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pseudechis

pseudechis

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pseudechis
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  • If they made killers like that everyone sadly would only play killer and the rest would cry nerf. Look at killers with varied counterplay at the moment, if they can't be easily looped people cry nerf all the time.

  • Hannibal Lecter

  • It got me down recently then I remembered its just a game who gives a #########. Never come to the forums after a long run of bad games you'll end up posting a rant. (Damn insight is a curse why can't I be one of those ignorant idiots where everything in life is someone else's fault).

    Let the post game whiners whine, remember bad winners also make the sorest losers so either way they'll send you abuse. If they have to taunt someone in post game it probably means that they don't have much else going on in life so just let the baby have their bottle. The opinions of children and people with the emotional intelligence of children really aren't worth worrying about.

    If you are equipping a MORI because you are pissed off then don't play that game log out for a bit. If I get a run of bad games and kinda feel like it ain't much fun I do something else. Maybe come back a lil while later and bam you get several good games and you think what the hell was I so agitated about.

  • It looks good hopefully it doesn't kill my frame rate. I doesn't look like the maps are darker overall but more the shadows deepen where there is contrast between light and dark (just a shallow observation based on the video alone). You'll probably find that stealthy characters have fewer dark places to hide overall but a few really good places of high contrast potentially making then predictable. Only time will tell, it does look nice though.

  • Even with trapper I find I get more use out of discordance than corrupt. I started using corrupt when I got it but often it results in running into people too early and not getting a good trap layout down. Then everyone splits up and stealth out resulting in usually only a hit or 1 down while the corrupt timer is running, then I have 3 perks for the rest of the match. I'd rather discordance and pop with thana and sloppy as a slowdown build.

    Also its furthest 3 gens so it kinda telegraphs where you are setting up, unless you go to that side of the map and decide to just play a 3 gen game over there but its not always in the best location.

  • Counting dead survivors would be too oppressive. The perk is there to make survivors heal. Personally I think a general reduction in efficiency due to being injured should be present anyway with thana making it apply across the whole group.

  • Hey this what I encounter 3 out of 5 games. Sometimes more. So basically I with only 2 to 3 hooks no sack max get equal sometimes more bp than the survivors who just rushed out the gens.

    Guess the escape is more fun to people than playing the game.

    There needs to be an efficiency penalty to being injured to make people heal. Yes I run thana quite often, people still don’t heal.

    If I run noed then I get a load of abuse for it even against 4xadrenaline, DS and BT.

    cant wait for the new mmr as this game gets less fun by the day.

  • Yeah I find games are getting pretty ######### for me as killer. I'm now tunneling and camping because if I don't I'll never get any kills. I'm not going for the 4k heck I'd enjoy it if I could get 4 BBQ stacks.

    I know the usual "git gud" wankers will come out of the woodwork but seriously, I've gone from really enjoying the game to just kinda hating it at the moment. Increasing gen times is probably not a solution because survivor is boring as bat ######### to play. On the other hand though you only need 1 good player to carry the team to an escape and I know because I suck as survivor and still escape 90% of games thanks to others keeping the killer busy.

    Add to that lately I can't hit people who are unhooking even if they do it in my face, guess that's a bug. Most grabs leave me stuck in animation for a sec or two resulting in a lot of distance being lost. The stutter when in chase results in m1's that don't even register so chases go on forverer because I never even swing when a hit is all but guarenteed. Meaning the survivor makes it to that window/pallet yet again. There is no value in chasing survivors if they can't be hit. If it wasn't for Trapper's traps man, oh and I swing through anyone who's trying to rescue someone in a trap too.

    Hopefully the new MM will fix the red rank death squad match ups. I haven't had a balanced game in fricken days. I feel real good when I get the 2k vs a group who are much better than me but its a rare friggin event. To top it all off every game ends with the most vitriolic abuse.

    I've saved up my cakes because I doubt I'll get a match where I want other people to benefit because they are so friggin ######### to play with. What the ######### is wrong with this community.

    Phew that was a rant. I'm looking forward to the hag rift as she is my main but can I bother to keep playing till then.

