landromat
landromat
About
- Username
- landromat
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Ace in the hole, Appraisal, Plunderers, Sprint burst
-
@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2135635#Comment_2135635
Deathsquads or sweat teams are rare though bro. People can think they are going against sweat teams when it's their own skills that are lacking behind them. Why is my win rate 99/100 games? Their are people who's win rates are insanely high. Pro vengeance almost never loses games either, and a lot of other players don't also. Solo's aren't suffering. Nobody is suffering from SWF's. We don't need to balance around a non existent margin, because actual sweat squads are rare in the first place. In terms of solo's do I think Kindred should be basekit? Sure, but everything else is fine.
Again cheating is rare so it's fine. I got you
-
@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2135617#Comment_2135617
So what you're telling me, is that you want easy games every game? Do you not want to get better at the game? What am I missing out on here?
SWF is the reason why solo survivors suffer because it's impossible to balance around swf and solo at same time. SWF is bad for both sides. That's what you're missing
-
@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2135595#Comment_2135595
I get beat by deathsquads too buddy. It ain't just Otz. It's everybody that gets sweaty teams sometimes. How rare is it though? Pretty rare. Why complain about something that doesn't happen frequently?
Cheating is rare. Let's just close eyes on it. That's your response
-
@GodLikeTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/2135557#Comment_2135557
The thing is, is that com's aren't that hard to deal with. Sure the game isn't balanced around com's and SWF but the thing is, is that once you become good enough as killer. The information part for the most part becomes quite useless, and plus like I've said before most teams don't even use comm's acting like a tournament team. They usually use it to talk about random stuff.
Check otz last streams when swf beat crap out of best killers and tell me again how it easy to deal with swf. You want to tell me if not every team doing this it's fine?
It's like telling not everyone would check opponents hand, some are just having fun.
If not all SWFs are sweaty that doesn't mean SWF is magically become balanced and non-problematic because of it
-
Can't play without Ace in The Hole. Items without add-ons are disgusting
-
Release freddy with his end game perks. He sucked so much he needed it
-
@Fiaking said:
Was it only fast vaults? As me and my friends have found out on custom game have found that fast vaulting across the map doesn't trigger loud noise notifications. We never checked lockers, sc, or pebble.
I never checked too
-
I'd like ban system for killers so they can ban 2 maps
-
@Palkia123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2134631#Comment_2134631
And SWF that want to just have fun get punished to ######### for nothing
SWF is advantage, no matter youre sweating or not. In game advantages must be compensated
-
@ThatOneGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/2134332#Comment_2134332
I was playing the new killer....
So you complain about slow killer being slow?
-
@Palkia123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2134624#Comment_2134624
So we get a 40% decrease if the killer is running thanatophobia and were all injured? GGGRREEEAATTT
Yeah, that sounds GREAT for sure. Sweaty swfs will get what they deserve finally
-
@Palkia123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2127038#Comment_2127038
I'm sorry did this mother ######### just say SWF that want to just play the game to have fun get an instant thanatophobia stack?
yes
2 stacks to be more precise
-
Yeah we need this because sometimes your teammate can loot a chest and good luck finding it even with plunderers
-
@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/2127038#Comment_2127038
This still punishes solos while also punishing people for wanting to play with friends.
If I'm a soloQ teamed up with 3 SWFs, I'm still suffering the effects of them having basically thanatophobia on them. And then if the Killer brings any other slow down perks? Yeah, my team is basically useless for gens at that point.
Likewise, my friends and I would always have a thanatophobia effect on us? Yeah, that's really fun to work against.
SWF has advantage so why not? It not punishes solos. Just compensates advantage swf has since you're already in advantage by playing with 3stack.
Killers are punished just because people want to play with their friends and this is bullshit. Better punish survivors who plays together instead of killer. seems fair for me
-
Welcome to the club
-
@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2124298#Comment_2124298
80% survivor main btw
and i play killer more
-
on release you didn't have to unlock perk slots after prestige. THey changed that for some reason
-
Im in process of p3ing all my survivors for some reason. Then i'll get all perks on them. only claudette and dwight left for p3
-
I have it too for some reason. Got her with shards
-
@Viktor1853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2132754#Comment_2132754
thats forme 2 years ago
And
gasp
are still damn same.
