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sulaiman

sulaiman

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  • @Rovend said:

    Look at this game, this are my normal "nurse" games.

    https://us.v-cdn.net/6030815/uploads/F9ZBVE1BBURN/image.png

    why cant i have a normal game with a killer close to my MMR? is too much to ask that i am not matched against nurses with 7x my playtime?

    I am clearly not a high MMR player, as i play mainly soloQ but this happens every 2 -3 games.

    2 normal games --- 1 4,6k nurse --- 2 normal games --- this guy with 6,2k on nurse

    How do you know he has his whole time on nurse?

    I have 7k+ hours in the game, but 3/4 of it is solo survivor, and maybe 1/4 killer, and while i have 2 mainkiller and 2-3 i play from time to time, i play every killer i get a daily for. Doesnt mean i have much experience on any of them. I almost never play nemesis, artist, or several others.

    Thus, this killer might just be in the same mmr as you are.

  • @Blizwise said:

    Question for you killers. I know most don’t like tunnelling as a killer.

    But my question with the state of the game do you feel kinda forced to tunnel with health kits and circle of healing in almost ever game?

    I personally hate tunnelling but it seems like some games your forced to tunnel just to stay ahead of gens and healing even though killers are at a high of being strong.

    Noone is forcing you to tunnel.

    The problem is, killer tunnel to win, and a lot of killers only accept a 4k.

    So unless killers get a 4k consistantly without tunneling, they will keep tunneling. If they get it without tunneling, the game is tilted so far in their direction, its about to die.

  • Well, i wouldnt do it if YOU would do a ######### gen instead of running in circles in the basement, or looking for every pumpkin on the map. Why are you hidding in that bush if the killer is hooking me on the opposite end of the map? He is nowhere near you.

    As long as you dont play the game, the match is lost anyway, so i can go out and save time.

  • @lunumbra said:

    Can we talk about how easy it is to get survivor adept vs killer adept?

    Survivor: Just leave bro, get carried by 3 other people, or get lucky and get hatch, you can literally sandbag your team with hatch offering and just hide at shack and then leave.

    Killer: Use absolutely awful perks, play a 9 hook game, no one can escape on top of that, gens cant go too fast, you have to 1 hook everyone and if anyone DC's before you hook them the challenge is forfeit. If you win the game too fast you don't get it either.

    This is absolutely ridiculous!! I play both sides and I am getting infinitely frustrated. I am unsure 100% on how MMR works but I almost always play against super sweaty 4 man swf groups, which is fine, I am good enough to beat them most of the time, but this is just downright unfair.

    IMO killer adept should just be get 4 kills, nothing else.

    A perfect example: I was playing a game as sadoko, I managed to strangle a 3 gen at shack, played a 15 minute game constantly using call of brine to apply pressure and hooking people in the basement, I played an 11 hook game and the last survivor managed to leave out the exit game and I didn't get adept. I just don't get it.

    Why cant noone escape? I made adept several times when one guy escaped.

  • @Maxitolliony said:

    these mf will wait for hatch or bait teammates or whatever, like playing dirty to escape for what? like these people will never trade hits or hooks and just let their teammates die on hook or get hooked on last hook.

    why do people bother playing surv if you act like this, its a teamwork side. idk if this is toxic but i always make noise or lead the killer to them cause i want karma to come to them.

    play the way you want to be treated, yet everyone thinks for themselves. pain.


    Easy. If you play solo long enough, you learn one thing: even if you help all your teammates, takes hits for them, hooktrade, they will let you die if you are the one on the hook.

    I used to tank hits (i still do if i unhook and the killer comes back, although i try to go for save unhooks), but hooktrading, especially in the end? Nope, not anymore. The last few times i did that the rest just went out of the gates, even though the killer was not hook camping. They just didnt care, and thats why i dont risk it anymore.

    Also, never been hooked doesnt mean i was never in a chase. I just know how to escape in a chase.

    So no, i dont play the way i want to be treated anymore, because nobody cares. i play the way i am treated in the game.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235226#Comment_3235226

    The killers objective is to prevent survivors escaping.

    If they haven't escaped, then they've done their job.

    I am pretty sure killers objective is to sacrifice survivors to the entity, not just hold them up until the entity can take them itself.

