drakolyr
drakolyr
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- drakolyr
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Change it? Ok!
Lets add the effect to other survivors aswell if someone brings it. :)
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3197098#Comment_3197098
Sacrificing is a way to kill a survivor.
Since MMR counts any kill as a kill it doesn't really matter how a killer kills you. Not to say that rank based matchmaking was better, but rank based matchmaking did at least incentives hooks as in order to pip you needed to hook survivors several times.
So as far as the current state of the game goes, the only thing a killer is required to do is kill survivors whether that's by sacrifice, letting them bleed out, or with your own hands.
I actually miss the old system, beside sometimes with some sweaty games, overall it had some casual good ones on both sides.
Miss these days.
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@Sumnox said:
To be fair, I don't even pay mind to 99% of killers. Usually they're just doing their job, and despite most of them playing extremely toxic, they're still a killer whose job is to kill you.
I blame survivors. They're guilty in most cases: Because they don't repair, they waste time, and go down in 10 seconds.
Then again, if a survivor with 200 hours get matched with a tournament Blight, is it really their fault?
So, I guess, it's Behaviour's fault ultimately.
I see the argument "its their job to kill you".
Well actually, their job is to sacrefice you. These days i see a lot of slugging, camping on the ground and moris. And from the lore standpoint, definetly 2 survivors should escape, so their hope is not compromised. The entity doesnt want 4k's. Or 4 escapes for example.
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Not just hooks, its also if someone is sacrificed and on the whole map its way too loud.
Some survivors also moan louder and some scream longer when they are hit. (For example, Rebecca litterly screams 10 seconds loud?)
They should really give some audio options.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3196999#Comment_3196999
First of all, I’m a her..not an “it,” thanks.
Second, me defending someone who is trying to post a positive message and is instead being attacked over not having paragraphs is NOT toxic.
Third, constructive criticism should be just that…constructive. Making mean jabs at someone (rather than saying, hey man..I think your post would be easier to read and process if you made some changes to it) is rude. So point that finger right back at yourself.
I don’t find anything else you said worth clarifying or responding to.
I see no indicator where i should know that you are a her, so i used it.
You didnt defend, you blamed everything on survivors and didnt even respond to the thread itself.
I don't find anything else you said worth clarifying or responding to.
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@shiroo said:
https://forum.deadbydaylight.com/en/discussion/comment/3196374#Comment_3196374
You lost me at above and beyond in being nice.
Like if a killer cannot find any survivors anywhere other than around the hook then they should probably rethink their life choices.
On top of that...camping (aside from EGC) is nowhere near an efficient way of playing. Gens will pop if all you do is hover around the hook.
and if played properly, a camper shouldn't get away with more that 1k.
So to sum up, aside from EGC when a killer just wants to secure a kill,
camping hooks is nothing but being an a...s and ruining the game for one person for no reason whatsoever because by definition this strategy won't win you the game.
Meh, after killer buffs camping isnt that punishing anymore and most of the time leads to 2k's or more.
This argument may be valid against SWF's, which are less than 5% and are in high MMR, which are in the less % of the killer spectrum.
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@MeanieDeeny said:
https://forum.deadbydaylight.com/en/discussion/comment/3196893#Comment_3196893
You guys literally missed the point of the entire message, because it wasn’t typed out to your likings. Typical survivors. Best wishes & I hope you continued to get camped and tunneled. ☺️
The problem isn’t the game, it’s the people playing it the way they do. You all fail to mention what you were doing before you were “camped and tunneled for no reason.” Click click click, tbag tbag tbag. Survivors ruined this game. Someone posts a positive message and is met with criticism over lack of paragraph formation….sigh
Has mean in its name. Check.
Is toxic against people who think on a forum should write readable. Check.
Calls others directly Survivors. Check.
"Positive Message", not at all. Your answer too.
@topic
I actually readed trough it. But you say we should be positive and do something without devs, yet your first phrase after that is "having 2 gamemodes". Which only Dev's can do.
Also both sides can be toxic. And on a special note, if a killer dominates a game and is toxic, survivors are completly helpless. If survivors are toxic, killer still can do something untill everyone is out.
So trying to do a positive message but only playing survivors. Eh.
Us vs them doesnt help anyone.
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Since they buffed killers, now they can reduce BP gain from tunneling and camping massively.
Also in that regard, tunneled survivors should get a free of the record base kit, after they are hooked fast again.
