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dbd900bach

dbd900bach

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  • I think unique animations is as far as they should go. Adding unique items, add-ons and other things that affect gameplay would ironically drastically affect survivor pick rates.

    It's completely unavoidable that one survivor would end up with something that becomes meta. Now all you see is that survivor. For future chapter survivors would become a pay to win character simply because they have the best add on or item.

  • I don't think it would fly. It would implement more rng mechanics which is greatly disliked by most of the community

  • I've had certain teammates sell me out in spite because I wouldn't heal them and instead wanted to be healed because well...they're broken. I can't heal them and then they think I'm just refusing to.

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173264#Comment_3173264

    So are you ok with them turning those perks into basekit changes

    Not at all. It fully depends on the perk in the first place, most of which would be horrendous as anything basekit. Instead I'd prefer them to cone up with better changes to make a healthier game, then change the perks if they're not needed anymore or conflict with the base game changes too much

  • Devs have a tendency to fix in game issues with perks. Rather than change the base game to deal with the issue, they create perks to make up for it.

  • It would create an imbalance due to a specific perk called Hex: Pentimento. You can rebuild destroyed totems both dull and hex to get various effects. If a killer manages to get all five totems on the map, they're blocked off and the effects are permanent in the match, and trust me it's not nice to deal with.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173156#Comment_3173156

    For myself I enjoy Discordance, Plaything, Pentimento and Franklin's or Coup de Grâce

    Deadlock, Call of brine, Dissonance and Bamboozle. With good timing you can put survivors in some interesting lose lose situations unless they're smart enough to change tiles. In tight 3-4 gen situations call of brine really comes in handy, so does deadlock

  • @Friendly_Blendette said:

    https://forum.deadbydaylight.com/en/discussion/comment/3173170#Comment_3173170

    Yeah killers with low pickrate sorta have their numbers really skewed as the few people who play them probably main them and are amazing with them. This is where the perception of Twins being bonsters at high MMR imo because well the only Twins players at high MMR have likely sunk lots of hours into playing them really damn well

    Yea, it becomes pretty difficult for the devs to fully understand how certain killers perform since only a small minority play them.

    It's a bit of an odd thing, but at the same time I don't think the devs should be afraid to make changes to killers with lower pick rates

  • This is actually a good idea. I can already see some comments though saying that they just buff those killers or rework them so people play them.

    Realistically this would be a very good short term or even long term solution. Hell, it might even help provide the devs with additional data on hoe well these killers perform if more people are playing them.

  • At that point I think you need to reasses the way you play with Wesker in general. Even if you're just using his Power for traversal, you should be getting at least one kill if you're playing M1 style.

    I've been practicing a lot with his power too so I'm able to get hits with it. My build is also made to compliment his power and ability to fault quickly rather than just pure slowdown.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/3171028#Comment_3171028

    What's the point of unbreakable if the killer doesn't slug? What's the point of botany knowledge vs plague? What's the point of BT if the killer doesn't tunnel? What's the point of CoH vs. bubba? What's the point of DS if you don't get tunneled?

    Like you bring perks to counter parts of the game you don't like. If you feel like you're gonna get value out of a specific perk then you bring it. You're not guaranteed value out of anything.

    Fair enough. Against a killer who plays efficiently and fairly, all these perks are useless because they don't need to slug, they don't need to camp or tunnel. I go as far as outright ignoring the last person hooked.

    Shame if someone brought all three lol

  • I honestly feel bad when someone brings reassurance against me because it's completely useless. It's meant to counter camping but what's the point if the killer doesn't camp?

    If the killer does camp, time means very little at that point, gens mean very little at that point. It's useless majority If time unless in more extreme situations.

  • Almost absolutely never unless the survivor fully deserves it or if I'm in an extremely good mood. Most of the time though I operate with a complete no mercy policy.

    When I say deserve though, I mean if they're screwed over by a bug, their teammates who did it on purpose, or if I accidentally down them in the most ridiculous buggy way possible. I'm not going to spare a survivor for looping well or getting out of a very tough situation became that's just the game. That's what they're suppose to do.

  • Nope. That kind of change will throw everyone into disarray. Tombstone Myers is a relic of the past that amazingly has not been dismantled yet.

    I do think it should stay in game, but it should not be changed at all

  • @ThatOneDemoPlayer said:

    His mobility is pretty good, but Map dependent. It's almost useless on Lery's, The Game and RPD, but good on the rest of the Maps.