She's like this from Dedicated servers release. They broke her and never fixed again
-
https://www.youtube.com/watch?v=JDLhNcWcMYU@Viktor1853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2131373#Comment_2131373
why dont you make a video of you where you. Play as huntess at red ranks and see how broken huntess is
broken means not workins as intended, not Op my friend
-
@WickPJ said:
https://forum.deadbydaylight.com/en/discussion/comment/2132728#Comment_2132728
Okay so because I did 4k I am a camper and tunneler?
Yes
-
If you 4k youre camper and tunneler. Turn off chat and keep going
-
That's a nice idea for a hex. Even if it last 1 minute it will deal some damage
-
@Viktor1853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2130648#Comment_2130648
thats not huntress fault. Thats the player fault and that dose not make huntress op
She's not op, she's broken. Yeah that's my fault i got hit behind the wall you're right my bad
-
Doc is boring. He denies you one of the chase mechanics and eventually catches you so you have nothing to do but hold W
-
Just delete it and replace with different perk like they did with Ruin. We don't need survivors pulling free escape card from their asses ignoring hitboxes
-
@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/2129376#Comment_2129376
I've got all the set up for streaming on Twitch (sans face cam) and even not counting that have recording software. I just don't fire it up when I play because I'm playing for fun and the majority of matches I do play are not worth recording.
But every so often you have that one game where dumb and or insane things happen and you wish you had it recorded... .
https://forum.deadbydaylight.com/en/discussion/comment/2129388#Comment_2129388
This is the first I'm hearing the "check point" idea. One thing to keep in mind is that new people are always coming into the game and onto the forums so ideas that are old hat to you are new to them. I only recently started the game, end of 2020, and have only been on the forums for a few months as of this posting so I'm trying to play catch-up on a lot of things.
I'm not really sure how I feel about having Ruin, even a weaker version of Ruin that stops at key points, being a base-kit sort of thing. It always feels bad as Survivor when you get a gen to the high 90% of completion and are then chased or, worse, grabbed, off of it and when you can finally get back around to the gen you find no other Survivor came by in the time you were gone and it's now either totally dead or in the low 20%. I've been there as Survivor. It makes me want to cry when it happens.
So if there were check-points there would need to be more of them and not less. Maybe something like every 15% was "banked" unless the gen was in "regression mode", which is either active Ruin or having been kicked and not repaired since the kick. It's easy enough to gain 15% and being caught out between those marks won't feel as bad when you can get back to the gen as Survivor. It's also give Killers a bit more reason to kick a gen after downing someone, because if you can get it under one of the check-points before another Survivor comes along and then bother that gen again once they you get more regression.
The only issue when it comes to having check-points is how it would interact with Surveillance. Maybe add in a fourth color for when a gen hits a check-point instead of regression being stopped by a Survivor? I'm not sure if they go from white to red if they hit zero or not or if they hit yellow for a moment before going back to red. Maybe when it hits the check-point it just goes right back to red without having been yellow. Bit of an odd duck.
https://forum.deadbydaylight.com/en/discussion/comment/2129599#Comment_2129599
The repair speed hinderance shouldn't be too high, and I think 30% is just too high. The point isn't to prevent Survivors from repairing gens early to but make the game more fun both both sides. Also I think the main two conditions should be either to escape a chase or change health states. so if the Killer finds you and they either choose not to chase you or do chase you and you slip away you're no longer hindered. It's basically to same as having started the chase but doesn't take into effect until the chase is over.
And really almost anything that gets people to Do The [bad word]ing Bones is a win in my book. Helps me as Survivor, fewer chances for NOED, and helps me as Killer, keeps them off gens for some time.
https://forum.deadbydaylight.com/en/discussion/comment/2130010#Comment_2130010
When I play Survivor I'm pretty much always playing Solo, very rarely do I ever get to play in a SWF. I'm often teamed up with two and three person SWFs though. You are ignoring that if you do anything to a less than four man SWF you'll be hurting Solo players.
