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sulaiman

sulaiman

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  • @WipeIncGamingYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/3208321#Comment_3208321

    I play mainly as survivor. 61% kill quote means that most of the time 2 survivors can escape. Technically this is a tie and not a victory for the killer. Wins for killers in terms of MMR are 3k or 4k. So killers need at least 75% kill quote. I myself playing bad as survivor still have a 30% escape quote. And I feel pretty happy with this quote.

    Ok, how many survivors escape most of the time at a 50% kill quote?

    You shouldn´t talk about thinks you dont understand, because just the kill quote tells nothing about distribution, which is what you are talking about

  • Well, in europe the killer incentive comes up when all the swf bullies are online. I am not sure if that because they feed enough survivors in that way, or if most killer just avoid that time to play.

    Sadly, solo queue doesn´t get better in that time frame.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203145#Comment_3203145

    You have listed absolutely no concessions from the survivor side, and implied that killer strategies are the only thing holding the game back. Not even a single thought about why those strategies might form, just "other side bad."

    Note how that other post made very clear admissions on how the changes would affect either side, be it positively or negatively, as well as mentions concerns on how the changes would affect other seemingly unrelated factors. Actually putting in not only considerations for both, but also reasonings that preemptively remove exploitation avenues.

    Again, even without agreeing that its the best avenue to take, its considerably more constructive and considerate than trying to punish one side into submission while pretending the other side can do no wrong unless they're forced to then its ok. The projection about how survivors sandbag themselves to give nice killers a reward is also extremely anecdotal, and completely contradictory to the experiences of many.

    And you're completely welcome to believe it, but you'll have to pardon people who don't agree, and especially those who will start arguments over it with you.

    I think there really is a flaw in your thinking, about why this strategies might form.

    Many killers will tell you way play to win, and winning is a 4k, thats why many slug for that 4k, and why they hate the hatch.

    Those killers might appy this strategies, because otherwise, they dont get that 4k, and they say they are pressured into using them, because the game is stacked against them.

    Lets say we were to rework maps again, reduce pallets and everything. What do you think the endresult would be? Killer would be ok with just getting a 2k for a balanced game? Or would they still want that 4k?

    Because then, there are just 2 possibilitys:

    a) even after a rework, killer still cant get a 4k without those strategies, so they use them again.

    b) they get those 4k without it, which mean it is balanced around killers getting a 4k (remember, whenever it seems to be only a 2 or 3k, they still can resort to camping and tunneling).

    It all comes down to what killers and survivors think a balanced game is.

    I play both sides, and i think a balanced game is a 2k. less than that is a win to survivors, more than that is a win for killer.

    But even devs think different, because a 53% kill rate wasn´t enough.

    But we know killers are not satisfied with a 3k, thats why they slug for a 4k.

    In short, the reason why this strategies are employed is to get that 4k, and no balance change will change that, unless the 4k is easy enough to get to not need them.

    And yes, that is truly what i belive.

    (to be fair, i play both sides, and even i am not satisfied with a 2k).

  • You should just do what the pro streamers do.

    Derank offstream.

    Just start a killer match, do something else, and restart the match if finished. At one point you reach a level of comfort again where you get potatoes, and you can crush them all.

    Since i have seen some of the matches those streamers play, and see the quality of their opponents, i belive thats exactly what they do.

  • @MDRSan said:

    In solo q, we’re a team so far as we’re all working toward a similar objective. Similar, not the same. I would like everyone to escape, and play to help my fellow survivors get out with me. My primary goal however, is to escape myself. There is no ‘b’, ‘l’, ‘o’,’o’, ‘d’, ‘p’, ‘o’, ‘i’, ‘n’, ‘t’, or ‘s’ in ‘team’.

    So for the love of the entity, stop letting me get well into to 2nd stage on my 1st hook early in the game. If, however, you do choose to do so realize my secondary objective switches from ‘help teammates escape’ to ‘avoid helping teammates even at my own detriment because I’m just that spiteful’.

    I brought circle of healing and you’re literally shoving a dull totem in my face? Boons? Never heard of them.

    You get hooked? Sorry, I’m on death hook and am not going to be sticking my neck out.

    You need a heal? You know, I would but I’m kind of busy with this generator.

    Well, it all depends. Did you bring kindred? Because i didnt, and thus, i understand that situations like that might happen, especially if all survivors are far away, so every one things someone else has to be closer.

    If i am about to finish a gen, and i am far away, and i have no idea if someone is already at your hook (and just hasnt unhooked you because of a camping killer, for instance) then the outcome might be that you go to second hook stage. You want to be spiteful about that? Be it, i play killer too, and people like you give me easy games.

  • @Johnny_XMan said:

    Right because a tea bag apparently wins you the game faster? But a mori wont?

    I guess T-Bags must break people's souls at this point.