    His 1v1 is a straight downgrade to Demogorgon's Shred, and the hit-box isn't even the problem.

    It's the fact that his charge time is too slow, which makes it useless at anything but 4 lanes and T/L walls, 2 tiles even M1 Killers can somewhat reliably get hits at.

    His cooldown is too long even with all 4 Survivors infected. 10 seconds (same as Blight's rushes or Demogorgon's teleport) is too much for an ability that does this little.

    His infection is about as rare as Onryō's Condemnation. It simply charges way too slowly without Add-Ons (even with Add-Ons tbh) and it regresses whenever a Survivor gets hooked.

    His throw is utterly pointless. You more often than not get punished for using your Power correctly, but because the Survivor made a mistake and ran into a dead zone with nothing in it, they get away basically scot-free.

    Vaulting Pallets and Windows is also pointless, because he goes into 1 cooldown and then another one if he used up both of his Bounds, and it's just not worth it with the amount of Windows and Pallets that just chain into each other. It's mildy useful on God Pallets, and even that is inconsistent because they can just leave the loop and get to another Pallet.

    The only way Wesker is ever going to get a hit using his Power, is through Survivors making huge missplays. If, however, the Survivors are good, Wesker is an M1 Killer with inconsistent mobility

    I've had the opposite experience. First off, I'm not saying your wrong, I'm just comparing my experience to yours.


    His map mobility in the indoor maps mentioned isn't completely useless and is more so area dependent. The long Hallways and everything. They're very useful for getting around certain areas. On that note it still isn't particularly great.

    In terms of his ability compared to Demo's, the hitbox is 100% the issue. If you use the golden egg and crank, you have a ton of time to properly position yourself for better anti-loop ability. You can also shorten the cooldown with another add-on. I do it had another green equivalent that was better to combine them. If his bugs and hit box are fixed, it purley becomes a demanding skill cap.

    Weskers issue with the infection is less of the infection itself being to slow or easily removed, and more so just his ability to even infect. Because it's so difficult to get multiple snatches in a short amount of time (Unless the perfect golden opportunity presents itself), the slowdown that the infection is originally suppose to give is negated. He physically cannot infect people fast enough for it to be relevant enough.

    If you throw someone and they're not injured, they don't get the speed boost so you can catch up in just a second or two.

    For the vault issue it's extremely useful to combine dissonance and bamboozle. With right timing you can completely negate both ONLY because he can fast vault with his power and vault over Pallets. Unfortunately this still requires you to actually get a

    So in my experience Weskers power is actually very useful, and if you out the time in to master it, it can be rewarding. Unfortunately not as much as Blight or Nurse, but you have to admit, landing a bound is extremely satisfying

  • @DoritoHead said:

    He has some strong builds and can make some cool plays. His vaulting can be really good at times, but it’s really difficult to judge how strong he is due to the bugs and his hitbox which is confirmed to be changed in the hotfix that’s coming up anyway.

    After this he'll certainly be A tier. If they can fix the bugs and make his hit box at the very least consistent, he'll be hands down the most fun killer to play in the game for me

  • I believe it's completely intentional and I'm all for it. Seriously, just leave if you don't want to die. Don't waste your time trying to tease the killer at the gate or get more bp off heals.

    I do get other situations where you're trying to get to the exit gate, but that becomes a team or individual skill issue when you have to dodge or tank hits to make it.

    I think it's extremely cool though that he can do this and it makes him even more satisfying to play

  • @BlightedDolphin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3167627#Comment_3167627

    What about this new meta would make him weaker? If anything old Freddy would be stronger now that Self-Care is no longer meta.

    I recall people still very much abusing self-care these days, even some pro players. That also doesn't include COH, and other healing builds. We also have the infamous green medkit. Self-Care isn't meta because there's way better options, to which self-care itself isn't useless either

  • @TheGentlemen said:

    We've heard this about 99 times, BHVR very clearly doesn't care about Freddy and they haven't for a long time

    He doesn't need a rework, he needs a revert in my opinion, his old power was unique and interesting opposed to boring and uninspired

    His old power was extremely weak, it would especially suffer in today's meta. However if they reverted it and tweaked out the huge Downsides, then maybe

  • I think to realistically embody what Freddy can actually do in the dream world, he needs his own game entirely. The mechanics of dbd hinder most of the creative abilities he could of had.