  • This is why there needs to be some downside to being inured other than the likelyhood of getting downed increases due to one hit, groans and blood trail.. Maybe it slows down you r repare speed or makes recovery of exhaustion slower. It would be an incentive to heal.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1475312#Comment_1475312

    Nah, I don't agree. Killer's behavior in the post-game chat merits it.

    And once everybody has killed everybody else finally we'll have peace.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1474961#Comment_1474961

    Yes, which would fit with the Killer's non-constructive assessment of the situation.

    Doesn’t justify its use though or the cycle of toxic crap just keeps repeating and repeating.

  • Yeah I’ve had this to.

  • Yep do as you like, if you aint cheating or griefing you good. It makes sense to secure your kill in a 4-5 gens done 1 hook scenario, it aint personal its just business.

    Hopefully the need to do so will lessen with a more balanced match making system. We'll see.

  • If its how you feel then sure, but I don't understand how playing killer or survivor is stressful. It literally doesn't matter at all what happens in game.

    I like the heart beat sensation of running from the killer as a survivor but I'm a crap survivor so its actually scary hehe.

    As killer you get a lot of abuse but once you stop trying to play the game by other people's rules it just gets more fun. Yeah some games its 1 hook and 3 - 4 gens are done but I don't sweat it. You just have to think should I just camp it for points or run around like a fool hmm.

    Yeah I understand that some of that may be less fun for other players but you know what I stopped being concerned about that. I'm not out to grief anyone but hey I'll do what needs to be done in the moment based on how a I feel I should do it. Most survivors don't berate me for it and the ones that do will typically abuse you no matter what you do, so why worry about it?

    Personally I prefer killer as its all on me then I don't have to work well with others I just have to play the best I can for me. Win or lose I make my own fun and no random stranger in a game has the power to take that away.

    Also I don't really care about ranks and that helps a lot.

  • Is this a potential reason when I'm bearing down on a survivor I hit m1 and nothing happens resulting in an extension of chase, because it happens a lot. Especially when a perfectly timed lunge would have downed them at the vault/window but nope its not that I miss its that I never lunged in the first place.

  • @CornHub said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470623#Comment_1470623

    With just 5 traps, a trapper could easily close off alot of loops and possibly half the map depending. His traps are also the most lethal out of the other 2 trap killers. Imagine your on shelter woods a trapper could easily trap shack and 4 other loops all before you even have half a gen done. Also, preventing a 3 gen becomes significantly harder if a trapper spawns around a 3 gen.

    This is the main problem with all traps at the start, and a good point with the refill from lockers idea, would it make it too easy to make a 3 gen minefield and just hard camp it.

  • @malatruse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470657#Comment_1470657

    The problem is, if you use an addon slot to start with more traps, and you use an addon slot to place traps faster, you are out of addon slots. If he spawned with even one more trap in hand I wouldn't have to use the trapper bag every match.

    Its one problem, that I'm basically stockpiling bags on him to increase his versatility over using more interesting addons. That said I've done fine with him without using a bag, it just takes a lot longer and more thought about where to place and where to collect from. The stakes are much higher when you play no bag trapper.

  • I've been playing him pretty exclusively lately and he's pretty powerful as is, when you get set up.

    Some tweaks could be trapper sack as base, maybe start with one but able to carry two as base. That way you don't get that "I started off in this corner and there is a trap here I'll have to come back for" as its not a great place to set my one trap just to pick up another.

    I'm torn on refill from lockers idea, perhaps you can refill from lockers till you have set/carried your max number of traps out, that way you don't have to run around the map collecting them at the start but can't just infinitely refill them from lockers.

    Also it means once you have set out your traps you now have to run around collecting them if you want to switch things up. Placement is then the onus of the killer rather than RNG, you have to strategically decide to lay out all traps or save a locker for the end to grab one if you are in a bad spot.

    I'd like the mechanics of bear traps to remain the same, rather then they get replaced or vanish like hag. It is fun collecting them, resetting them and thinking of where to move them. It's just slow in the early game when you have to run off into nowhere in order to grab a trap.

    It would be good to open a locker fill your 2 traps place them and then plan out use vs re-supply and where to set up. Then as the game progresses you are now going back to grab traps you set rather than RNG placed making his use far more strategic. It also allows you to have one handy for shutting down a loop if you wind up in an inadvertent chase while setting up.