  • Endgame killer perks are used for memes anyway; that change would just kill bloodwarden.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233790#Comment_3233790

    Difference is bad killers are just bad in chase, if survivors was just bad in chase then thatd be acceptable but it's the fact they barely touch generators and in that chase yes they should lose.

    The bad killer is pushing his objective no matter what while alot of bad survivors arent, they're scared of terror radius and barely do their objective and that's why. Fun fact is if those bad survivors spent less time hiding or self caring (which they do) and spend that time on gens they would win WAY more

    Bad killers also have trouble finding survivors. And the thing is that being bad in chases is the important thing, because thats where killers got buffed the most. Meaning, if a survivor and a killer are at the same level, the killer will always win the chase. The only way the survivor can win, is by being better than the killer, and then this has still to be true for the rest of the team.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231025#Comment_3231025

    You should know by now that most survivors in this community will not be happy and think every killer is poorly designed unless they play like Nurse without any blinks.

    While killers complain that after they got more and more anti-loop-killers, people just run away without looping by holding w, and that dead hard even after a nerf still does something. Most killers think swf is op unless they drop in a chase after 15 seconds.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230903#Comment_3230903

    I get that but bad design to cover up a bad design doesn't fix anything. I played games in the 90s and 2000 so I'm no stranger to bad cameras or cameras deciding to do what they want but even back then it was considered bad design(mote in the 2000s). It was actually staring to give me a headache and I can imagine it would give some people motion sickness.

    But thats how the devs work. They use perks and little tricks to patch little design flaws.

  • @lemonsway said:

    We're in a CHEATING EPIDEMIC, turn it off ffs. I can't play killer without getting people speed hacking every other match.

    Thats actually quite good. Record your matches and report them all, since you seem to get all of them, the game should be cheater-free in a month.

    Unless you exaggerating the situation.

  • Dredge became my second main killer after his release, because i enjoy playing him very much.

    I dont think he is op or anything, but he is very solid. But a lot of him comes down to rng, because on some maps there are locker-deadzones around gens, where you basicly have no power at all. sometimes, when lockers are placed well in your favor, it becomes a stomping.

  • I think there are way less cheaters around than a lot of people in the forums claim, on both sides. And cheating survivors are not more common than cheating killers, actually, for killers subtle hacks are just a little bit harder to detect.

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232672#Comment_3232672

    Pinhead beats bad players yes I'm aware, but should bad players win? Like people low mmr barely do gens without passive slowdown... but I Can say I haven't seen a pinhead win without someone giving up or DCing through entitlement.

    The stats arent useful to us, we dont know at all what's going on unless you somehow think plague is stronger than nurse...

    Of course they should, because bad survivors should be matched with bad killers, and one side has to win. The question is, in an all-bad-players match, should the bad killer always win?

  • @HaunterofShadows said:

    DC penalty was turned off so

    A hex totem being cleansed

    a gen being done

    going down first

    being found first

    being hooked first

    not getting a killer you like

    not getting a map you like=DC

    Can´t find a survivor

    Cant down a survivor (fast enough)

    someone was pallet-saved

    someone was flashlight-saved

    someone was hookfarming

    killer was tunneling

    killer was camping

  • @BringShaggytoDBD said:

    Every game I've played today trying to do hatch challenge survivors have waited at the exit gate until EGC has finished. I've been doing gens, saves and chases and yet my team just want to t-bag until the game finishes.

    Decided to play a game where I hid until everyone was dead and I got the hatch first try. Only 2 more to go. Sorry team!

    Did you tell them in pre-match chat that you try to go ofr that challenge? Because most of the time i announce my challenges or dailys, the other survivors help me do it, like stopping opening the exit gate so i can finish and such.

  • I would like to see killrates of killers vs solo and swf.

  • @Archol123 said:

    Have there ever been complaints in a multiplayer game that a voice chat simply exists? It is just a feature you do not have to use it, you are generally able to just mute everyone if you don't feel like talking to them... The possibility of not everyone speaking the same langue is not that big of an issue to not implement it.

    Yes a chatwheel in addition would also be a great idea, but voice chat would be great too, especially when you need to coordinate an unhook against a camper for example where everybody needs to take hits for everyone to make it out.

    Not a single person has brought up a reasonable argument why it would be a bad idea to have a voice chat and a chat wheel in this game, I simply don't understand what your issue is guys...