    Personally though I wish he'd be an illusion based killer, being able to create things in the dream world that are physically real to the survivors like new walls or something like that. Not just fake pallets that are easy to tell from real if you pay attention

  • @KerJuice said:

    They should have left him alone from the PTB then watched the live numbers very closely. The only thing that has me concerned though, there seems to be an overwhelming portion of the community who is struggling against him in his current nerfed and bugged state. That says a lot.

    I personally think that the hitbox needed to be reduced, but again not to the extreme degree it is now. The hitbox in ptb was far too big, basically giving new players without precision training wheels. Obstacles were your only enemy but aside from that you could just fly in the general direction of a survivor and grab them. Not fun for the survivor and can't even dodge. People behind Wesker were getting nabbed

  • @Pyrosorc said:

    https://forum.deadbydaylight.com/en/discussion/comment/3159783#Comment_3159783

    His dash is the range of a nurse teleport, but he doesnt have to land it on you, he can just auto hit you anywhere along the line. He also gets charges back as quickly. Nurse only has an advantage of being able to go through walls.

    In addition to being basically as powerful as nurse, he's a 4.6 killer, he's effectively a stealth killer because his terror radius is so huge that it's impossible to tell where he is (though newer teammates just hide the entire time), and has insta down and pickup potential that adds a new side objective for survivors.

    Fun to play agianst score: 1/10

    You do realize that Nurse is OP because she ignores the fundamentals of the game right? Distance and everything play a factor but not nearly as much as you think.

    Wesker is bound to the fundamentals of the game. Walls, pallets and even windows. He has to abide by it and can't just ignore it like Nurse. She literally just goes through EVERYTHING and cannot be physically stopped.

    Thirdly, you don't nearly have as much control as Nurse when playing Wesker. He's punished a lot more for missing and can't correct mistakes as easily either.

  • I don't think this would ever happen. It would be grossly abused by survivors, especially during endgame. It also rewards very bad plays on a survivors part which is not healthy for a game

  • @Regulus47 said:

    Yeah let's give nurse 5 blinks. Great idea

    You didn't read a single thing past that did you?

  • @Murgleïs said:

    • The best Wesker perk got nerfed (awakened awareness). Even for my Nurse, 20m aura reveal range is very short, flood of rage has unlimited range and is very good with pain res and agitation.
    • The Wesker seems very weak, almost nothing against loops, widows or pallets, no instadown, no mobility to patrol, a huge terror radius
    • At least I had reasons for the past DLC : call of brine (Sadako) flood or rage (Sadako), Darkness Revealed (Dredge), Dissolution (Dredge), and a fun killer (Dredge), pain res and a strong killer (Artist). But Wesker ? There is nothing.

    So thanks BHVR for saving my money.

    I don't really care about the perks and stuff but everything you used to describe Wesker is very inaccurate. First of all his power is the definition of an anti-loop power which can be used off cooldown for mobility. Also as of the latest update, he can damage survivors through windows and at pallets if survivors try to be greedy. Another thing to correct as well, is that yes Wesker actually does have an instant down. If a survivor is fully infected with the Uroburos virus, they are immediately downed if at full health.

    I still don't know why his terror radius is so big...a mystery I guess

  • @IlliterateGenocide said:

    It is technically a nerf, but getting snatched from with the crappy hotboxes was so frustration

    Bumping into things that you aren't even near is also just as frustrating. It was a change for both sides

  • Normally it's just a low mmr thing and I have no clue if it's a huntress thing

  • @R1ch4rd_N1x0n said:

    Nemesis isn't that strong, all it does is change the obsession to whoever stuns you, and makes them oblivious. It's honestly a terrible perk and needs buffed.

    ...I don't think we're talking about a perk

  • @Chocolate_Cosmos said:

    Also It would make them pure fanatasy characters since they would be something like shapeshifters during a match and that would look probably bit silly.

    I wasn't really suggesting an entire appearance change, just a mask change. Kind of like the killer carrying all 4 mask on a belt and switching between them as they pleased

  • @Hoodied said:

    I feel like we are starting to use the term “pay 2 win” loosely here, this is more like “pay 2 have fun” than “pay 2 win” as it trashed camping, but if the killer isn’t camping you are really only gonna use it when looping around hook or to give yourself time to unhook a survivor

    Not defending BHVR btw, I find it annoying how they added an anti-camp perk to try and band-aid camping even though they should give out actual ingame counters to camping as alot of killers are great at camping hooks

    Realistically the perk should have been made an in game mechanic that all players can use, or at the very least added as a general perk not tied to any chapter. That way anyone can get it through the bloodweb

  • I really am baffled by all the people saying Trapper is the weakest killer. It was put best when someone said that he is a 50/50 killer. There are some games where his traps work, they're in good places and the survivors are getting caught in them or you blocked off a pallet. In a situation where Trapper can actually set up fully, he is one of the stronger killers in the game.