    I don't know how feasible this would be in practice as his traps are pretty powerful, the downside to them is you have to run around collecting them, we are removing the downside, outside of 'changing late game placement' scenario which might be too powerful. Hence why I'm torn on the refill from lockers idea.

  • Yeah the problem isn't gen kick the problem is gen tap. I wish I could fix something from a broken state by just tapping it with a finger.

    You see it a lot and I've done it myself, killer hooks, kicks nearby gen with or without pop, but pop helps, survivor runs past taps gen then goes for the unhook. I think to make kicking gens worthwhile with or without pop then survivors should need to enter an animation to stop regression and risk getting grabbed. Ducking down to tap a gen in the killers face knowing you can stall the regression and still run off should have some cost/risk associated with it.

  • Depends on set up, I usually go for the hit and then gauge how easy a down its going to be, if they loop and move well then leave em after that hit and finish set up. If its likely a gen will pop during that chase then leave it as now you are one gen down and still have to set up, hook or otherwise.

    Lately my build has been thana, bbq, pop and nurses/brutal/sloppy depending if I want location or chase or slowdown. With thana the hit still provides some benefit albeit minor and I don't eat up too much set up time, if its a quick down then its just extra pressure.

    Also nothing wrong with the chase taking you elsewhere if there are traps to collect in that area. You now have two places with at least some set up. A few traps here and there on the map to catch survivors off guard usually always pays off.

  • @faff said:

    the things I define as toxic are the ingame chat (when people are toxic in it) and survivors actively working with killers to kill other survivors, unhook them, killer kills them again, they unhook, etc repeat. everything else is just playing the game.

    Exactly. There is definitely play that's more obnoxious but everything at this point gets called toxic, to the point you can't event combat community toxicity because the definition of what's toxic is so watered down at this point that basically if you are playing the game you are toxic.

  • It has a role but is easily countered, in fact its so easily countered that a lot of folk just don't run it, so I'm not sure why everyone complains about it. I often find when I run it I get maybe one down out of it or I never get to the endgame in the first place, so often its better to run a 4th perk other than noed.

    I think it robs people of an expected victory and makes them salty thus leading to complaints about it.

    Most success I've had is with doc as he finds people easily and can get multiple downs with it or hag trapping near the gates to port and smack everyone down before they leave.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1468282#Comment_1468282

    Yeah, people who do not care about the experience of others will abuse poor game design and game devs who do not want to fix design issues and release DLC instead will ignore those design issues because people will still play the game and still buy the DLC. Maybe I need to curb my expectations for this game and its playerbase. Apparently they were much too high. Thank you for the advice, I will massively lower my expectations and expect every game to be awful

    If that's how you want to interpret the point I've made then so be it.

    Perhaps rather than curb your expectations I should say don't expect a particular playstyle from someone else as you will probably be disappointed.

    If you are not actively cheating or trying to grief people, abuse people or belittle people then play as you like.

    There will always be a mechanic that can be exploited in some way and the devs appear to be making changes to stuff for QOL of both survivors and killers, railing non-constructively at them doesn't seem very productive either.

    Lastly its not worth taking so seriously its a computer game.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1468059#Comment_1468059

    Camping ruins the games experience for others. I see no difference. Dont dictate how I play.

    I'm not dictating how you play, never have, never will. You think people wasted their time because they didn't play in a way you believe will improve them, maybe that's not the goal today, who are you to say.

    Your reply was " to not play a pvp game" if they don't want to do what you suggested. Their answer was no and to that I say good on them.

    The only behavioral suggestion I gave was play however you like but perhaps curb your expectations of other players. Because it seems like at the moment in your mind there is one way to play this game... your way, by your rules and everyone else is wrong.

    Well I'm sorry mate we all have bad games, we all get mori'd, we all get camped or tunneled, or gen rushed, looped, stunned, clicky clicked, butt danced or any of the other things people complain about. Shrug your shoulders and queue up again or take a break. Its just a game.