    Its not a new issue, and you just ignore the arguments that don´t suit you.

    short: IF you make global voice chat, you have to balance the game, and you put a disadvantage on people who cant use it, whatever it is to language-barriers or other stuff.

  • GG in dbd just means "i won, you lost", or at least it is used that way 90% of the time.

  • My winning criteria as killer is 3+kills, as survivor its escaping, and as survvior team its 3+ escapes, doesnt have to be me.

    However, winning alone doesnt make for a gg. I had several games as killer where i hooked everyone 2 times, and then the gens are powered, and you then can get a 4 escape as well as a 4k, i had both, and everything in between. But even a 4 escape feels way more better a lot of times under that condition than a 4k were i met little resistance at all.

  • @Witchubtet said:

    I’m a killer main. Being playing since the game Launched on the Xbox One. I was around with the lighting of the moon and the insta heal self care mechanics. I saw a lot of Metas come and go. As have many of you seen as well, but I recently talked with a coworker of mine who just started two years ago as a Survivor main. We didn’t clash over the subject but we did stand our ground on some things that we believe in.

    That actually helped to open my eyes to a big thing people forget about DBD. It’s a PVP game with two separate parties that by definition are at each other’s throats in match. I then spent a good seven hours talking to other Survivor mains about things people hate or love in DBD. I’d like to hear more but here are some things I saw most people agree on.

    1: Trapper getting either a rework or buff. Most of the time it’s from older Survivors that I heard say this and I also agreed. Trapper needs love.

    2: Maps need to not be so one sided or awkward. Now depending on the player the map did change but one I heard the most was Ormond and Grave of Glenvale. The first was due to pallet and loop placement, while the later it was due to some killers being able to control that map with way more ease than is necessary.

    3: Make the game feel like Horror again was a big thing. I’m not sure how we can do that but maybe changing the lighting on some maps could help, I’m unsure though.

    4: Big changes to balance the field of play. A few older players I talked with say that the game is highly unbalanced based off of Perk combos and Killer Power Perks. A big one I heard (and then used to test it out) was having Doctor run Merciless Storm. I now understand how that could feel more annoying than any Dead Hard usage or Flash Mine, but most killers I talked to said it was a mix of Survivors Perks and map regularity that ruins the experience, this I did notice because any decent survivor can run to a loop with a guaranteed pallet or double window. It would feel nice if they could mix up the pallets at loops a little just so survivor’s have to look for them.

    5: Hexes. Since most hexes are destroyed with ease a lot of killers want them to work more like Boons. Replaceable or Self Placeable. Of course some disagree this is just opinions I’ve heard (I dont use Hexes)

    6: Camping, We All hate campers, even I the killer main hate seeing other killers camp. This is like the horror one however and no one gave a good answer to how to stop it.

    7 and Final one: Equal Blood Point perks. My coworker pointed it out to me that Survivors still have perks that give them 100% blood points in some categories while most of the Killers lost theirs.

    Wrap-Up: I’m mainly making this to try and get more information about what both sides want it would like to be changed. We all are players and deserve to have fun in our matches. With the ups and downs included. All the Flashlights and Slugging. Hopefully one day our two sides won’t hate each other.

    The Survivor-100% BP is just giving 100% of the inmatch-BP, means you just get double points for doing gens, but the bp are still capped at 10k. So basicly, you get to the 10k limit faster, but cant exceed it,while bbq and wglf used to give you 100% for the match-bp, outside the category-limit.

    Also, a lot of killers have addons that give bonus-bp in certain categories, which survivors dont have.

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226551#Comment_3226551

    Disagree. Until BHVR fixes the issues with maps that are way too dark that they continue to refuse to fix, this is an accessibility issue. People need to be able to adjust the brightness to make the game playable

    Let me guess: The accessibility issue is that survivors are able to hide in dark corners?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227194#Comment_3227194

    It was a massive success. Most people got exactly what they'd been asking for throughout the years. 1 patch drops and suddenly survivors have zero fun, even though they had plenty of fun before? Okay. If that's all it takes for them to leave, they can go. The rest of us will adapt and have fun. The low motivation of certain survivors isn't the game's fault, and it certainly isn't 6.1.0's fault. This entitled/lazy survivor mentality has been going on for years. They want to put in minimum effort and feel godlike, and when that doesn't happen they rage quit.

