? I'm the same.

  • @DashMonsta008XV said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253660#Comment_3253660

    I agree with you on everything,except for Re3 has been a bad remake but Part 1&2 remakes are phenomenal.

    I didn't say that the remakes were bad. The character redesigns were.

  • @Sharpefern said:

    https://forum.deadbydaylight.com/en/discussion/comment/3253625#Comment_3253625

    With hoarder and good map awareness you can generally get multiple chain hunts even with good survivors. They just trigger on the down instead of the pickup. You just need to be solid at landing your chains.

    You can't JUST land a possessed chain, at least when you're trying to interrupt the box solver from far away. If they're behind too many obstacles, or just 1 and your range or spawn angle wasn't good, you don't get it. Even if you spot that immediately and try to fix it by cancelling and trying to spawn a new chain, the cooldown literally takes too long for you to spawn another one in time, you lose the box still. The way y'all always talk about these scenarios, it's like your survivors are always out in the open and close to you to where you could interrupt them without even using your possessed chain.

  • Nobody cares about Nemesis' humanity. That's a dumb angle for the writers to take, and was one of many things that made Resident Evil Apocalypse a terrible movie. He's supposed to be a vaguely human hulking unstoppable monster, with tentacles and stuff from this alien virus that has created him. His original design should be kept, or at least available in some way, as it's a product of its time, in a good way. It's why Myers' and Pinhead's designs are the same as their originals, because they look good and need no "modernizing" because the only "modern" audience those characters were made for was the audience of the time. A good redesign is making the character easily recognizable, most likely by giving them a design that looks like it would have been created at the time the original was released, along with keeping the voice and attitude similar. Call me blinded by nostalgia, but most of the RE Remake looks for characters look terrible, because they're not simply modernized, but out of character.

  • I still think boons were a bad idea. Never too late to turn back. Theoretically, if multiple people have boons, and because of the speed that they can be put down, the killer can go around snuffing boons constantly but they'll be replaced faster than they can be snuffed out, meanwhile the gens can be pushed. So the killer can either get rid of the survivors' really strong perk, or pressure the gens, but will most certainly fail if they try doing both. Anytime a boon goes up, you have to assume it's CoH, because it's the best, even though some people bring boons without CoH for some mind boggling reason. So basically you have to forfeit any hit and run you were doing, completely changing the way you have to play the game, because if you keep injuring but not downing, they heal up real quick and you get nothing for your hits, only your downs. The only killer who could maybe hit and run with boons up is Wesker, because he gives the survivors slowdown from having to heal AND the infection. That's how much it takes to break even with these perks.

  • You get an early chain hunt once, big deal. Probably the only one you're getting that match. If that's not the case, you're facing bad survivors.

  • I don't think there's always a way to win, but yeah maps are horrible. Not made with M1s in mind at all.

  • Event was good. Limited time tome was too short but also monotonous.

  • @Nirgendwohin said:

    in 500 games i had 7 disconnecting survivors and 10 killers.

    when you have it basically in half of your games, you might be the reason why.

    What a horrible thing to say.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252950#Comment_3252950

    That issue happens even when not spinning. It is not strictly tied to a spin.

    ”come up with something other than Oh you’re bad”

    Ok…” buy a PC”

    So I have to buy a PC, and another copy of the game which I can't even link, to play the game because the console port is so poorly made? When is BHVR hiring you as their PR director?

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248617#Comment_3248617

    How are you still getting spun in 2022?

    It is like the easiest thing to counter as killer.

    On console, with aim dressing and bad fov? Not on your life is it easy. But my main argument is why we even need to counter something so silly. Why does the killer have a sewing needle-sized attack hitbox, and can easily miss someone right in front of them?

    Come up with something other than "Lol, you're bad."

  • I know that they're all supposed to be the same length, but it just doesn't feel that way.

  • Tru3 because he's real, logical, and sometimes philosophical. Although his YouTube is kind of just an archive.