    Then there's games where you have bad trap placement, the survivors are constantly disarming your trap, survivors don't go where you herd them. It's overall bad. Especially if a survivor is trying to tail you in swf.

    Either way, he can either be strong or extremely weak. It's a game by game bases.

    To actually answer the post though, Trickster is the worst killer. I love concept and would to play him but it always turns into a crappy time.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127638#Comment_3127638

    Like I said in my OP, I’m mostly playing devil’s advocate here. I just think, based on what I’ve read since reassurance’s introduction, that the consensus has now moved from “camping is fine in certain situations” to “camping is always terrible”.

    The example scenario you’ve provided seems mostly aimed at early game camping, which is of course both incredibly un-fun and inefficient. However making a decision to proxy camp with one Gen left and a player on second stage? I think it becomes more nuanced. You use the word optimal in your post- is camping really never optimal? Or as other posters have alluded to is it worth sacrificing optimal for fun in regards to the health of the game?

    I suppose you could say my original question should be phrased more along the lines of “should camping ever be acceptable?”. But balancing around that is probably much harder and more murky, and on balance reassurance is probably going to be much better for the health of the game. It’s a case of removing some killer agency for a better overall experience.

    Admittedly I've only provided the best case scenario for killers or at the least the mindset they should have going into a game, but of course nothing ever goes as planned.

    To answer your rephrased question, it is simply a matter of intent and context. The why of everything. Why is a killer camping and what caused them to camp? This obviously varies a LOT from scenario to scenario. Applied to your question, the answer will sometimes be yes, no and maybe. To make things short, yes there are situations where camping is the best option for the killer to an acceptable degree, and there's other situations where it simply isn't. Sometimes it becomes questionable even.

    That's why it's so hard for the devs to create a solution for this. You can't punish a player for doing what's necessary because another decided to do the same thing out malicious or spiteful intent. It's not two sides of the same coin, it's every side of the 32 sided dice.

  • So there is a single consistent issue among changes like these, and that is inconsistencies. Camping, slugging and tunneling are all baseline things that a killer can decide to do or not, which leads to the deeper issue of intent, purpose and context.

    On the killer side of the issue, there's killers who engage in these unfun play styles and then there are those who simply don't. Genuinely good killers and bad killers. Bad killers engage in these tactics mostly because they either lack the skill for more efficient play or they're seeking to actively make an unfun experience. There is then good killers who choose more optimal play styles. They don't camp or tunnel if they can help it, but sometimes they are forced into scenarios where it's more beneficial to punish bad survivor plays then to go by the killer guidelines. Changes listed by OP would punish both kinds of killers regardless of intent or context.

    On the survivors end, they make the most of everything they have, and unfortunately would abuse mechanics that went in their favor. I'm not saying it's bad to abuse a game mechanic, I'm saying it's bad when it heavily makes things unfun for the other side. Much like camping, tunneling and slugging ironically. It's also important to remember a couple of of other things: Bad plays should be punished as every reward has its risk, so a survivor shouldn't be saved by the game for making a bad decision. Extending that, it is important to remember that these kinds of mechanics are meant to aid survivors in attempting to counter slugging, tunneling and camping, not outright cancel them out.

  • Trickster to play as, Artist to play against. I love Trickster a lot but trying to play him is a back-breaking experience, especially since I'm stuck at high mmr with him.

    Playing survivor I encounter a lot of Artist for some reason and always never goes well for my team or me.

  • Based on the other comments I'm beating an already dead horse, but killers are already rewarded for not camping as them physically being doing something else is spreading pressure among the gens. They're rewarded by simply being efficient in their game play.

    If you've hooked a survivor just to spend most of your time sitting there, waiting for someone to come for the hook, then you've already handicapped yourself allowing gens to pop.

    The whole idea is to down someone before the other is unhooked, or very soon after. A survivor hooked can't do gens nor can the person trying to unhook them. That's already two survivors not doing gens thus slowing down the game. While they're healing up, the killer should already be in or trying to find another chase. That's optimal and efficient game play a killer can't achieve if they refuse to even leave the hook because they also refuse to actually learn the game or their character

  • Other games utilized something similar to this idea, however there is a small issue with this. Randoms.