  • @catbeans said:

    https://forum.deadbydaylight.com/en/discussion/comment/1467355#Comment_1467355

    Well I could hack the game. You can piss off if you want to tell me that's wrong. I paid for the game right? Who gives a ######### about the experience others are having.

    sigh such an over the top response. No one said hack the game, I mean seriously its all the melodrama like this that leads to such a toxic community. Seriously aggressive responses intended to intimidate others into playing the game how you want them to play it. Such as calling people scrubs because they play it differently.

    There is no need to grief abuse cheat etc etc, just play the game.

    If you get chased for three to five minutes then camped you got 3-5 mins of quality game play and yet you're still complaining. Maybe you're getting camped because you got chased for 4 gens and the killer knows its over so might as well secure this one kill. That's legit, its not optimal but its legit.

    Understanding that I'm not responsible for your fun, just as you are not responsible for mine is different from not giving F about other people's experience. While being chased for those five minutes did you stop and think "this has gone on for a while I should stop and let this killer hook me so we can both have a positive game experience" Of course you didn't and nor should you. But expecting them to do the same for you really is silly.

    If you disagree great you're allowed to but I tell you the game experience will be crappy if you expect people to play your way all the time and then rage when they don't.

  • Its the curse of the endgame. Whenever I make an endgame build I never get there and have three perks for the whole game, or its me and 1 to 2 others and noed never really comes into play because its cleansed or they hatch out after the down. A whole perk slot for one down in the egc, yeah nah.

    It has its uses but as my games improved I use it less.

  • Yeah comms is kinda cheating. I've played some survivor with friends and if we are on comms the game is incredibly easy compared to running around without info. I know where the killer roughly is at all times, I know where my team mates are at all times, we're pointing out totems and areas where pallets are used up. Its kinda broken before we even add in any perks.

    I'm a potato survivor but I've never been killed in a comms match. This is not due to my ability and its a low level game given how rarely I play survivor so maybe better killers do well enough to counter the huge advantage comms gives but it really is the game on easy mode against anything but high tier/experienced killer. I kinda prefer not knowing my heart beat is a lot higher when I try solo survivor. That intensity makes the game a lot more fun even if I get killed more.

    Although I've only played around 20 or so games as survivor even at that level I feel the difference and I know enough about the game from playing killer to know the difference too.

    Still I won't berate anyone from wanting to chat with their buddies while gaming. As such I just try to have fun regardless of outcome.

  • @MaybeShesCrazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1467278#Comment_1467278

    I was really starting to think it was only me until you two came in here.

    Bless ya!

    Oh yeah, end chat - so much worse. Angry dogs s a really good way to describe it. lol It does make for good comedy ... sometimes.

    I've had a few situations where the poor Killer is like "But I didn't d anything. What did I do?" and someone in the team has to pipe up and let them know they are in the clear. I think the killers are so used to getting yelled at, that the auto default for them when someone freaks out is that they are being accused of something - or being belittled.

    Oh they go at me as killer too I pay it no regard whether its abuse or bragging gg ez kinda stuff, I hold the volatile opinions of strangers on the internet in very low regard. But it always amazes me how much they go at each other also. Sometimes its funny, mostly its kinda sad.

  • Its got me checking lockers before I pick someone up in front of them.

  • The fact that people feel the need to explain and apologize for playing a game really says a lot about the toxic response and expectation heaped on other players. You have nothing to say sorry for. Play the way you want to play and have fun.

  • This makes sense, especially the last two days. Every game last night win or lose for me (as killer) the survivors went at each other like a pack of angry dogs. Makes me wonder what the pre-game was like.

  • All valid questions that I'm waiting to see answers to also. Almost anything will probably be an improvement over the current system, but it would be good to know what the algorithm is measuring.

  • @[Deleted User] said:

    All the killers mains are gonna take the piss out of post bud, welcome to the forums

    But its not really a discussion its a "I didn't get to escape come whine with me" If that doesn't deserve a lil ribbing what does?

  • Delete the map jesus cmon. That aint gonna happen.

    It may not be a great map, I don't mind it, its different, I don't think its great but hey its different. One more way to get back upstairs other than the steps and rubble ramp would be good, a second rubble ramp on the other side perhaps. Given that running around a big square from corner to corner wastes time even when not in chase, the most valuable resource a killer has.