    T-Bags are designed as an insult and a gesture of disrespect to your fellow gamer, and thus, the definition of toxicity.

    thats why i never hooksave survivors that i had observed teabagging the killer, just like i dont hooksave people which names refer to the 3. Reich or known Nazis.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205352#Comment_3205352

    Then you should still agree, unless you think that crouching next to a window after jumping through it is masterclass strategy that would be ruined by an option that lets people actually play the damn game. I agree that the colorblind options don't help with everything that they could, and that its limitations in doing so are indeed tied with the game's design and multiple of its factors (which would need to be reworked to make more meaninful options, like aura colors, or contrast/luminosity adjustments.)

    Giving FoV options only removes strategies that rely on the killer only being able to interact with the very center of their screen, and ones where the camera is locked in place entirely. They're both forced limitations that it is exploiting, which makes them bad mechanics. Whether they are in the game or not is irrelevant, and there's a reason they don't do anything at even lukewarm MMRs. People only hold on to them because they don't want to lose a thing that can potentially benefit them, and prioritize that over people ability to actually play the game without getting physically ill.

    I really believe this is there for balance reason. I am a stealth player at heart, and i used to juke killers all the time, and they being able to overlook you because of a limited fov or a dark corner is a real balance thing.

    The problem is already that many people use brightness filters, so hidding in a dark corner is mostly gone.

    Map reworks left a lot of areas either without los-blockers, or with nowhere to go after you broke sight.

    Iron Will nerf broke the close range juking once you are injured.

    The game is more and more reduced to just hidding before the killer is there, as soon as you hear him, or just go into a chase (which for me is actually the boring part of the game. I like it as a hide-and-seek).

    Thats why i am very sensible when it comes to further changes on whatever is left on stealth play.

    Maybe they just give killers that fov-slider, but that will finally kill the almost-dead-horse stealthjuke in a chase. At that point, i will leave the game. And thats why i ask about compensations that keep stealth play alive, but noone is interested, and thats why it feels like people just want an additional advantage.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205322#Comment_3205322

    Maybe read patch notes. The 61 % is applicable to 6.10, we've already had several killer's nerfs and (strong) survivor buffs since then.

    Yet that was the patch you were refering to when i answered you, wasnt it?

    Quote: "Disagree heavily. The so-called "killer patch" was a neutral patch at best. Perks on both sides got nerfed/changed. Faster pallet breaking speed/faster recovery is a placebo in most cases. DH is in similar strength as old DH (at least in high MMR). M1 killers are still in the garbage can."

    If i misread it, i appoligise, which patch were you refering with that then?

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205342#Comment_3205342

    No, but I AM telling you that if someone throws themselves out of the match at 35 seconds in, it is effectively a 1v3 and not a 1v4, which has completely different balance considerations that the game very clearly is not designed for. It is also the exact reason why DCs nullify results in regards to their internal stat tracking.

    But it IS the reality of this game that this happens time and again, and you should account for it, and the reasons why it happens.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205335#Comment_3205335

    Dude. All i want is to stop getting sick when i try to play the game without a perk vs with it. Try telling your explaination to the deaf people who rioted when spinechill got reworked. I was on the disableds side then. See how far you get.

    I dont think the spinechill rework was needed at all. But the difference is, they were using a perk, instead of asking old spine chill to be base.

    And i do understand it, i am colorblind myself.

    And after years we got a color blind mode that does basicly...nothing. I proposed the ability to change the color of auras from red to blue, so you could see them (on certain maps, i couldnt see auras of gens or hooks, and had to search for gens like a survivor). Instead we got filters that i have to adjust for every map differently. That results in matches where the first gen pops before i finished adjusting it.

    So yeah, i understand accessibility, but i also understand game design and balance, and choose not to just ignore it.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205322#Comment_3205322

    Because hook suicides do not get thrown out and count as normal kills, which also increases the liklihood of the other 1-3 dying significantly. Based on their current judgement metrics, you have to assume that the final result will be lower (by an unknown amount) than the balance would imply based on its end results. They throw out matches where people DC for a reason, but inexplicably refuse to put a similar consideration on their own sanctioned form of ragequitting.

    So, are you telling me if someone dies on hook, the killer didn´t kill him?

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205315#Comment_3205315

    This is such a bad take i don't even wanna spend the time explaining about how letting people not feel sick because of the fov being 85 by default (which is actually lower than most games minimum of 90). Because of something out of their control. Especially when i also suffer with it. And allowing you to permanently have sprint burst. Have a nice day.

    I already discussed why the fov is a balance tool first and foremost in some of the other threads about this topic. People just chose to ignore that part because of something they want to have.

    And i dont even say it shouldnt happen, but if you simply change the balance, you need to compensate for it. And usually in this threads, noone is even acknowliging it is an advantage, much less discussing the effects on balance.