    If we're talking people who are strictly YouTube creators: Rosie199X. Nuff said.

  • How many people can say they've had a streak of that many wins on that killer though? It can't be more than single digits.

    The 99,999% made me laugh.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250171#Comment_3250171

    This happens whenever I play with a bud from PlayStation. I know of no way to add them to an Xbox party.

    I've played with people on different platforms before, although it can get convoluted. Basically, you use whatever methods of communication that you can. You can download the Playstation App to join a PS4/PS5 party, and I'm pretty sure I've done the same with the Xbox App as well. Or a Discord call, or a regular old phone call.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/352831/the-two-survivors-too-many-gens-to-finish-mindgame-is-stale

    There are several misconceptions i see here.

    I dont belive you, that you slug one guy and then search the other for 15 min, because bleeding out don´t take so long.

    If you deserved that 4k is another matter. Either you were overskilled for the survivors, then the game was handed to you by bad matchmaking, and you already got more than you deserved.

    You might deserve it if you got 10 hooks so far in that game, but if you just tunneled/camped out 2 guys, you deserve as much as a boring match as that survivors can give you.

    And now you are stomping around like an entitled little kid because the other kids stopped playing with you, and the devs should hold your hand a little more and hand you the game entirely, because even if working on a gen, you want the survivors pointed out to you.

    Also, you say if you do well and play a good game you deserve to be rewarded. What about that survivor that you chased 3 times and that escaped you 3 times. Where is his reward in this, because he did do well and played good, so according to you, he should be rewarded, right?

    The survivor was rewarded. With wasting the killer's time. It's their teammates' choice if they actually want to put that time to use. And y'all always talk about a killer committing to a survivor too long, and that's why it's their fault that they lost, but then you say that they're a baby killer for not being able to get the survivors, that they left, in a reasonable amount of time. The survivors' reward is not an escape; it's the killer's wasted time that gives them a higher chance of getting more people out. The more, the better. But it doesn't mean that they specifically are gonna get out. It just depends on how the match plays out.

    Y'all really present an argument in like 10% of your post, and then the rest is attacking the OP's character.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250166#Comment_3250166

    I think the problem is less 360s and more just the "aim dressing" BHVR keeps insisting isn't a thing. I'm sure we'd agree 360s are a preferable alternative to being W keyed and predropped for 5 minutes, but I can imagine it's a little more annoying to deal with on console. I don't think 360s are the problem, I think bad auto aim/aim dressing is.

    That's kind of what I'm trying to say. It may be that I'm just a baby killer who gets 360'd, even with thousands of hours in game. But we don't know that for sure, because it gets skewed by the existence of console auto-aim.

    @nora_the_explora said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250166#Comment_3250166

    "you give us the old "new" animations back, you make survivors' hitboxes or the killers' attacks a little bit more generous, and/or you take away auto-aim, aim dressing, and lunge rollbacks which take away the killers' rightful hits. And just throwing this out there, maybe survivors shouldn't be able to go from standing to a full speed sprint instantly."

    sorry but hitboxes in this game are already crappy, countless time i've had a down where i should not have had hit, and also the fact that having a bad connetion favours killers ( when i play survivors i 70 percent of killers are laggy as hell, vpn or whatever) making the hitboxes for suvivor and hits more generous its a little to much don't u think? even the second statment u made its not valid... wym they should not run full speed instantly ? so if i play let's say ghost face(one of my main), and i come around the corner while a survivor is doing a generator, they should not have a chace and i should have a guarantee hit on them cause they can't "sprint instantly"? sounds a little entitled to me, i'm not saying u are but the way u are talking makes me think that u want a guaranteed hit every time whitout any prossibility from surviors to do anything. and yes ideally u want to down a survivor as soon as possible, it would be amazing if all of them get down in a 10 secons chase, but thats not the case and the game is not called killer stomping generators repairer, its killers vs suvivors, and u have to put in mind that as u are not giving them an easy time while tryng to kill them, they are not gonna give u an easy time while they try to survive.