I consider myself to be a Killer Main, for every Survivor game I play I play maybe five or six Killer games. Having said that I still say that we shouldn't try and nerf SWF but instead should in some way buff Solo. And then once Solo is on-par with SWF and Killers are starting to underperform then we buff Killers. At no point in time should there ever been a penalty for playing with your friends. For every team of four de-pip squad hard-core gen-rushers out there there are many more teams of four friends who just want to casually enjoy their game of cat-and-mouse together with someone they don't know as the Killer. There is no way for the game to tell two groups apart so anything you do to one will impact the other and make it less fun for the casual people.
And if I haven't made it clear yet my whole goal is the make the game the most fun it can be for everyone. I know you can't totally please everyone but you can make it so that there more people that are happy than there are people that are unhappy, and punishing you for playing with your friends isn't the way to make people happy.
Unless they are the sort of people who like that sort of thing that is. Which I play Dark Souls so... .
https://forum.deadbydaylight.com/en/discussion/comment/2130286#Comment_2130286
In my example game on this very post I have that exact scenario you talk about early in the game. Getting the Tinkerer proc and bothering two people on a gen, hitting one before looping back to the other person to chase that person off as well and getting a hit. That gen didn't get finished until later in the game. Ruin did it's job and I did mine. I was putting pressure on people to give Ruin time to work. I wasn't always bothering two people at once but I was constantly in chase and I was getting hooks often enough that it didn't feel too bad. At many points I knew where three or all of them were at because of various reasons and most of those times the answer could be summed up as "Not on a gen".
Ruin didn't go down until three gens had been finished, and by that time I had single hooked everyone, second hooked one person (who was saved in the middle of ->) and was in chase with a third who I'd already injured and was in a good position to down because they were in a dead zone.
My problem was that I felt like I was applying decent pressure and gen were still getting finished so fast. There never seemed to be any time only one Survivor was working on a gen, it was always at least two people, so I was really sure it was Prove Thyself but it wasn't.
I will freely admit I'm not the best Killer player, and that I have a lot to learn and get better at. But saying basically nothing more than "Apply more pressure" is not constructive advice. How can I apply more pressure? Without tunneling someone out of the game how can you apply more pressure when there is only one of you and four of them? Slug? Because the answer always seems to come back around to either tunneling or slugging and I don't normally do the former unless someone has been toxic and I don't do the later for a 4k but will do it sometimes to slow things down a bit.
https://forum.deadbydaylight.com/en/discussion/comment/2130515#Comment_2130515
A minute is a long time in this game and 50% is super punishing AND being Oblivious is basically a free hook to every Killer ever, the only reason it's not broken on Nightmare is because of the kid's song. If this was done only the extreme masochists would ever play Survivor and that'd kill the game more than the lack of Killer Players ever would.
Being hooked should already be punishment enough for getting caught, no reason to slap on a repair penalty as well. And, again, a minute is a really long time in this game. The Haste effect is also better than D.S. and is really what D.S. wants to be: true anti-tunnel. You can't get tunneled if the Killer can't catch you after all.
If you gave Survivors a reward for others dying it would encourage them to be less helpful to the teammates while at the same time also encouraging Killers to slug more often. While the idea seems nice at first glance it isn't in-line with what is intended to be normal gameplay.
I'm all for adding to base-kit gen kicking. 2.5% is really reasonable, I normally say maybe 1 or 2 personally but 2.5 isn't a bad idea. But this topic isn't about base-kit kicking or regression, no matter how many people keep bringing it up. If you have an active Ruin the whole game kicking never comes into play.
If this was done then everyone would switch to using Brand New Parts the way I use Brand New Parts: for the last 25% of the gen, making it pointless. I pretty much always wait to use my toolbox to finish a gen, this includes when I run B.N.P. so making it highlight a gen does nothing to it, unless you also add that it can only be used on a gen under 50% or something like that, which would be a big nerf.