    Perhaps we should just delete all maps, have 1 generic map tile. Its all white except for the checkered floor and there is one rock in the middle that everyone just loops around during chase. no pallets or windows, no grass or trees for blendettes so killers happy, a single un-mindgame-able loop for survivors to show off their leet skills and waste killer time so they happy.

  • "proxy camping" such a ridiculous notion. Don't leave the hook 'camping', leave the hook... hear hook sound so go check 'proxy camping', leave the hook to patrol gen "distance camping", leave hook chase other survivor "chase camping", survivors all hang around the hook so "face camping", multiple survivors hooked in the basement now you "basement camping", pause to think for a mo now you "think camping", hunting for a stealth play in the grass, damn "grass camping" go afk to make a cup of tea now your "tea camping" You bastard.

    Stow the QQ and play the game. Stop calling other players names just because they won't abide by your silly rules. That goes for both killer and survivors.

    Let start calling people who just run around the same rock loopy doopers. Damn loopy dooping is just annoying they can only do one thing and when it doesn't work they cry, killers who counter loopy doop are unfun and have no counter play... if you always try and loopy doop you suck and need to git gud etc etc, you see how arbitrary and ridiculous it all is.

  • shhh we need people dull enough to play survivor main. It’s how we get games. ;)


  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464601#Comment_1464601

    Its in support of lobby dodging if they are a coward does that mean everyone will be a coward, no, does that mean there wont be cowards, no you can still dc at any point in the game that it gets too overwelming does that mean everyone does it, no, this will be just fine and for the 1/100 people that are cowards they probably already dodge suspected swf anyway so no real changes there

    I can't make sense of this rambling post at all. It in no way adresses any of the points I made. I've made my point I'm done. You have yet to offer anything of substance in reply, re-read what you just wrote... seriously. Its completely incoherent.

    I have no idea what you are talking about and I'm pretty sure you don't either lets just agree to disagree and move on because jesus dude, I mean seriously get someone to read it back to you.

    Lifes to short and after all its just a game.

  • @MaybeShesCrazy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464831#Comment_1464831

    And see this is the hard part isn't it? How do you not punish everyone for others actions.

    Thing is - I play survivor. More often than not I have a two man SWF or a two man swf that also is with the killer. I have had this so often that it is making the game miserable for the other two remaining. As you pointed out - plain and simple - it's cheating and it's cheating at 2 -3 other peoples expense. Too many are cheats. It's sad that the behavior is ruining it for other SWF groups, true solo player and killers.

    In this case I have to take a unitarian standpoint.

    There is also a private game mode for people who want to do SWF.

    If people want to do an SWF within a public game they need to treat their teammates and the killer with proper sportsman like behavior - I have not met a group yet capable of fully playing fair and honest.

    Helk I had one set of SWF with a killer friend kill me straight off the bat last night with an insta kill and then sit there and teabag my corpse. (as the killer was killing me I watched my so-called teammate do that.) I have to just say no to that. I didn't stand a chance. In a way - funny - sure - once. Now rinse and repeat getting killed or farmed like that without getting a chance to play and it gets old very fast.

    Point well made. Don't really have a reply to that. Guess we'll just have to see how the new mmr system corrects game experience. You never know the toxic bully crowd may out preform themselves right out of their own bully league and all end up paired with each other.

  • @MaybeShesCrazy said:

    @pseudechis Do you think that would be temporary though. If the SWF's were waiting too long - it's possible they could stop cueing that way?

    But should we punish people for wanting to play an online pvp game with their friends. Not all swf groups are decked out bully squads.

    I'm the first to call playing on comms basically cheating but can you really just say solo play only. Its not in the interests of the game as a whole to be that limiting. Especially when people enjoy teaming up with folks they enjoy playing with.

    Also I can't believe I'm beating the drum for the viability of swf given how hard some of those games can be to face and how toxic they can be, but no moreso than solo folk, also I'm incredibly anti-social at the best of times so a single player mode against well programmed bots would just be my bread and butter but alas interacting with strangers online is the game and so be it... most interactions are pleasant.

  • @faff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464705#Comment_1464705

    my wait times for killer at up to rank 10, at non peak hours, where between 10-30 minutes depending exactly when it was. I'd rather wait longer for matches that where actually fair for both sides. and occasional? ot happened quite frequently, that combined with the wait times for matches it put me off playing killer until they implemented the new mm I've been hearing about entirely as of the 11th.