    In an ideal word "saying 10-second chases against efficient survivors is still barely an even playing field, because they're always on gens and doing each in like 72 seconds" its true, but u can stack multiple regression perks if u feel like gens are flying and lets not act like those are the teams we face every game because in this forum seems like killers go only against efficents swf 9 games out of ten while the reality is that most of the games are against solo q that are the opposite of an efficent team. I can literally have a suvivors with 2k hours and survivors with 120 hours in the same lobby and thats beacuse mmr is not well designed and based on escape and kills, wich is really bad way to define the skills of a player. i get killers is frustrating sometimes, i love playing stealthy m1 killers and sometimes i get stomped hard gens are flying but that s the game, sometime u win sometime u loose like very other game. ans much as there are entitled suvivors(and killers) Let s stop acting like every survivor is an entitled survivor because they try to do their best to escape , because they loop or whatever, ill never understand this mentality of us vs them and if u remove the idea of wanting to survive everytime of wanting to 4 or 3k every time, you game experience will be so much better overall

    Yes, I am asking for a guaranteed hit... in situations where that's what the result should be. If a survivor is in my lunge range, no pallet or nothing, and I lunge, why should I not be able to hit them? Survivors should just be able to 360 or fov "mindgame" to get free time and distance on top of avoiding what should have been an easy hit. I think the fact that you pay special attention to, and keep a record of, times where you've maybe gotten a generous hit as killer shows that your thinking is survivor-centric. Mine is killer-centric, hence me being able to count the amount of generous hits I've been given in the last year on 1 hand. I don't think bad connection favors killers, because it seems to lead to more situations where your weapon is 90% done with its swing through the pallet, but the survivor still drops it in time and takes away your hit. Same with Dead Hard where they're somehow always perfectly timed.

    Gen regression has never been more overrated. It's a setback and a delay, but it in no way guarantees that the gens won't be all done, and when they're all done the survivors have pretty much won, especially since they're confident enough these days to always bring Adrenaline AND/or Hope. Even with pre-nerf Pop, gens were easily getting done every time, because perks like that only give you regression if you're downing like all the time. If not, which is very likely at high MMR, you get nothing, which is why my meta build before 6.1.0 was Corrupt/Deadlock/No Way Out, because they're the only slowdown killer's got that isn't dependent on survivors going down all the time.

    I do believe that I go against really efficient survivors or SWF 9/10 games, or at least 8/10. It's more noticeable now that I'm getting multiple people with scores of prestige levels in my lobbies. In just 2 nights during the last week, I've had 2 matches with prestige 100 survivors, and other matches with prestige 40+ and prestige 70+, and sometimes all of those types of survivors in the same lobby. My survivors are no joke, but everyone else seems to think it is. I will never have time to just mess around with stealth killers to get jumpscares like y'all do. I'm too focused on winning, or at least keeping up with the madness of the match at hand. I would need to be low MMR to be chill, and I do agree that MMR is screwed up because I'll face the sweatiest team ever and then complete babies, just randomly. I don't blame the survivors ever, unless they're being toxic. I get mad at the game balance for allowing them to have such an easy time for doing so little. Don't want to get hit? Just spin the joystick. If only my problems in a match of killer were as easily solved. No, you get to settle for a 1k, because those few key downs were denied because of 100% safe loops and then aim dressing when you finally did catch up to them.

  • No. It's not a traditional injure so it doesn't reward the survivors with a traditional speed boost.

  • I'm also frustrated with the matchmaking more than anything else at the moment. It's never in your favor. You get absolute sweats as killer and like nothing as survivor. I'm the only one I can trust to get the gens done, because if it's not me it's 2 people max on gens no matter how little pressure the killer has. If you get camped or tunneled, you can trust your teammates will not punish the killer at all for doing so. It makes you want to bring purely selfish perks and second chance perks. It also creates the illusion that killer is stronger than it is. It's not, hence the sweats trouncing you in your killer matches, even when you barely play that specific killer (meaning your MMR/opponents should be lower level). Since we haven't solved matchmaking, literally all our arguments about balance up to this point are purely anecdotal, and we can't rely on the stats either, so the majority of us really are lost for the time being.