    I hope BHVR continues with patches like that, so that the undesirables who screw over their teammates and skew stats constantly will leave the rest of us in peace. I also want to see the reactions to any potential killer buffs, since people usually lose their minds over that stuff. Seems like every patch drop it's, "The worst patch that's ever happened!"

    Well, that depends on opinion. I for one played both sides before, but was a solo survivor main. Now, i find solo play is unbearable. Yes, mostly because of the teammates, but you cant choose teammates in solo queue, mmr does that for you. so, if you want to balance the game for swf, then solo simply dies.

    However, since i played both sides anyway, i just switched to killer most of the time. And i get a 4k more often than not, even though i wasnt a very good killer before. (my 2 main killers are hag and dredge, but i play meyers, doctor, huntress, trickster, wraith, bubba and trapper as well. thats mostly why i am not very good with any expect my 2 mains).

    The thing is, stomping solo survivors really isnt as thrilling, and gets old very fast. Meaning, i play a lot less dbd overall, because solo is unbearable and killer way too easy. If people playing the game less than before is a massive success, then yeah, i am a part of that.

  • I mostly play Claudette, because she is the most stealthy, because in a lot of maps she is harder to see than others.

    Otherwise i play Jeff, because he looks like me, just several pounds lighter.

  • Dredge became my second main killer beside hag, and i play them both about equally.

    As others has pointed out, he is highly map dependent, and too often there are locker-wastelands, or so many lockers stacked that you take an eternity to break the locks.

    On other maps, you only have to use 4-5 well positioned lockers, and locking them doesnt do anything.

    He is maybe the most rng-dependent killer in the whole game, and his chasing ability is not that strong.

  • Which still can be true. He can win 99% of his games, in say 100 games.

    The other one can only win 75% of the time, but playing 200 games, and thus still win more than he does.

    Or was that trying to look smart, but in a stupid way?

    Also, with no definition what a win is, i totally believe him. If you define a 1k as a win for example, i will believe he has a 99% winrate.

  • No, because you only see that people are useless due to their actions in the match, dont you?

  • I think it depends on the build (aka context). My favorite build is 2 calm-addons together with distressing and starstruck. on smaller maps like the game, rcpd, midwich and such you constantly have the whole map in your terror radius, making survivors basicly permanent exposed.

  • @Tsulan said:

    Because they´re salty that they got downed first.

    I disagree. While i do hook suicide, its never because of the killer, but because of the teammates i get.

  • Because like me, they run bond and can see what their teammates are doing most of the time? Had a game yesterday where i saw one guy just running around, then the killer came and downed me after some time, and then i see 2 people on gen and the first one behind a bush at the opposite end of the map not bothering about anything but hidding. Killer hooked me, run in the opposite direction, and still that guy just hide. 2. survivor got downed, hook suicided, and then there is no reason to keep playing.

    a 3v1 is usually lost anyway, so i just want to go back to the gambling wheel and hope i get a decent team for once.

  • @twin187211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219271#Comment_3219271

    Bro I was looping the killer around the school I asked them why they did me that and the reply was because I kept running buy the gen she was doing so instead of taking a hit for me on a team effort she bodyblock me then teabag me on the hook while the killer camped me because I looped him so long you can't justify that type of behavior that is cheating on survivors part and cheesy on The Killers part

    Then thanks for clarifying.

  • @twin187211 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218167#Comment_3218167

    4v1 ok yesterday I was in a match with 3 friends they are friends I don't know them they body block me so the killer can down me then teabag me while I was on the hook oh yeah not to mention the killer camped me then u DC ok the killer let them live its not team base like you saying bro

    Dude, if the whole team is locking you and teabag you and the killer is ok with them just leaving, it really might have something to do with you.

  • @Bot_Salvo88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218537#Comment_3218537

    I agree, Shattered Hope should be basekit. Imagine how stupid it would be if survivors needed a perk to destroy a Hex totem. That's how it feels right now for killer.

    I think survivors would be fine if the killer has to go to a totem in a corner of the map and spend 16 seconds to rebless it.

  • @Malkraz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3217650#Comment_3217650

    It's actually embarrassing that you still can't even see your team's perk loadouts in the lobby. BHVR is so stingy on making any changes that aren't simple numbers until they're basically forced to.