    I get my share of stomps to and I basically play killer almost exclusively. Only an occasional survivor. Its not always due to swf though and often swf are the overly altruistic teams that get themselves killed because they all want to escape.

    My anecdotal gaming experience of course doesn't invalidate your gaming experience. If wait times are at 30 mins now imagine a separated player pool wait time. I have a low threshold for that these days.

    Its a fun game but not enough of an experience that I'd sit for an hour waiting to get into it, plenty of other things to occupy my time.

  • @faff said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464601#Comment_1464601

    fine, instead of showing who is in swf, make it a toggle option to be matched vs 3 or 4 man swf teams or not, as a new player it's really not fair that on top of being matched against solo red ranks I sometimes get matched against 4 who after speaking with them in post game chat it's clear are together..it's a very bad new player experience for killer, and I'm personally waiting for the new mmr system to even touch it again since just before rank reset stuff like this was very common..

    Ok this is a suggestion where the wait is imposed on the person wishing to not play against SWF, rather than dodging the lobby and pushing it onto others. Its a good idea in theory that answers some of the points such as toxic response.

    One caveat however is that we now have a setting where you can toggle SWF and never face them unless you choose, which... increases wait times for both SWF and those who don't want to face them due to reduced player pool to draw from.

    We wind up back at the same problem as if you are likely to dodge a lobby due to SWF you are likely to toggle them off. Its why a separate pool would increase wait time. Again by how much you'd have to test it but I'd reckon it would create a substantial cost for players wanting to play with friends and as such lead to them leaving the game reducing player pool overall.

    What's worse the occasional bad/hard game or 30-40 mins wait to get a game in the first place.

    Who remembers classic wow, (not that I play anymore) with three servers, you get home log in to the queue go do something else and an hour later you can play. If you drop out for some reason then you go do something else and 40 mins later you can play again. It was crap.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1464289#Comment_1464289

    its a poor argument because the ability to dodge lobbies is one of the points and your argument is just no to all if it because of 1 point I disagree with

    But the point you made is in support of dodging lobbies as a solution to swf if you don't want to face them. Do you not understand your own argument?

    "It lets you know if you should dodge a lobby, people who aren't confident in their abilities as killer might be turned off from the game if they get curb stomped too hard by a swf in the middle of their gameplay being able to see if its a swf will let the less confident killers find another lobby where they might feel they stand a better chance." Your last point.

    Your rationalization for this is really flawed, as if this is the only reason people will dodge a SWF group and it still leads to dodging.

    Also the idea that it will let you "bring the appropriate power level" shows that you would alter your behaviour and gameplay to maximise your ability to win against an SWF. Again prompting potentially "toxic" builds and playstyle in response. Another point I made in counter to the idea.

    Lastly new players can be outmatched by even one or two survivors being higher ranked than them and carrying the team, its not due solely to SWF and showing SWF does little to bolster new player experience other than giving them a justified option to dodge a lobby and increase wait times, and we circle back to my main point.

    Also the map offering point is just an assumption about map offerings and swf, so again not really a strong point to make in of itself.

    Given your other responses are just put downs and calling people cowards its clear your not here to make legitimate suggestions but more so to just rail against swf and anyone who disagrees. Hence this is no longer a rational discussion.

    I hope this clears up any confusion.

  • I agree with this points raised here, I don't think increasing gen times is a real solution, you could incentivize survivors to do something other than gens by making being wounded secondarily effect gen speed (just an idea)

    I'm looking forward to this game start mechanic they pitched losing 1 to 2 gens trying to set up as trapper is really not a great start.

    The idea of cutting wires has a "the phone is dead" kind of slasher flick feel to it, and its an interesting objective that requires the killer to initiate then the survivors to respond, increasing indirect interaction and decision making. A mechanic like that would add an extra element to games.

    The nerf and buff idea is another good point, if we end up streamlining all killers into one typical playstyle in the name of balance, then we end up with m1 simulator plus "ring a ring a rosy" bot.