  • @crogers271 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249203#Comment_3249203

    If I was running a hundred meter dash and realized I was somehow 50 meters ahead of my opponents, yeah, I'd slow down. I've won, this talk of Bronze is silly. Especially if I was just in a casual race and not some professional competition, though even in professional competitions it's pretty normal to put in backups/slow down when you have a giant lead. Playing to win is great, once you've won just grinding your opponent down is ridiculous.

    You're not grinding your opponent down! You're just winning! You're simply performing to the best of your ability. Feeling an obligation to give up your hard-fought advantage is up to personal discretion. I'm so tired of this fake virtue signaling/talk of sportsmanship, because it's always emphasized on the wrong areas of playing the game, and it's used to make people who are successful feel bad about themselves. I should know; being humble has always been the perennial virtue to me. It doesn't mean that confidence and gratification are these great evils to be avoided.

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250003#Comment_3250003

    There is a huge difference between just queueing up together and doing the same with voice chat

    Well, I've never understood why you would SWF with someone you couldn't talk to, since it defeats the purpose. Rest assured, a majority of SWFs are also in communication with each other.

  • @nora_the_explora said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248617#Comment_3248617

    sorry but how exactly a survivor that is able to 360 is even an entitled survivor? 3 second its not crucial for the gamplay, i get the point about time is everything but 3 seconds? again, i have no problems with survivor 360ing , most of them can't pull it off anyway. Idk man if a survivor is able to 360 me i think it s skilled, defo better of pre dropper , pallets campers and w key gamers, unskilled its me letting them spin me more than 1 time. theres no way to remove 360, its literally running in circle and spinning your camera, they have to remove running to remove it and makes no sense. i like a little bit of challenge when i chase, to me entitle is expecting to down a survivor in 10 seconds of a chase honestly

    The people I called entitled are the ones who protested the new animations, and no one else. Yes, I'll fight over 3 seconds. That's like 2 years for killer. The difference between a gen getting done in your face or not. You say most can't pull off a 360, but as a rough estimate, once survivors think I'm on console, they immediately try to go for 360s in about half my matches or more. That's not something you instinctually do if it's as unreliable as people say it vs good killers. In matches where I'm playing Legion or another killer whose momentum is ruined by a single miss with their power, survivors attempt to 360, or do some kind of tricky movement, basically 100% of the time. There's no denying that in situations where survivors are running near pallet loops, which they should always be doing, 1 successful 360 allows them to get to that pallet, and if the killer has to break it, the entire chase resets, so how could those 3 seconds be insignificant?

    There is a way to virtually remove 360s. You give us the old "new" animations back, you make survivors' hitboxes or the killers' attacks a little bit more generous, and/or you take away auto-aim, aim dressing, and lunge rollbacks which take away the killers' rightful hits. And just throwing this out there, maybe survivors shouldn't be able to go from standing to a full speed sprint instantly. It's what makes shack's window reactable for survivors, it's what makes waiting around for the killer to chase them so safe, so on and so forth. But anyway, wanting to down a survivor in 10 seconds, while entitled in an ideal world, is not entitled in this game state. 10-second chases against efficient survivors is still barely an even playing field, because they're always on gens and doing each in like 72 seconds because of great skill checks, and that's at base with no toolboxes or anything, and that's not even taking into account time spent walking around the map to get into those chases. It's expected of killers to have chases that short, else all they get is "You should have pressured more."

  • @Hensen2100 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250001#Comment_3250001

    And what does that get you in solo Q? I had a game the other day where someone DC's at 5 gens, and entity willing we barely still managed to finish them all with 1 other person dying for it.