    I don't think if two friends are playing together they should be penalized, thus dragging the two randoms down with them.

    If it's 4 man swf then yes I think they should have a slight penalty to compensate, but it gets to finicky if you're trying apply penalties to 2/4 or 3/4 of the survivors.

    Another issueI have with this idea though is that I don't think slowdown is right way. Realistically it just makes the game longer and makes survivors spend more time on gens.

  • It would be nice to know what the definition of camping is in this scenario because face camping isn't the only form of camping. There's also proxy camping which sometimes can't be helped, which also bring up another problem called context. If survivors are making stupid mistakes and being very altruistic, can't the killer punish them for that?

    If I have a survivor on hook in endgame and I'm just an M1 Sadako or Wraith, am I suppose to just walk off to the exit gate or the other end of the map despite having zero tools to down an entire team who's body blocking and dead hard blocking their unhooked teammate all the way to gate?

    Also I do mean just endgame. Killers have zero reason to camp early to mid game.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3123248#Comment_3123248

    Correct. That's why I am concerned about Reassurance and why I specified that we should get rid of scenario's where camping/tunneling is the best option.

    Unfortunately to do that, the devs would have to change or tweak the base game design without directly/indirectly nerfing/buffing either side. If that sounds impossible, then it likely is or maybe it is possible.

  • @Pulsar said:

    Okay, it's still anti-fun and we should try to limit it as much as possible.

    I figure if we make it so that Killers do not need to camp or tunnel, we can then remove their ability to.

    I just don't think a player should have the ability to completely prevent another user from playing the game. That's dumb.

    I think including an anti-tunnel incentive in the tutorial would be a massive help in encouraging newer killers to not camp.

    Realistically as the game is right now, killers shouldn't camp, it's detrimental to their odds of actually winning and getting more blood points. Still we have to accept that there are situations where the killer is forced to camp, specifically in endgame and the fact there isn't just one type of camping

  • @kisfenkin said:

    https://forum.deadbydaylight.com/en/discussion/337863/i-really-want-to-know

    That's the problem. It wasn't just one thing. This update had several major changes to the game that made things easier for killers to win, while also severly nerfing two major crutches that a majority of survivors were using. Most killer mains won't admit it, but the past two plus years have seen a constant rebalancing to appease the killer mains. From my memory it started with additions of hooks, trying to fix totem placement, a revamp of the endgame (adding the collapse) entirely to the benefit of killers, the total annihilation of almost every single item that survivors use (they severly nerfed Medkits, Toolboxes, and using a key on the hatch is a joke now), and then, finally, they got around to the major buffs of this update.

    So, what out of this patch specifically did they do that was overdone? They buffed how fast bloodlust is earned, how long it takes to finish generators, some aggressive slow down perks, and they took away the two things most survivors were using to escape the killer.

    Again, this has been snowballing for a long time. People are only now hearing the avalanche in the distance. I love the change to bloodlust, it is fun to be fast as killer in a chase, and I truly hope that if they revert only the change to generator timers that they might reach a more reasonable balance.

    This is where the argument comes into play because it's turned into another us vs them situation. I don't have as great a memory going back, but every change that you've mentioned, with the exception of the latest patch, all had a reason behind them that wasn't solely to benefit killers.

    Firstly, the totem placements were downright garbage which made many hex perks useless regardless of how much power they had. It's been...better for hexes these days.

    Endgame Collapse was created to keep the game from being held hostage by survivors. When the last survivor was standing, they'd sneak around the map and never been found for ridiculous amounts of time. This leads into hatch also being reworked to guarantee an endgame collapse or a survivor escape, thus removing the ability to take the game hostage.

    Now to the survivor items. Tool boxes were quite powerful for a certain amount of time, especially with brand new part. It made gens take only a few seconds with a certain combo of perks. Medkits are still...medkits? Everyone knows by now that they are the strongest item in the game while a green medkit gives you three heals over the course of a match. Then there's keys. Currently keys can only reopen the hatch in endgame collapse if it had been closed. Before that entire teams could escape midgame regardless of how good the killer was and regardless of how many gens or work was out in.

    Some of these things were made or changed to remedy bad game design that was easily abusable. Others were simply overtuned mechanics that gave a bigger edge than wanted. Moving to this patch, why were killers catered too more? They were quite literally underperforming and needed a lift that didn't come in the form of a bandaid fix perk or chapter.

  • I was like "tell me more" and then I see this...