I don't mean to be mean and just shoot down all of your ideas but my goal is to make the game more fun for both sides, not just for Killer. While it most likely won't be possible to make things fun for Killer without making them harder on Survivors in some way there should be something that can be done to make it at least some what more fun and interaction on the Survivor side. Just slapping penalties on them is neither fun nor interactive.
https://forum.deadbydaylight.com/en/discussion/comment/2130540#Comment_2130540
Lack of mobility with stupid large maps. I was playing a slow Killer as well so "lack of mobility" was probably a key factor in why the gens felt like they went by so fast.
https://forum.deadbydaylight.com/en/discussion/comment/2130572#Comment_2130572
I'd rather not get quick time events please. They are one of the things that is putting me off of Home Sweet Home: Survive. I don't mind skill checks because it's the same key every time and you get a good warning. Having to worry about what key to hit is what annoys me about Q.T.E.s and what H.S.H.:S. has going for it, being either "Q" or "E" is not fun to me.
I'd be all for adding more skill-check to gens, but have it so that only a few of them have the "Great" area on them, being more like an Overcharge check or an Autodidact one. Because if they are just base skill-checks having more of them would defeat the purpose because good Survivors can hit that "Great" more often than not and those 1% jumps add up over time. This would interact oddly with Stake Out but it could be changed to say like "for checks with a Great area Good" or something.
Buffing solo means buffing 2-3 man swf then by your logic
-
@Viktor1853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2130152#Comment_2130152
how is huntress broken
latency shots around the corner
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2130146#Comment_2130146
Everyone uses BBQ. Should it be nerfed?
A perk being used a lot doesnt mean it is op and needs a nerf.
ok bye
-
Huntress is broken Nurse is overpowered
Cowshed and and pantry are cancer
-
@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2130070#Comment_2130070
Seeing as nerfing Iron Will would be nerfing Spirit's only form of counter (that already gets hard countered by Stridor), I think we should probably look into implementing some form of actual Spirit counterplay before we nerf what is probably the most unproblematic perk in the survivor meta (which is already small enough as it is).
Iron will is top 3 meta perk, lets be honest. And yes. Spirit needs nerfs
-
@SkeletalElite said:
So for a long time I thought about stake out as a total garbage perk, you get a token for every 15 seconds you're in the killer radius and the tokens convert normal skill checks into great but this perk has a little bonus effect.
It increases the bonus progress gained by 1%, the normal bonus progress is 1%, so it doubles it. Instead of saving .8 seconds you save 1.6 seconds of repair so if you can hit all great skill checks speeds up gens by an average of an extra 5.1 seconds. (8% skill check chance per second means average 6.4 skill checks for 80 seconds of repair) not to mention the other affect this perk has actually makes hitting great skill checks a little more consistent since you'll inevitably have a couple tokens to use as a safety net.
If you bring a toolbox it gets even more spicy since toolboxes double the chance of getting a skill check (16%) after the midchapter they will increase the skill check chance of toolbox repair to 5x (40%!)
For comparison prove thyself speeds up a 2 man repair by 6 seconds and that's ONLY FOR COOP REPAIRS.
Of course there is some RNG to it. Sometimes you might get unlucky and it will be less, but sometimes you can get really lucky and get some very ridiculous time saves. The game I was using it I got 10 skill checks on a gen and hit every single great. Normally that would shave off 8 seconds to a 72 second repair but because of stake out it took off 16 seconds to make that a 64 second repair.
So yeah, if you can hit those great skill checks stake out is actually pretty damn good.
Stake out only gives bonus progression if you consume a token. If you hit great you'll get 1%, not 2%
-
Trickster and Nurse
-
@Rectal_Prolapse said:
https://forum.deadbydaylight.com/en/discussion/comment/2130064#Comment_2130064
Proximity chat should've been implemented on day one imo.
Discord is better than proximity. There is no point. Same voice chat as discord can solve a problem
-
SWF and post game chat. THis game was gold without it
-
Check post higher. There is too much use stridor smart heads
-
Bbq is not great without bp bonus
-
@Moodyy said:
https://forum.deadbydaylight.com/en/discussion/comment/2128517#Comment_2128517
why iron will if stridor exists?