    Then guess what? The doors spawn in a manner that the killer can sit in one spot, with blight, and see both of them. What do you do as the last two survivors? It's unwinnable, and someone has to die, even more so with all the second chance perks disabled during the EGC (because killers need to be rewarded with free kills even though they lost all their gens)

    "You can get 1 out though!" lol

    I have had games where the killer literally cannot catch me, trivially murders my teammates, and slugs until they find me or the last guy sandbags me. Are they outplaying me in that case? Or just winning because of game design and bad matchmaking, where I physically cannot hold M1 hard enough to win?

    Why do you insist on DCs being in typical matches which we balance around? No other game factors DCs into balancing.

    I'd love for door distances to be standardized, because there's gate spawns like you describe, but there's just as many where they're the furthest apart possible to where even Blight would struggle to patrol. I think you know full well why second chance perks, which are undesirable in their design as it is, are deactivated in endgame. They're free escapes within very common scenarios that happen in that stage of the game. Even if killers were able to wait out base BT off hook without the survivor being blocked or already running out because of the speed, Off The Record and DS add yet another layer of protection that the killer can't reasonably wait out. "Killer's fault for the match getting to endgame." Then, when survivors lose it's always their fault? No? Then let's move on.

    I don't think getting 1 survivor out at that point is unreasonable. It's either that or nobody getting out. Take your pick. It's not as if we're talking about match results in general. We're talking about specifically 2 survivors being left and there still being a gen(s) to be done.

    Yes the killer is outplaying you, because it's a requirement to actually get you. And they're supposed to be able to outplay you, because it's a 1v4 game, not 1v1. You can't expect to run the killer all by yourself forever, or escape solely because you ran him well. Unfortunately this is a team game, so if you're the only one on your team doing anything significant, you still lose. The game's bad design and bad matchmaking are 2 different things. I keep saying that we should focus on fixing matchmaking, not the "OP killers", because we're not even getting an accurate picture of the game's balance. Of course good killers get 4ks against 2 good/2 bad survivor teams. But in the matches I've seen where there were 4 good survivors and a good killer, the survivors win almost every time, SWF or not. That may be THE most important thing I base my opinions off of.

  • @Eelanos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249847#Comment_3249847

    The thing is, this happens less the less generators remain. The situation the OP stated was 2 survivors and 3 gens. The chances of completing 3 gens by yourself while your only other team mate is getting slugged are close to none, and nothing guarantees you that the killer isn't keeping an eye on the slugged survivor.

    When there's only one gen remaining, people hide less. There's a higher chance one will go down and the other will survive, especially because there's a slight chance the downed survivor has perks like Adrenaline or they may rethink giving up and using Unbreakable if the other player gets caught.

    People play more safe when there's more gens because it's unreasonable for 2 players, one of them downed, to do 3 or more gens by themselves. The best course of action is letting the other die and go for hatch to at least get a redo.

    What the OP was asking for was the equivalent of a single player holding 99% of the spaces in a game of Monopoly and, instead of quitting the game early proclaiming that player as the winner, screaming at the other player to painfully roll the dice every time and slowly losing whatever remaining money they have on themselves.

    As I said before, it's not the pleasure of winning, it's the pleasure of seeing someone else lose.

    I don't really care how many gens are left. If you never try to complete them, you never know what could happen. Y'all are creating an unfair hypothetical situation, and I'll argue against the OP as well if that's what he truly meant, that the other person is already slugged. Not only can the other survivor pick up the slugged person, unlike how you said where the killer is somehow always close to the person they're supposedly slugging as they're looking for the other person, but they don't have to be in that situation already. The other person could also be injured or healthy, although the other person sometimes gives up and hides despite that. If survivors want to forfeit, go ahead and give them that option as a team vote. I just want to get away from this "Man, it's that darn killer's fault" for every situation including this one. The only reason they're even slugging is because of the possibility of a free hatch escape, but instead of viewing hatch as the problem we view the symptom, slugging, as the problem. That's the counterplay to hatch. I guess only survivors are allowed counterplay to the other side.