  • Yeah I gotta admit I only camp when its egc or near enough (1 gen left) and I've yet to get one sacc or only a couple of hooks. Basically I've been outplayed in the chase game so now I need to switch up to a camp game. You may still get outplayed in a camp game but you may also get lucky and get that sweet over altruistic seriously flawed coordination 4k in the egc.

    Bit of late game basement play is just a bit of fun but people get really pissy about it.

    "Genrushing" I think is more of a feeling that what it took to get that down seemed disproportionate to the ease with which several gens popped.

    Maybe survivors need more incentive to do other things etc, Thana helps with this but even then. Maybe being injured should make it slower to repair and cleanse as a base, but sloppy would become a god tier perk when paired with thana, add to that killers like legion and you have some serious game slowdown and chase potential.

    They aren't the most common but there are definitely games where I think I'm not sure what more I could have done to stop those 2 to 3 gens popping that early the way they did.

  • Yeah the thing would be interesting, maybe you take on the form of the survivor you just hit and gain no terror radius or red stain for x amount of time.

    Also killer is still fun, I had a great time over the weekend pulling people out of traps and hanging them on hooks. I ate a few livers and hearts with hag too slrrp :).

  • Yeah man you want to run noed, devour hope, rancor on billy, LF, myers, iri huntress etc etc go for it.

    Play how you like and damn the rest. There is so much expectation from others about how you 'should' play its really just ridiculous at this point.

  • gotta love the gg ez, it really says a lot about fragile egos, especially with that match up.

    Although I did find last night was a particularly toxic evening, lot of post game meltdowns survivors attacking me and each other. Some days are just like that though its luck of the draw.


  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1463815#Comment_1463815

    So all the other points don't exist because people can dodge. Nothing of value would be added because people would dodge. Thats one way to make a poor argument.

    Not everyone will dodge git gud. <--- heres another example of one to help you get better at it.

    https://us.v-cdn.net/6030815/uploads/M3V5M79NHJMZ/image.png

    It's by no means a poor argument, I'm offering a counter point to what you have said and probably the most valid argument against. Even the last point in your post says that letting people know its swf will allow them to dodge. The problem here is sitting in the lobby for 25 mins while people pop in and out because they know you are swf. That's to the detriment of 2 to 4 players for the minor benefit of 1 to 2.

    I agree with some of the points you made but it doesn't change the issue that queue times for swf groups will increase due to many killers and solo survivors not wanting to be paired with swf. So if a few minor QOL improvements come at the cost of extended queue times in reality its not much of an improvement.

    It also will likely promote killer toxicity because they know its swf i.e. 1 hook mori.

    The only way to know is trial it and see if lobby times and dc's increase. But my educated guess says they will.

    The final point... don't talk down to me mate, I never said I dodged, but just look at the forums about swf, there is a large community of people (both solo survivor and killer) who obviously will. I'm afraid your reply amounts to nothing more than a feeble attempt to trash talk rather than discuss.

    When it comes to logical debate you need to "git gud..."

  • @MalEducado said:

    https://forum.deadbydaylight.com/en/discussion/comment/1460803#Comment_1460803

    Ok, if I'm using OoO, the killer will tunel me, no problem with that, that's fair and it's normal, when I'm using OoO, I know that the killer can tunel me...it's normal

    Its great you understand that and can accept a tunnel (there will be much salt from those who can't). But this perk has the potential to dictate game state, making it a lil bit unbalanced.

    Perhaps give it a cooldown, you and the killer spot each other and 60 sec cooldown. If you sneak a peak and don't get spotted why you are doing it then you don't get hit by the cooldown. It makes the perk more risky/strategic to use and lessens potential for abuse. Just thinking out loud.

  • @bjorksnas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457320#Comment_1457320

    just because they can lobby dodge doesn't mean they will

    But a large proportion of people likely will given how much folks complain about SWF. You have the option to face 4 survivors likely not on comms that will be less efficient at coordinating thus making for a more balanced game vs a highly coordinated group that is likely on comms giving them a seriously unbalanced advantage. Most people, even those that like a challenge, will likely pick to former 9 times out of 10 and who would blame them. Add in the new killer lock and you'll have a wait queue nightmare with never ending lobby dodging.

    There is no value in telegraphing SWF that benefits the game overall, it just gives people justification to dodge.

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