    Yeah, because they want to prefent lobby dodging because a survivor uses self care, or urban evasion, or whatever perk they like but arent meta.

  • Your sport-comparison is bad, but let me take it.

    Lets say you play soccer, and you just ignore the ball that is played to you, get up to the goalkeeper and hit him in the face 4 times, until he lies on the ground, then you get the ball and kick it into the goal.

    Like tunneling, it would be a highly effective way to score a goal. But the other team and the goalkeeper might come up with the point of view that thats not how the game is supposed to play, and that its rather unfair.

    Yes, you could say soccer has rules against this kind of action, but dbd has no rules at all, and if you apply that to soccer, it might be a different game.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216288#Comment_3216288

    You do realize that 60% is actually a fair kill rate. There are 5 states of endgame 0k, 1k, 2k, 3k, 4k

    So when you break that down,

    20% 0k

    20% 1k

    20% 2k

    20% 3k

    20% 4k

    So what that means is a 60% kill rate is actually a 2k average which is very balanced.

    And what makes you think that all those outcomes are equally likely? I highly doubt that. 60% kill rate means, out of 100 survivors, 60 get killed, and that is more than a 2k. It also mean the average escape rate is only 40%, which is not every second game, which an average of 2k would suggest.

    Also i think the extreme event 0k/4k are not equally propable in this matchmaking, since they mostly happen if one group is outskilled, however, at nearly equal skill one weak link in survivors can derail the whole match, making a 4k way more likley than a 0k.

  • @Krazzik said:

    That would mean the killer dominated the game with one perk doing nothing for him. Deserved.

    I would argue if he dominated the game with only 3 perks, matchmaking handed him the win because he got paired below his skill level.

    If he deserved that after a win was handed to him might differ from your pov.

  • @Veinslay said:

    They might change it in 5 years if you're lucky just like with Dead Hard. They'll probably make it stronger somehow too

    And why do you thing the comparision with dead hard is the right one? Meddle of man was nerfed quite fast, and it surly wasnt stronger afterwards.

    Cherrypicking your arguments?

  • @Legionair11111 said:

    https://forum.deadbydaylight.com/en/discussion/349386/why-is-bt-active-in-endgame-if-you-bring-in-unbreakable-base-will-it-be-active-in-endgame

    had a discussion on this earlier but surv mains claim since killer geta "half a brutal and 2 stacks of STBFL" (1/2 of a perk and 1/4th of a perk) then its justified that survs get a full basekit borrowed even in endgame and now a basekit unbreakable. dont even try to discuss it with many people, youll just get dunked by both people and mods because the 4 outnumbers the 1. Sorry my guy :/

    Or by the fact that kill rates are over 60%.

  • @almofan1001 said:

    New dead hard is becoming increasingly meta again. It's not unusual at top MMR to see 3-4 dead hards every game. As usual, the community overreacted and declared a perk "dead" only for it to become a meta again a few weeks later. To get the most value out of dead hard, the proper usage is to use it near the pallet making the killer choose between swinging (and proccing dead hard) or eating a pallet stun. In other words, 0 counterplay scenario.

    The Dead Hard rework has failed to achieve what it was supposed to do - to prevent uncounterable situations for most of the killers. In fact, it's reasonable to say that it has become even stronger than it was before.

    But let's look into arguments that say that the new Dead Hard arguably has more counterplay/is weaker than the old Dead Hard:

    1 "You can not use it for distance any more" - this is correct, however, you can use it near the pallet which guarantees a successful endurance hit. Now instead of using it to get to the pallet, you use it when you are near the pallet. And some could say that it's a nerf, right?? Well no, using it in a new way is arguably even stronger compared to before: 1 You gain sprint burst 2 You save a pallet. You literally gain more benefits with the new dead hard.

    2 "Just wait it out" - no, you cannot "just wait it out" in some of the scenarios. A good survivor using DH properly is uncounterable by most of the killers. In other words, we're back to the same situation as with old DH where killers either have to choose between taking L or taking L.

    3 "It doesn't do anything when not near a pallet" - so did old dead hard? In fact, the new dead hard is even stronger when used in the open as you can gain massive sprint burst if used successfully. Old dead hard, even if used in the open, bought you only a couple of seconds until the killer caught up to you.