    Your accusation that we get pleasure from watching others lose is baseless.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249780#Comment_3249780

    Nah they're pretty bad item now killers will tunnel you out if you have them or they have franklin's. They should change hatch how it was but it's only spawn when all gens are done.

    They serve their purpose. They're a free escape for 1 person, not the whole team, which is still an issue even though it doesn't happen often. I've never equipped Franklin's or tunneled a survivor out for having a key since their nerf. But hatch needs to go and keys with them. Introducing alternate win conditions for survivor means the killer has to juggle too much stuff, 2 exit gates and then hatch. And just to let everyone know, I'm against alternate win conditions for either side, which is why I hate the Sadako slugging/condemning playstyle, and why it was my 1 problem with Rarithlynx's Slender concept.

  • @Yatol said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249773#Comment_3249773

    No i disagree, with debuffing SWF this would make the game unplayable for the common SWF, the real issue is spawns

    https://forum.deadbydaylight.com/en/discussion/comment/3249784#Comment_3249784

    In order to queue together you have to be in a party which means SWF

    There's 2 types of SWF, competitive and casual. The competitive ones, who are using their ability to play with friends as a competitive advantage, are the ones who need the debuff just to be returned to some level of normalcy. The casual ones are just playing with friends to have fun, so they're not worried about winning anyway. Neither of these groups would have a right to complain about a debuff if it did happen. The competitive ones know they do gens much faster and can survive much longer via body blocks compared to solos, so them refusing it is just them wanting to hold on to their unfair advantage. The casual ones, if they're "just playing with friends" and "don't care about winning", then they'd be hypocrites by protesting the debuff, because that shows that they want to win. We must balance for both, and a gen debuff to SWF is the best immediate solution I or anyone else has thought of.

  • @Bot_Salvo88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249775#Comment_3249775

    I bet you get bad teammates but good killers right? I'm in that situation right now

    Bad teammates? Always. Good killers, yes. But lately it's been "just okay" killers who end up killing me, because they're stubborn in commiting to tunneling, because they go through like 2 god pallets and an instaheal in 1 chase, and my team has no more than a gen or 2 to show for it. Literally 1-3 people walking around every single time I'm on hook. The killers act as if they somehow know that they're going against a weak team, because how long they commit to 1 person just makes no sense. I can run a killer for 3 gens, but I can't run them forever.

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249773#Comment_3249773

    "Give SWF a gen debuff"

    There is no way the game knows if a team is SWF

    Queueing up together is not SWF

    No, there should be a way for the game to know if it's SWF. I'm pretty sure the devs have said something about the difference in stats between solo and SWF. And you're for some reason trying to redefine SWF. Queueing up together is literally what SWF is.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248628#Comment_3248628

    It does indirectly. More time to finish a gen means more time for a Killer to interrupt and keep them down, which ends up with 2 survivors left in 3+ gens when before it would be 2 left in a 1-2 gen situation, which is still feasible with good management of gens beforehand.

    Good survivors won't be left with this circumstances, and even if they are, they still have a good chance to get at least 1 out if they don't just give up. Remember the strong loops in this game, and what good survivors can do with them. They can run the killer for at least 1 gen.

  • @eleventbh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248628#Comment_3248628

    It keeps the game going for both sides*. Currently the issue OP is describing happens almost every game the survivors are losing. It slows down the game and is boring for both sides. Killers don't want to search the map for two survivors, and those survivors shouldn't be expected to get on a gen and basically kill themselves.

    So you think it's okay for them to do nothing, potentially forever? Just don't even try, because the killer (according to the way y'all word it) can't be ran for the last gen even with all these strong loops in the game? That's defeatist, and y'all are acting like it's the only thing they can do when it's not. They've played the whole match out putting themselves at risk by working on gens, and yet we don't consider that "killing themselves."