    I hate it, I hate myself more for immediately wanting to abuse this bug to the fullest extent before it was patched

  • By the logic you're using to apply to Ghostface then Myers, Hillbilly, Leatherface and Oni are also all in need of dire nerfs. They aren't. Applying that logic again and all exposed perks and add-ons also need nerfs.

    If you don't like Ghostface, then you'd hate all these other killers as well to which they aren't even the strongest either

  • Pretty sure that's less of a Behavior decision and more of a licensed holder decision. The devs often can't do anything to a licensed character or their cosmetics without the license holders say so.

  • Why are people so obsessed with sports?

    Why are people so obsessed with movies?

    Why are people so obsessed with horror movies even?

    Why are people obsessed with fishing? I know I'm obsessed so I demand a fishing themed chapter Behavior!

    Aside from that, everyone likes something, even if isn't at the obsessed level which a lot of aren't at that level. Surprise. Be it sports, movies or something obscure, someone likes it all the same as anime.

  • To be honest, I try to play every killer in the game, and for a very long time, I have not touched NOED. If it's there, people will use it, even pros will use it from time to time, but realistically I don't think anyone should care what happens to NOED.

    If you are a genuinely good killer, you shouldn't need NOED. There are plenty of other meta or creative builds to use that you can both win and have fun with. If you do want to use it though, that's fine.

    If a killer isn't all that good at being killer or just started the game, I don't think they should be judged or bashed for using NOED at all, but at the same time, without NOED, all they have to do is get better at playing killer.

    Survivors are obviously concerned with NOED because they're the one's mainly affected, that's perfectly fine. So if NOED was nerfed, reworked, whatever, good for the survivors, killers shouldn't care

    in NOED Comment by dbd900bach
  • Ds is fine and all even if reverted back to 5 seconds but reverting DH back to 1 second? You do realize that completely negates the purpose of trying to take away the thing that made it unfair in the first place right?

    DH was originally made with the purpose of avoiding getting hit, but many survivors use it to gain distance from the killer, normally to make it to a pallet, window or fix really bad mistakes, and the killer could do very little about it unless they were out in the open. The devs, after 6 years, finally said this was not the intended design they wanted for DH. They removed Dh for distance and turned it into an on demand borrowed time. In ptb, you had one whole second of Dh which wasn't as safe as old Dh, but still made up for the same amount of distance. A survivor could still Dh for distance. This is why it's 0.5 seconds. It's only purpose is to tank a hit from the killer for potentially more distance, not just give you on demand distance that guarantees you make it to the pallet, window or exit gate

  • @Marigoria said:

    How are the killer buffs and survivor nerfs good if it mainly affected solo q players?

    Survivors if they work together can actually be fairly competent and despite the nerfs can still win.

    Solo q survivors who can't communicate have a hard time winning as they can't work together very well.

    Simply giving survivors a form of communication would push them at least closer to how a competent swf functions. In summery it isn't the killers fault or the buffs they got, it's the devs serverly neglecting the solo q role

  • @konchok said:

    Solo-q pain is not skill related. There are plenty of bad players that play in a SWF and many good players that play solo. The primary issue with Solo-q is that they cannot play optimally because they cannot communicate. This leads to cases where survivors are left on hook or two survivors go for an unhook together.

    The key is communication. I feel like if survivors not in sfw could communicate at least a little bit would make things much better

  • @LeFennecFox said:

    Survivor is still considerably stronger than the average killer even with these changes while the killers that don't need these changes benefit too much (please nerf blight/nurse addons into the ground).

    The major issue is that now solo queue doesn't have insanely strong second chance/dead hard to artificially extend chases easily. I don't think it's that solo queue is worse it's always been terrible, but the way your average solo queue teammate plays isn't going to work anymore since you have to actually be gen efficient and get good gen spread.

    Having zero information by default about someone else going for an unhook, a slugged survivor, or who is working on gens makes it hard to play optimally. 2 People for a save while another person is being chased means 0 people on gens for that entire length. This is why you run the killer for a minute and when you're on hook you see 3 people around each other after an unhook with little actual progress for the work you put in.

    This is a fantastic example of something the devs could look at. Solo q needs to be refined so that players can work together without having to be swf. This would be at least a start to making the game experience more fun. I do see what you mean though about the second chance perks, solo q survivors are often paired with teammates that are generally not very capable so it helps to have these perks but now they don't anymore.

    Seriously though, one of the key components that makes sfw significantly better than solo q is simply commutation. You physically can't say anything to another survivor unless your in a chat with them.

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