    4 "You can not use it anymore to gain distance to the window" - the only solid argument that could be said that new DH can be weaker than old DH. With that being said, while this particular point is nerfed, the nerfs are offset by buffs in other scenarios.

    5 "It takes skill to use new dead hard" - one of the most oblivious statements to be made. It doesn't take much skill to use new dead hard in an uncounterable way. If a killer is close to you, and you are very near a pallet, press E. Few practice games and you can do it with relative ease and it doesn't even require you to time the killer attack. Congratulations, you just learned an uncounterable mechanic. Most of the community will know how to do this a few months from now.

    Conclusion

    Ultimately, the Dead Hard rework has changed nothing in terms of preventing uncounterable and unfair scenarios. It has become increasingly meta again and is not hard to utilize it to its most potential. Some could say that new dead hard is even stronger than old dead hard, and that's an insane realization considering old dead hard wasn't nerfed for 5+ years.

    Solution

    Remove the uncounterable mechanic of using dead hard at a pallet. After using Dead Hard, prevent a survivor from dropping a pallet for X seconds. This way, the perk is actually skilful and rewards the survivor for properly baiting an attack from the killer. There is nothing skilful or fair about using it at a pallet to guarantee a 2nd chance (why does this sound so much like old dead hard hmm)

    To be fair, while a lot of survivors complained that dh was dead, a lot of killers assured that it was just fine now and survivor just needed to get good with it.

    And now that they got good, its not ok anymore?

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212052#Comment_3212052

    A streamer being pessimistic about a new DBD update? You don't see that very often.

    after a 4k, too.

  • @almofan1001 said:

    Why do survivors insist on saying that camping and tunneling is "0 skill" "braindead" "bot"?

    As far as I can see, it's infinitely times more skillful than holding M1 on a generator and talking to your Twitch chat in background while checking your monitor every 10-15 seconds for a skill check. You don't even need to watch out for killer most of the time as terror radius gives you an indication when you actually need to start paying attention. Hitting good skill checks can be mastered after 10 minutes of the gameplay time. That's all the attention span and skill it takes to do your objective while the reward is immense.

    At least when you tunnel you need to end the chase fast. You take a big risk and if you fail, you get punished heavily by basically losing the game on the spot. A sole survivor literally gets a chance to win a game for their team on their own. A successful tunnel is much more skilful activity than holding a button on a generator.

    When you camp, you need to constantly look for other survivors, don't hit the wrong person, time your M1 to grab, avoid body blocks, and make sure to watch all angles so you don't miss anyone coming for rescue. It's at least 5x more actions for a killer to do (successfully) in order to gain benefit from it.

    So please, survivors, when you complain about no-skill gameplay, have a bit of self-reflection. Your objective (generators) is literally the lowest risk, lowest skill and highest reward in the game to exist on both sides.

    You dont need to end that chase fast, thats the point. You might lose the game, and the guy you are tunneling can even be more skillfull than you, but the game is stacked in a way that killers will get the survivor in the end. In this cases, the game gets the down (for example via bloodlust), not the killer. Thats why really no skill is needed for tunneling.

  • I tried him at release, and he instantly became my second main killer, along with hag.

    The problem is he is not too strong, because there are always zones without lockers where he has no power, as well as locked lockers waste a lot of times, if done right. But then, a lot of survivors simply lock all lockers, and thats a big timewaster on their side.

    I also like playing against him, i really like the nightfall-concept both as killer and as survivor.

  • @The_Krapper said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212911#Comment_3212911

    Ok I get what you're saying but that doesn't answer why you'd wanna be in that match? And no none of what I spoke about is bannable and you can clarify that with a mod if you want , I can go up to you on hook and t bag and pretend to unhook only to run away and leave you there because nothing in the rules say I have to unhook you and nothing that says I can't use perks to make life hell for the killer with no intention of escaping, so I can go into every game just absolutely throwing but they can't ban me as long as it even a smidge resembles some sort of normal gameplay and you want to make it to where if I have a squad doing this that you have no way out of the match except to sit there for the whole hook timer being a solo player. I think your idea is really good but it just needs to work a little differently to be effective

    I want to be in a fair match. But when i am on the hook, and see one guy in the basement walkingin circles, and one guy hidding in a bush, while the 3rd runs straight to me, right in view of the killer, thats why i dont wanna be in that match anymore.