  • @Vampwire said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249233#Comment_3249233

    considering stretched res literally didnt do anything u couldn't do with the camera before i dont see the problem.

    It did do something. You could see killers over walls that you weren't supposed to. Literally killed Ghost Face as a killer. Did you miss all that?

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248629#Comment_3248629

    Old hatch was better all 4 could escape with one key with doing few gens.

    That was awful. A more extreme case of survivors not even doing their full objective and escaping for free. Keys needed to go, and they still do. Supposed to be "limited time item" but we're kept permanently and open hatch even after the killer closes it.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249230#Comment_3249230

    People like to think if you put in enough time and effort you will become great at something. The thing is, some people will never "get better" and just hit a plateau and stay there. THis comes down to a lot of factors. Sure, they are probably better than someone who just picked up the game but won't be a great either.

    You might be on to something. I have a few friends who, if I had to guess, have at least 1000 hours each in the game, and sometimes it's like, "They never learned to loop in all this time." I'm just wondering if that can be applied to me playing fighting games, or if I just haven't tried hard enough.

    This is also ties into the mindset championed by Otz that if you just play good enough, you can win vs any team of survivors. I don't believe that, because I think the results you can possibly get as killer also plateau.

  • @Bot_Salvo88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249219#Comment_3249219

    Oh don't worry about it. They're changing MMR in the next update so that if you sacrifice yourself for another "it won't be as punishing"

    Let's hope so. There was one season where I actually escaped a lot in solo, much more than usual for me, and I was still getting bad teammates every few matches that would take me back down. Not cool, BHVR.

  • @Rudjohns said:

    https://forum.deadbydaylight.com/en/discussion/comment/3247869#Comment_3247869

    Yeah but whats the answer to that? Nerf survivors to make solo q even more miserable?

    There is no answer. The game is designed around solo q. SWF is also just a small percentage of players anyways.

    Thats why you should just move on. What "losing" a game will do to you? It should do nothing.

    You keep saying SWF is a small percentage anyway, which if you look at my matches it definitely isn't, to avoid talking about how OP it is. There is a way to balance for solo and SWF simultaneously. Give SWF a gen debuff, because that's the #1 thing that is different between solos and SWF. They should not be able to coordinate body blocks while coordinating faster gen speed, while also demanding that they never get nerfed because solo, which they don't play, exists alongside them.

  • @Vampwire said:

    i have literally never heard anyone say this.

    They do. They compare us asking for an 1st person fov increase to survivors cheating with stretched res.

  • I simply notice how my teammates can do tons of bad plays and still get out on this map.

  • @Bot_Salvo88 said:

    I do think that prestige level is meaningless since it's just your character level and nothing else. Someone (like me) can play really average even with prestige 100. It's like grades all over again and I don't know why they're still showing this instead of the character you're using in the match (I'm talking about end result screen).

    They should just remove prestige from pre-lobby and end game screen and just show your character and that's it. No numbers so nobody either dodges a lobby or doesn't get scared of high numbers.

    You don't get dozens of prestige levels on a character without putting tons of time in. And what are they doing with that time? Not improving at all?

  • You have my sympathy. Because as funny as it was to read this post, I do remember a time where I laughed and I shouldn't have. A friend of a friend's was playing a custom with us, Wraith on old Haddonfield, and I kept pallet stunning him because he kept walking through them. "Man, he kept throwin' those pallets down." Rage quit and never played the game since.

    Eventually you just get used to the annoying pallet stuns, as the supposedly unstoppable killer. Run Enduring if you can.

  • I got 2 to rage quit myself, with Pig on Ormond. I guess all of a sudden I'm just a really good Pig.

  • Intentionally? Never. I should be at high MMR and am not, because of dying for them accidentally all the time. No way am I valuing my safety under theirs. If it's a camping Freddy and 2 others are healed to get the person off hook? Sure I'll try to get them out. If it's a Leatherface who's chasing them down? I'm not moving from the exit gate.

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