Dev's probably love their unfun game mechanics, like camping, tunneling and being slugged on the ground.
On the other side its clicking, survivors standing at the exit gate etc....
No wonder this game has so much toxicity, when dev's actually want that.
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Hiding is a base thing and survivors want to avoid being chased or hit. So its good as it is.
Also it even counts to your points or badges at the end if you are hidden near killer.
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Yeah, i mean killer can autotrack hits as subtle cheaters.
I think killer hits should be nerfed aswell, that they dont count when you hit. Until subtle cheaters are dealth with.
PS: Sarcasm
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The only thing it should change is that you are no longer infected on hook.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3187671#Comment_3187671
You’re still giving survivors more pity escapes when they haven’t completed all their objectives. If the survivors are being seriously outplayed, they should lose.
They didnt lost. Stop making that point. Its a game flaw, which game since killers got buffed.
Wait, i use your own logic.
All gens are done, killer didnt kill anyone. At this point survivors should just automatically escape after the last gen. Since, the killer lost. He didnt played good.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3186402#Comment_3186402
Calm down. I agree with you.
I'd sacrifice my own bloodpoints to escape this situation as well. Sometimes I even experience internet connectivity issues in these spots after a couple of gen patrols (they remain untouched) because I know finding the hiders and ending the game normally can often take longer (much longer) than the 5 minute penalty.
It annoys me to no end because when I play survivor I don't do this. I get caught on a gen and have 1 last chase with the killer before the Entity takes me and I can go next.
I thin they should allow to open exit gates from the killer side. So they either can give up or try to catch them at the exit gate.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3186281#Comment_3186281
If the killer is being seriously outplayed, should the game auto kill two of them so the game is a "balanced" draw?
Killer already got a buff in that direction. Also buffing survivors to do 4 gens while only 2 are remaining, is still not a free escape. So your argument is ridicoulus.
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I think since MMR, the toxicity even skyrocket.
You cant really play casually anymore, you either get stomped and toxic from killer or the other survivors are toxic or cry in endgame chat cause you dont play like they want to.
I really wish the time before MMR back. Its just not a good match making system, especially when it doesnt consider things like looping time, how many gens you've done or you die near exit gate open. (Or you hooked every survivor twice and then let them go)
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3186063#Comment_3186063
Survivors already have a pity escape chance with hatch, and another pity escape chance with the gates if hatch is closed. How many additional pity escape chances do you want for survivors to have? At some point, we have to accept the fact that if the survivors are being outplayed and have no hope of completing their objectives, they should be losing the game.
Alternately, if a survivor gets a pity escape, it should count as a win for the killer. I wouldn't care as much about pity escapes if they didn't affect my MMR.
Maybe you should also escape that killers aren't supposed to 4k every game?
Technically its 2 escapes and 2 deaths. Which is a draw, which is the balanced state. Which i still think is the dumbest thing MMR is doing anyway.
It can happen very fast that 1 survivor is giving up or disconnecting and the other is tunneled out.
And sorry, hard force tunneling or camping isnt a sign of a good killer. Hatch is also not, but the point is that people keep playing.
Proofing the point already is the long queues Killers have... i guess they will get longer.... and longer...
Issues need to be adressed.
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@predalienman1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3186073#Comment_3186073
Oh I totally felt the 2.5 percent gen kick buff
You are in a discussing Forum and cherry pick your things in this whole thread. Maybe get some steam out. Play some solo q aswell and try to see for everyone.
You came here not to change your mind, you came to complain and stating your opinion is the only one.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186063#Comment_3186063
yes, let’s reward the side for losing
The funny part is, the same could be applied for a killer who didnt got kills and now the exit gates are open. Why reward killer for losing? I want my off the record and other perks activated. Since the killer lost.
See? Its not a lose.
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Oh and on a side note about Tool Boxes, Brand new part etc:
I think its the same when the killer brings Irisident addons. Its just harder and gives a boost.
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@predalienman1 said:
I am tired of people telling me this game is killer-sided after the recent patch, I really am. Solo-survivors playing casually crying about killers being too strong after losing to (I KID YOU NOT) a goddamn Wraith of all things is so cringe I have no words.
People complain about STBFL, Devour, Make Your Choice, Starstruck and the list goes on. What I do not understand is that, why are people complaining if all of these (and many more perks) have counterplay. Hexes can be cleansed and therefore gone forever(unlike a certain surv perk that can be placed at the edge of a map AND replaced at will), STBFL can be countered with correct bodyblocking (I guess that requires teamwork and knowledge of the game, oh no) and as soon as people know about Starstruck they can just split up and never come within a kilometer of eachother. (Needless to say all of that is 10 times easier while in SWF).