Because if you have to equip perk and waste a perk slot to counter certain perk means there is no real counterplay. Look at lightborn. Flashlights have counterplay so you don't need perks, but if you want to mess with 4 flashlight squad this is a good idea. With iron will you never know who has it in a lobby and you can't counter it in a chase because there is no counterplay besides perks. That's why
-
@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/2127869#Comment_2127869
I admit that I didn't place as much portly over the first as I maybe should have. I've just seen a lot of times when someone gets hooked, I don't camp them and the other three Survivors all stay on gens and don't go for the save. Even when I then get in to chase with a second Survivor the first is still on hook and goes second stage while two gens get finished. "Gens before friends" happens uncomfortable often in my games, on both sides. And when I run Thana I tend to focus more on spreading out the injurers than I do on focusing downs and hooks.
I will need to reevaluate my playstyle somewhat.
On the other matter I'm at a point now where I, mostly, know when to drop chase so as not to waste time on lost causes. I would chase on of the really good Survivors for a bit, catch them out of position when I could but often only just chased them from the gen and into another zone I wanted to search for someone easier. My main problem with my example game was Thana was often at three and four stacks of debuff yet gens still went by fast without a Prove Thyself in play.
Maybe it wasn't any faster than normal and it only seemed like such because I was struggling on catching half the team. There are a lot of factors I probably didn't take into account which is why it's such a tough issue to come up with a solution for; lots of interlinking parts to fiddle with and if you change something too much it all breaks apart.
https://forum.deadbydaylight.com/en/discussion/comment/2127872#Comment_2127872
I'm going to link back to your original post here again so people don't have to go looking for it:
https://forum.deadbydaylight.com/en/discussion/comment/2127038#Comment_2127038
In this is there are only two cases where your idea does not hurt a solo player: a four man SWF or two separate sets of two SWF getting paired together. With a three man SWF or a two man SWF the solo player(s) is (are) being punished by the SWF people not finishing gens as fast as if it were other solos and this makes it harder for them to get out of the Trial alive. If you do anything to hinder a SWF other than a four man you also hinder the solo player(s) that get teamed up with them because they don't contribute to the team overall as much as the equivalent amount of solo players would.
I'm not real hard on the "If you kill SWF you kill the game" as some people are but I understand that SWF is important for the game and should not be removed. I'm really hard on the "Buff Solo" side of things. Once Solo Survivor is more on par with SWF then Killers can be buffed to that level but until Solo is easier any buffs to Killers to counter SWF or nerfs to SWF that don't only apply to SWF will hurt Solo.
And Solo is already painful enough as it is.
So you'll just ignore the fact solo survivors have advantage now because their swf teammates are more efficient. This is not punishing. This just removes advantage
-
@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/2128512#Comment_2128512
Same with triangular face.
same with Oni
-
Dead hard and Iron Will of course
-
Plague can down multiple people with RANGE attack
-
@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/2126999#Comment_2126999
It was just an idea, one I wasn't even feeling that strongly about, no reason to be rude about it. But sometimes you do need to call the stupid thing stupid so... .
People kept brining up Scott's idea but you're the first person to actually say what it was and I could never find the right video. I'm not sure how I feel about each gen having a specific item for them and not just a general item that works on any gen. There being specific items for specific gens solves the issue of a generic item spawning right next to a gen but it also causes an issue that a Survivor can pick up what's needed for a gen and prevent everyone else from effectively working on that gen, making them forced to be really slow.
Still, the idea has merit and with some tweaking of things could work.
https://forum.deadbydaylight.com/en/discussion/comment/2127015#Comment_2127015
While I agree that kicking and base-kit regression is a problem my example game Ruin, which casues double base-kit regression, was up for four gens and I was able to apply decent pressure for most of the match and even so four gens got finished before I had anyone on death hook.
I was "playing fair" when I could, and not going after the people already hooked unless I came across them but even if I had tunneled someone out I'd not have been able to apply the pressure I did so they'd still gone by so fast.
My point is that it wasn't kicking but just gen speed in general. getting a buff to kicking in some fashion would be nice and really help but doesn't address the issue of how fast gens can fly. You can't kick a 100% gen after all.
https://forum.deadbydaylight.com/en/discussion/comment/2127018#Comment_2127018
I actually like this idea, as both a Killer and a Survivor. It'd make the game more interactive and give the Survivors something to do instead of holding M1 the whole match.