    I never hook suicide because of killer, i do so because of teammates. I run bond, and i am usually very aware of what my teammates do.

    so you want to take away hook suicide? Then give me a way to avoid those teammates in the first place. MMr needs to change how it is calculated, escpaes is not a metric for it.

  • @JoByDaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212101#Comment_3212101

    That might be true for some people but for the most part people can communicate in English to some levels. I'm not denying it will be problematic in some cases but for players who wish to use VC there are possibilities to make it work.

    I guess you are not in europe, otherwise you were aware that it is not "some people". Having people in a solo queue you can not communicate with is rather the norm than the exception.

    You already can use VC, a lot of swf do it. However, you cant bring it to the game, because then you need to balance around that as well, and that won´t be easier than now.

  • @TheArbiter said:

    Just like when I see a killer bring The Game offering doesn't make any sense to me

    The game is one of my favorite maps on all of my 3 main killers, hag, dredge, and doctor. oh yes it makes sense.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3212007#Comment_3212007

    I can be sure of it. Relegating SWF to customs only is not only punishing people for playing with their friends, it assumes that everybody has 4 friends to play with. Removing it outright would effectively kill this game.

    Sure, a few thousand might still cling to the game but the vast majority would just quit. Too many people act like swf is this unbeatable behemoth. High MMR swfs are, but the majority of the player base is mid at best.

    Not to mention the fact that there's no progression in custom games. You can't grade-up, you can't earn bp, you can't earn xp, and everyone basically abides by gentleman's rules.

    Well, the last survey had a question about casual and competitive play, as i remember? Changes might be coming anyway.

  • @ad19970 said:

    I will never understand the argument that the killer buffs affected solo queue more than swf survivors. Yes, solo queue can be rough, it could be rough, and now even more so. But the change hasn't affected matches with bad team mates anymore than it has affected matches for good swf teams. It's the same with nerfs to meta perks. The Dead Hard nerf hit swf survivors just as hard as solo survivors. It's just that solo survivors were already in a weaker spot.

    And the same goes for the basekit Unbreakeable. In fact, I believe that would indeed help solo survivors more than swf survivors, because now solo survivors do not have to rely on team mates to pick them up, and vice versa, as a solo survivor, you know that the downed survivor can pick themselves up now if they are left on the ground.

    10 seconds more on gens for example had the exact same effect on swf as it had on solo survivor. The problem is arguably just that solo survivors need to be brought up more to the level of swf survivors soon enough, when killers get balanced more around swf survivors.

    Camping and tunneling are also the biggest frustrations for survivors to deal with at the moment, and it becomes especially frustrating when realising that both those strategies are clearly harder to deal with for solo survivors than for swf survivors. Just nerfing those tactics in proper ways would already close the gap between solo and swf survvors.

    The game also defniitely needs to finally buff solo survivors by giving them more information that swf survivors have. With nerfs to tunneling and camping, this might require some more improvements to killer as well, hard to tell. But it surely needs to happen.

    No, it really doesn´t.

    For example, gen times and regression perks. Imagine a gen done to 90%, then the killer comes, kicks it, and it regresses, while you get chased.

    In swf you can always tell the others what gen was almost done and started regressing, so someone can just spend the time, go to that gen directly, and safe all your hard work.

    In solo queue, you just cant. It is not uncommon to come back to a gen you had nearly finished and it regressed down to 0 again.

    Thus, the 10 seconds extra and some of the perk changes really affected solo way more than swf, because communication can easily compensate for that.

    Sure, dead hard affected both equaly, but an swf can organize a coordinated rescue against tunneling and camping, in a way solo can´t, thus those perks are more important in solo queue when they are in swf.

    Also, more information will not help you with bad teammates, that hide in a corner anyway.

  • While i appreciate your work on this, and you have several good ideas, i think i might actually leave this version of the game, because stealth play other than hidding as soon as you hear a terror radius seem to be dead in this version. Better brightness, better fov, less optical distraction, and map changes seem to resolve around looping first and foremost.

    thats simply not the game i want to play.

  • @Carth said:

    But you got .2 seconds off survivor sprint burst? You don't want to play vs infinite unbreakable with that?

    Do you even know what infinity means? I would guess you dont (or there is an additional change in the game i dont know about yet).

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