I do not think killers are THAT weak, but there a things survivors can do that have 0 counterplay if you are not running top 3 killers and sweating out of your mind.
I am gonna go over some points which are brought up often to make clear how I feel about things.
-Godpallets. Yeah, Blight and Nurse can ignore them (the first one only to an extent), but you know who cannot? Every other killer in the game. You just have to loop around the shack\rpd hall\main buildings in general. And it is gonna take you a good 3 to 4 loops around the structure to get the pallet out. (While 3 people are hammering on gens, most likely). And there are maps there these pallets can be back-toback-to-back, like Eyrie of Crows or RPD.
-DH. Yeah, you thought that was a nerf? I agree only 50% on that. DH is still the same second chance perk it always was. Yeah, it does not give distance now and does not let you dodge doctor's shock\slinger's shot (Imagine playing around something). People are still using in exactly same situations to avoid hits and make 50-50s into unwinnable situations. Oh and speaking of that, people can now take one-shot hits with DH to cover their team. Remember the times when people lined up to protect someone at the endgame? They can now do it while injured with enough practice, so you gotta eat through 3 people with 3 deadhards, so the kill-denial game is stronger than ever.
-Genrushing. But OP, the gens are now 90 seconds!!!!How can people genrush?????? In the current patch there are games with the first gen being doing within a minute. If you don't believe me-go believe YouTube. Prove Thyself still exists, BNPs still exist, toolboxes still exist, and while overall regression perks have gotten better since they are percentage-based, so did BNPs, which are also percentage-based. I personally won games with people having 4 bnps, but it was pure dumb luck on my part (finding the first person quickly and snowballing from there). If that does not happen-the game is pretty much going downhill, especially on larger maps.
-99% exit gates..should not be a thing in my opinion. I don't think it's powerful(aside from denying BloodWarden and purple nemesis addon), it just makes the game very lame in my opinion, making situations where you are held in the game for far longer than you should be is tedious.
As a bit of a side note, I'd like to address complaints about Overcharge\Call of Brine\Eruption. This one is just funny IMO. A killer needs to have these perks in the first place, get to a gen in time and kick it to activate them(Eruption takes kicking several gens on top of needing a down to activated effectively). Even so, against people with 1 brain cell it will proc only once (or maybe never, since it's effect is felt immediately and if you are hit with it once you will just let go of any gen you are working on so you don't get incapacitated. And you know what survivors can do to stop overcharge\call of brine combo? Touch a gen for exactly a millisecond. Hell, people are doing this during chases ffs. I will not get into the new survivor meta, since people already figured it out. I do love me some people healing in my face at the speed of sound, while being on an entirely safe loop.
Before you start typing these very smart and original comments of yours, I have been playing this for almost 500 hours, so do not come at me with that "you have not seeing anything yet" type speech, I have outplayed and killed people with 7k+ hours and recieved #########-talk for doing so (while running a non-meta build, mind you). For most of the time when I was not burnt-out I got to Iridescent rank 1 and I have purchased and played every killer, so I am not entirely clueless as to what I am talking about.
"Before people come with smart and original comments..."
@predalienman1 said:
https://forum.deadbydaylight.com/en/discussion/comment/3185876#Comment_3185876
I will feel better if someone actually tries to change my mind.
You dont really want your mind changed.
Just because some killers have it hard, doesnt mean Solo Q isn't terrible. And people should still and can complain.
Also it was disproofen that killers face high MMR SWF's all the time, its a small percentage.
Whataboutism doesnt help.
I agree that some killers need some help, but Solo Q was ignored a long time ago, even before the killer buffs. They need the buffs the most right now. After that we can look at the weak killers.
Even tho they atleast got buffed recently, agree?
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@Coffeecrashing said:
When the game is down to two survivors, they can start getting crows if they aren’t repairing generators for at least X seconds every Y minutes. The crows can start going away if they repair a generator for a few seconds. The crows will completely go away if they are in a chase for a few seconds.
BHVR told us they wanted solo q survivors to feel more like a team, but the hatch mechanic and MMR systems give a “every survivor for themselves” attitude. BHVR even gave survivors multiple perks to make it easier to hide all game and try to escape as the last person. And adding survivor icons or voice chat won’t fix that. In fact, adding voice chat to solo q would probably just cause the last two survivors to yell at each other because both of them want to hide so the other survivor can die.