    The thing is you already got the perk if you really need it. What you want is a balance change in your favor, simple as that.

  • @almofan1001 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204980#Comment_3204980

    Disagree heavily. The so-called "killer patch" was a neutral patch at best. Perks on both sides got nerfed/changed. Faster pallet breaking speed/faster recovery is a placebo in most cases. DH is in similar strength as old DH (at least in high MMR). M1 killers are still in the garbage can.

    The 10+ secs on gens sounds good theoretically, but in practice, the gens go even faster. This is because survivors are now using every tool in their arsenal to push gens (toolboxes, prove thyself, hyperfocus, split on gens, etc.). I've seen more BNP's in the last month than probably last 2 years. They always had that option pre-patch to push gens even faster, but some players liked to play chill because the game was very easy on survivors. Nowadays though, everyone just sweats on gens and plays super efficiently.

    The only argument you could make that killer got buffed is because of easier tunnelling. Which was TRUE for 1 patch, until they added base kit BT, buffed it, and now it's much harder. Not even speaking about off the record and upcoming base kit BT...

    What is called "killer patch" was a neutral patch at best, especially considering how big buffs survivors got in the next 2 following patches after it. They added 10+ secs on gens, and then the next patch literally added a gen rush perk lmao...

    IF it was not killer sided, why did the kill rate rise by 8%? That patch was designed to increase kill rate, and did it, and you say it wasnt killer sided?

    Maybe get a hold on the games basic concepts before posting false statements?

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204600#Comment_3204600

    I just wanna play the game and use 4 perks not running the same one because i suffer from motion sickness. BHVR said themselves when reworking spine chill "accessibility should not be a perk" then that should go to the motion sick players to. Don't punish people like me and say we can't play without a perk because we have a disability.

    You are right. When it is about accessibility, we should also consider anxiety is an issue for some people playing survivor, and it would really help them if they could set their running speed with a slider, because feeling safer might help battleing anxiety.

    So, FOV-Slider for Killer, Running speed slider for survivors. I am sure noone would use either one to just gain an advantage, its just about accessibility.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203076#Comment_3203076

    Did they remove CoH and I didn't notice? If not, then they didn't make them "way less necessary" strats than they were. All they did was extremely safe adjustments to a variety of interactions, most of which didn't even break even to their disadvantages. If you want a clear example, just compare how pop was handled (both basekit value, as well as the perk change to match it) compared to either of the new survivor basekit tools. Its weaker and its basekit impact barely offsets the duration of its animation lock, and the perk is absurdly weaker than it was previous while current BT basekit is stronger than old BT with the perk was due to the haste that got thrown in as well and a (now) much closer duration.

    And no, the point of that is not to bemoan that survivors got a nice thing. Its to give you perspective to how badly that perspective is skewed. As for the rest, Killers had most of their incentives to leave the hook taken away, as well as their ability to use their loadouts to help provide surrogate pressure: For all the gen perks that are the new ones to complain about, half of the old ones got nerfed into uselessness, especially ruin and corrupt. So now you have less reason to be confident in leaving the hook, no direction to go in, no reason to leave logically... Its absolutely no surprise this didn't have any impact to reduce tunneling nor camping. Its both made them the most consistent strategies while simultaneously ruining their alternatives, a trend thats been happening in this game's balance for a while now.

    This is why carrot and stick analogies don't work unless both are present. If its always just the stick thats just abuse.

    Well, i just dont agree with you. But i do play both sides, and recently, at least to me, solo surviving has become incredible hard, because of the the killer buffs/survivor nerfs and a matchmaking that keeps giving me teammates that cant handle that.

    On the other side, i recently got ALL the killer challenges and achivements i couldn´t do before, because i am just a mediocre killer. But killer became really easy (unless you get a 3+swf, because they can easily compensate, but i actually play killer only at times when they are few in between) against solo and 2swf, and either a lot of killer mains choose to ignore that, or are just afraid to lose their edge again.

    I, for one, profit and from every balance change, because i play both sides, but thats why i want the game to be balanced.

    And yes, i belive the unbreakable basekit is a good thing, while i dislike the mori-removal from both devour hope and rancor. They could do the endgame-mori despite having the perks do it earlier.

    @Axx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201097#Comment_3201097

    Kill rate accounts for all the survivors that get downed in 10 seconds, and that give up on first hook. Remember that. The kill rate means nothing because it combines players that could run a m1 killer for 5 mins if they had the right tile setup, and survivors that go down in 10 seconds to Ghost Face at shack with pallet still up.

    Yes, but in solo queue, you also get all kinds of teammates, so the kill rates mean actually a lot on your own survival rate.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201411#Comment_3201411

    How does not being able to hook anyone after downing them affect the human player being denied? Do you want some hyperbolic response about how we should remove being hooked entirely because the survivor on the hook might feel bad being stuck there?