Thinking on it you could set it up that each gen needs two items, from a choice of a spark plug, a gear, some wire, and some fuel, with each gen needing a semi-random set of two from those four. When a Survivor comes across a gen they interact with it and see the aura of all versions of one of the items that gen needs. This aura reading is not permanent but it lasts a long while and is affected by anything that deals with aura reading. Once you've got one of the items the aura of the gen you interacted with is shown to you so you can find your way back to it. Interacting with another gen will show you one of the items needed for that gen and over-rides the previous one you touched.
Gens without the items can be repaired, but can't be finished until it gets both items it needs. This will make it so all of the various perks that care about gen pro/re-gression don't become useless data. Maybe combine it with Scott's idea above and for each item missing from a gen the total time needed is prohibitively high but still feasible.
https://forum.deadbydaylight.com/en/discussion/comment/2127023#Comment_2127023
I just want to point out that is all four Survivors are still alive the Hatch won't spawn until all five gens are done. So, no, four Survivors can't escape via Hatch by not finishing all the gens.
I do sort of like the idea of forcing teamwork, the problem there is it would make Discordance super powerful and pretty much an "always run" Perk much like Ruin and or Pop is right now. Maybe if this change was made make it so Discordance only goes off if there is only one Survivor on the gen or it is three or more. That way two people can do their job on a gen without having to worry about giving their location away and any solos have to worry about being found because they are alone. This would of course give a [bad word] ton of information if it goes off on four gens at once but then that's on the Survivors for not working together.
https://forum.deadbydaylight.com/en/discussion/comment/2127038#Comment_2127038
The problem with punishing any SWF is that unless it is a full team of four you'll always wind up punishing the solo players that are in the same trial as them. The main thing with SWF is indeed the information shared, and the only answer there is to ban outside chat applications. If DBD had some in-game form of proximity chat they could probably get away with "banning" outside chat. Not that it could really be enforced.
There is no good answer to SWF, because "Just remove it" isn't an option because people want to play with their friends.
https://forum.deadbydaylight.com/en/discussion/comment/2127052#Comment_2127052
I also like this idea. The problem is that some Killers can just out-right prevent the first gen from ever being finished so it'd be very hit-or-miss on if this would be fun or not.
https://forum.deadbydaylight.com/en/discussion/comment/2127078#Comment_2127078
Hum. While my knee-jerk reaction is, of course, "FASTER?!" this idea does have some merit to it. Maybe not 50 seconds, maybe 65? Split the difference between 50 and 80. And to reset a gen you have to go and physically kick it like normal, and instead of straight resetting it goes to 50%, or 25% if you have an active Pop, and then starts normal regression (which will also hopefully be buffed) or Ruin if you have it up.
Because the main problem I have with a straight up back to zero is even if the gens are faster it'd still feel really bad to the Survivors to have to restart from scratch four times over, basically having to finish nine gens when sometimes five can be a chore. Maybe also make it so a gen can only be "unfinished" once per game, so if they finish it again the Killer is out-of-luck on that one.
And we're never going to fins a solution to tunneling, unless it is straight up made impossible. Even with this change it's still a better idea to get get one person out of the game fast because now you can just reset a single gen that got finished in the time you hunted them down. Maybe make it so the Killer loses a reset when a Survivor dies. That would give them some incentive to not go for early kills unless they don't need the resets.
i told you debuff is not affecting solos so what's your problem? You can't hurt solos because they already have advantage by playing with swfs. what's you problem? Just accept this is a good solution
-
@IWasLeft2Die said:
https://forum.deadbydaylight.com/en/discussion/comment/2127321#Comment_2127321
Could you elaborate? I don't use either of them.
Need stronger addons? Weaker ones? Etc
DS aim add-ons are worthless. Oni top knot is op as hell, but his passive power regeneraiton add-ons are bad
-
@IWasLeft2Die said:
Does anything need changed on deathslinger and Oni?
add-ons
-
Yeah 2016 sabo meta had counter too. Just bring them to the basement or slug until they die
-
Gen speed is fine if you're against solos. Coordinated swf gives info when ans where to do a gen so they are more efficient. Swf members should get gen speed penalty for playing together. Let's say 5% for player. So 2 survivors group will have 10 penalty, 3 survivors 15 and full stack swf will get 20. Solos are not affected by this change so that should be fair