To be honest, this AFK Crow feature is not good. Why punish survivors even more if they have a hard time? Instead they should get to the core issue and buff them, when for example only 2 are left.
Lore wise, it would also makes sense. The entity feeds on hope, not on totally death.
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They should add more Gens on the map. Right now they are adding Hooks nearly every 2 meters, so it would also makes sense to guard more gens. So 2 guys actually can sit on gens.
Also if survivors have many gens left and 2 are dead (or 3), then the remaining survivor should get a "hope" bonus. Like you repair generators faster, you can also safe without being grabbed etc.
That would lead to more open survivors.
The problem right now is, 2 survivors is not lost. But at 4 gens, you cant do much. Especially with a fast killer.
Killer wanted endgame buffs, were they are the weakest. Many perks deactivate in endgame for survivors now.
Now i want survivor buffs like this, were they are the weakest. Its only fair.
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@Brightened said:
https://forum.deadbydaylight.com/en/discussion/comment/3185067#Comment_3185067
I mean I think it's good for the randomization so people don't get an overbearing amount of flashlights, but it just takes so long x.x
Meh, thats a bad reason.
On 50 bloodweb, you atleast have a choice what do you want and can skipp stuff.
Forded prestige costs 20k and doesnt help and gets only grey items, which i honestly never use.
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I only got it, cause one teammate, Ada killed herself so i could get hatch last minute against a deathslinger.
Sadly the ada was on console, but i tried to thank her so much.
Thank you console ada, you made this challenge for me. <3
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its even more bad now, you need to prestige and then you get even more boring webs where you need to fill anyway anything.
Bloodwebs are such an outdated thing and i dont get why they still use it.
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Sadly everytime i got such teammates, the killer either doesnt see it or abuse the hell out of it. *Sadface*
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@NuKeD said:
https://forum.deadbydaylight.com/en/discussion/comment/3184277#Comment_3184277
https://forum.deadbydaylight.com/en/discussion/comment/3184836#Comment_3184836
never claimed i wanted to reach high MMR, i'm just complaining about how this game feels once you get there. it becomes a sweaty tryharding sh*tshow
Honestly? Still you are ingame and can play. Most of the time in my solo q's, i sit on the ground or on a hook. And then i dont even get bloodpoints.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3182612#Comment_3182612
Go play killer and keep that energy.
Go play solo q and keep that energy.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3182715#Comment_3182715
I know what you mean, but on one hand gg is something like a universal phrase to say after a game. Even when I dominate I say gg; a few times survivors objected, but I asked them "what else should I say,bad game? Yall gave your best".
A few times when I not only dominated, but utterly stomped the survivor team I might say something "oof, sorry about that, but gg. GL and HF next game"
From my experience, if you wouldnt write gg, it would be better.
Its sometimes just rubbing salt in the wounds and is more passive aggressive. But just my opinion on it.
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To be honest, most of my games aren't gg anymore. So thats why i dont write it.
I only write it when i mean it.
Mostly i write it when my teammates dont sabotage the game and the killer played fair.
But with the state of solo Q, most of the time it doesnt feel like a GG.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3182191#Comment_3182191
You couldnt mori on first down, it was after first hook.
I still maintain my point is valid and fair based on the premise of your point.
After first hook is still broken as hell. Especially if you can mori every survivor.
Also again, like above, it was possible way back.
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@gatsby said:
I am a very high MMR Survivor player that has been really appreciating the 20 second queues and constant 100% bloodpoint bonus.
My teammates are usually competent and I have a 40-50% escape rate. It honestly feels like MMR only works for Survivor teammates and just gives me random average joes for Killer.
How do you know you are very high MMR? Other than using cheats its just a clame that cant be proofen.
I'm btw a high MMR killer and i kill every survivor in 2 minutes in every match. And killer should be nerfed. /s
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@tippy2k2 said:
If a survivor attempts to snitch on his partner, I'm going to make sure the snitch dies. Snitches end in ditches bro!!!
However, if you're asking that I don't ever allow anyone to escape (including the last person I absolutely have dead to rights), that's gonna be a big No Go. I have my own internal rules for when people are given the mercy escape and I have no intention of changing that, even if it makes the other survivors who I have killed and may be watching feel bad.
The onyl thing i like to add here, some killers think its the other guy who's a snitch, while hiding so the killer teams up with the "non snitch" to get that guy out.
Other of that, its ok when the killer picks a favourite.
Its just funny if you loop a killer all game and he wants to kill you to give the hatch to a guy, who didnt do a single gen. XD Thats the only thing frustrating, cause it feels like the other didnt deserve it at all.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3180330#Comment_3180330
Ok so let me clarify, hatch is a path for escape. You are suggesting that because hatch only spawns for the last survivor, the killer should only be able to mori the last survivor.
I am also assuming this mori can happen regardless of number of hook states since there is no gen requirement for hatch, and at that point the survivor is essentially on death hook regardless.
So by that logic you are tying the ability to Mori to a path of escape.
Following along that path, once the doors are open all survivors have a path to escape, therefore the killer should be able to mori any survivor they down.
Furthermore you are forgetting that Mori's actually got nerfed first.
Along with the old hatch mechanic of multiple survivors escaping with a key before all the gens were done (Bypassing a substantial portion of their objective), killers were able to Mori after having hooked someone once (Bypassing a substantial portion of their objective).
They nerfed Mori's to their current state, making it so survivors could bypass part of their objective but killers could not.
Then they nerfed the hatch and key mechanic to a state that i would argue is pretty balanced with the current Mori system, as no one can bypass a large portion of their objective.
That being said to balance it out 100% they could make a secret survivor offering like the mori offering that would make the hatch spawn when the gens get completed that acts as a 3rd door that can only be opened with a key, that would allow any survivors to escape through it until closed by the killer.
Yeah, cause mori on the first down, was needed for the moris? Cause killing someone after downing him instantly is just broken?
My point was with the Mori, if only one Survivor is allowed to escape trough hatch, Killers shouldnt be able to Mori every survivor after second hook.
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3180330#Comment_3180330
But not automatically as Initially and, to be Frank, abysmally suggested by BHVR. How they thought a good way to balance the scales was to give killers who most of the time in this situation would already have a 3k anyway, even more pressure in an often insurmountable situation boggles the mind. The sole survivor needs a fairer chance, given how quickly the killers are getting to the hatch and how infrequent keys are in trial, not less.
It would make more sense to mori the first survivor on the second hook, than the last survivor. Thats true.
I still think survivors should get speed on gens and healing if other survivors are dead. And if the last survivor is alive, he should get up alone.
This way balancing killers at the start would be easier.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3178048#Comment_3178048
Ok i will play along with that logic.
If that is the case then once the gates are open, since all survivors can escape, all survivors should be able to be moried regardless of number of times they have been hooked right?
You dont use the logic at all.
It was said, Hatch is the same as Mori on the killer side.
Since Hatch got nerfed to only for one survivor, killers should only be able to Mori the last survivor aswell.
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@SuzuKR said:
Uh. You do realize this is literally a strategy this game and multiple killers are is balanced around, right? The counter is picking them up, which means they didn’t get a hook state.
You know, perks can be changed, some killers powers too. Also if you mean twins, that means, they still have enough time to pick the guy up they just downed.
Also some "strategies" changed cause of patches.
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@kingcarl2012 said:
https://forum.deadbydaylight.com/en/discussion/comment/3176836#Comment_3176836
Ummmnm... they dd nerf Mori you can only mori when the survivor is on death hook, how much more nerf can there be?
If only one survivor can escape trough hatch, then only the last survivor should be killable. Also when its the only one left. Otherwise its not an the same.
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@Gravewalker200 said:
https://forum.deadbydaylight.com/en/discussion/345581/can-we-remove-the-broken-key
I guess i may as well ask now since I did take a break for a long time. What was the hatch nerf and key nerf again? I never really noticed a change since i dont use them much
Well they nerfed hatch so it only spawns at the last survivor alive. Also they added 5 seconds to open the hatch.
Before you could actually make a 4 man escape with hatch.
Well.. didnt they say that Mori's will be nerfed in return? Cause they were the "hatch" on the killer side?
Instead nothing happened and now they want to make a free mori at the last survivor.
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If it would spawn with addons, it would be helpfull. But it doesnt.
But i need to say, i dont get why we have grey items and the "green key" isn't even green, its grey.
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Well appart from the video, the bug is still there.
You get actually robbed a lot, and i think its more of a map problem. Cause on the game i dont have that. But on the silent hill map i have it so often. I guess the map is just not good programmed...
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3176363#Comment_3176363
Any benefit of you knowing someone is chased is irrelevant. You are downed and dying, and have to wait for someone to save you anyway. It doesn't make sense lore wise, and it would help TREMENDOUSLY towards the rampant cheating going on with Killers and Survivors working together at the end in Solo Q.
Funny you say that it doesnt make sense lore wise, while first you were complaining about the abusing part.
The information is usefull, you can relocate yourself. Maybe you play with someone else and can give additional stuff.
Your passive perks still werk, maybe help someone who is in chase.
Maybe you want a good timing to stand up (because you have a perk for it). etc
It doesnt happen 100% of the time. Nerfing doesnt make any sense.
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Before the hatch nerf, teammates could tell me where hatch is.
Even now, it gives you information, for example, if someone is chased.
If you had bad experience about this, doesnt mean it needs to be removed. It has it advantages.
Sadly nearly everything can be abused in a negative way. Sandbagging both killer and survivors can do that. etc
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@NemmyMan3000 said:
Why do you feel the need to abuse it when you're losing?
Using a perk is not abusing.
Survivors are only losing if they are dead. Otherwise they are still in the game.
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3168129#Comment_3168129
I had a terrible game as Huntress where I couldn't land a single hatchet to save my life. All gens done with like two hooks. A bunny Feng decided to give me a pity hook with maybe 30 seconds left of EGC.
I had Blood Warden.
So you got a pity 4k? XD
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3172795#Comment_3172795
You personally losing 80% of your games does not mean that as a whole survivors are losing 80% of the games.
Not saying that solo q doesn't need help, but you struggling to win games does not show there is an issue.
Same could be said on the killer side, for example your opinions.
But saw plenty of threads about this issue. Also my friends who play survivor have the same experience etc.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3172748#Comment_3172748
MMR was a pretty significant change to the game. Let's not pretend that MMR didn't give killer harder games than they were getting with ranks based matchmaking.
Let's not forget boons got added to the game and CoH had to get nerfed twice, because of how strong of a perk it is.
You can act like nothing had changed since Jan 2022 and that kill rates were just the same the entire time, but you would be living in a fantasy world.
MMR also affected survivors.
Exactly, CoH got nerfed. Noed for example, is strong since years and they dont want to nerf it.
Both sides had changes, but the recent changes nerfed survivors, made a meta shake up (also only for survivors) and honestly? Right now the kill rates are higher than they should. I loose 80% of my games in soloq.
Something should be done right now. Solo Q needs it and most SWFs who are 2 stack or 3 stack too.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3172049#Comment_3172049
Early game is the worst part for all Killers. You have no pressure and everyone can split to do a gen. If Survivors play well or spawn well they can just:
- Finish a gen before you can even found someone or almost finish it
- Find one Survivor but the rest is working on different Generators and by the time you finish the chase and hook them you can lose 2-3 gens, which is massive.
Some slow / weaker killers would need this but I can see on top tier killers... they don't really need this.
With that logic, survivors should get a buff everytime another survivor dies, cause its the worst part for the other survivors.
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Also some perks should be basekit cause noone use them anyway. On killer aswell on survivor. They are baby killer/survivor perks you dont need anymore if you know how to play the game.
@ThiccBudhha said:
No. I will keep asking. The game design is outdated, fam. We do not need a dozen usable perks and a few dozen filler perks. Some of these that nobody would ever select should just be base. The game would feel a lot better. Specifically for survivor.
Yeah... also the meta shake up was just for survivors and not really for killers too lol
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@Grigerbest said:
https://forum.deadbydaylight.com/en/discussion/comment/3172654#Comment_3172654
My quote: "Don't get me wrong, I'm ok with survivors hiding, it's their work to avoid the killer"
But, quote: "I'm not a baby hag, not a single gen completed or being worked, 2 survivors are dead and I have a full web of traps with 4 generators in it. This match was clearly over."
Besides, in end-game chat they told me that they wanted me to dc, coz they don't like hag.
How many bp I can't remember, but they didn't even touched any gens when second Feng died. For the last 26minutes I was searching every single gen, locker, bushes. Gens were at 0% everytime I passed by. It's got me really angry, I already knew, that these jerks trying to make me DC.
Yeah i understand that is 100% just being abusive. But saw many posts on this forum that even the slightest bit of hiding is considered keeping hostage etc.
But on one note: Traps can be avoided if you crouch. So that shouldnt be that much considered when they crouched and hide.