    And of course I can do that, literally any pvp game. In mobas you can have a hypercarry get so fed that none of the 5 players on the other team can do a single thing to stop them, and they have to either votequit or hope that player messes up so badly that it gives them a slight chance, God help you if you're playing support on that team.

    You can (and should) address things like slugging by making them less necessary, not by punishing all cases good or bad. Its the same logic people use to admonish camping, then lead chases right to the hook and complain the killer didn't just go the other way.

    They made camping and tunneling way less necessary than before, but since it also became easier, its use did rise, not decline.

    The Community has already shown that the "they only do it because they need to"-argument doesnt really work.

  • Well, i read a lot that killer should get incentives to avoid certain playstyles. I think basekit unbreakable is an incentive not to slug.

  • @Adjatha said:

    Killers get a stylish way to finish off a match that they already won.

    Survivors, in compensation, got a super-powered version of one of their already most-taken, most-powerful perks as basekit that now can be used forever.

    Oh, and all those Mori offerings? They're a minor BP boost IF you totally blow apart the game you burned it on. Or, presumably, you get nothing. So, they're basically worse than the bonus BP for chasing or whatever, despite costing WAY more BP to unlock.

    Yeah, A BIT UNBALANCED would be one way to put it.

    Even worse, neither devour hope nor rancor needed to change for that.

  • You are both right. DEHAVIOUR, 61% kill rate is not enough, we need more kills, not less.

  • @CosmicScarab said:

    More base kit survivor perks and nerfs for killers, fun. Expect a lot more camping and tunneling in the future if these changes go through.

    That will be a neat trick, seeing it more than every game.

  • @Grigerbest said:

    Hello, I see some people on a forum clearly misunderstanding of what is "Toxic behaviour" in this game.

    They accuse in game tactics like: tunneling or camping, flashlight clicks or T-bags after a pallet stun or in the exit gates, killer shacking his head after downing a survivor, etc... As a toxic behaviour. Which is to me, is completely wrong.

    According to Google (I'm sorry for that):

    Being toxic in a video game means - having a bad attitude or behaviour towards other players which hurts the community or the game itself.

    So what exactly should be considered as "toxic" in Dead by daylight, and what's not...?

    (It's all IMO)

    Let's start with toxic, because mostly it's any behaviour or attitude which is braking the basic rules of this game, such is:

    1. Holding someone hostage.
    2. Playing with "third party program" (cheats), using broken or unfixed mechanic of the game for your advantage. (bug exploits)
    3. Playing against your team. (Working with killer, sandbags)
    4. Insults and threats towards the person judging by the way they played the game. (End-game chat, or other)

    To me, If you spot at least one of these 4 points, you can safely say - you're being toxic, or you were toxic.

    Now let's go to "Misunderstanding" part or what considered as NOT toxic:

    1. T-bags and F-clicks.
    2. Camping and tunneling.
    3. Playing "scummy" or unfair. (according to survivors)
    4. Waiting for killer at the exit gates.
    5. Camping the hatch.
    6. Shaking the head after downing a survivor. (As a killer ofc...)
    7. Hitting survivors on hooks.

    There is 1 thing I don't know about... It's "suiciding on hooks" or DC-ing from the matches... Is this considered as toxic or not? (I think it's for you to decide)

    If someone don't agree with me or have different opinion, you're very welcome to discuss it here.=)

    Can you explain why T-Bags are not toxic?

  • @neb said:

    Is there some killer spokesperson that speaks on the behalf of every killer player that I'm unaware of?

    There are several killers that claim to do so.

  • @dugman said:

    I think there's a myth that fighting cheating isn't a high priority for Behaviour. The issue isn't prioritization, it's the difficulty of actually coming up with technical solutions to stop cheating.

    Well, an ingame action verification system might be a good start, dont you think?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196523#Comment_3196523

    If a killer is being toxic to you it's your fault - You apparently

    I don't dc, and very rarely suicide on first hook, I dont teabag, I mostly solo. I dont bring items, my build consists of mostly solo q perks (kindred, bond, lithe and prove thyself), yet killers keep hitting me on hook, nodding, being rude in end game chat.

    Can you explain how any of that is my fault now?

    You play survivor.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195266#Comment_3195266

    ??? Because you are required by game rules to play? It’s a lose-lose because two survivors left before gens are done means the killer outright stomped the survivors. Why would it not be overwhelmingly not in your favor?

    That’s like asking why you can’t sandbag/AFK/etc if the side you’re playing is getting hyper stomped because you’re saying the match is basically lost anyways. Doesn’t matter. It’s because it’s literally part of the rules. It not being in your favor is not an excuse to break the rules.

    What about the other guy. So he is allowed to hide and not do a gen as long as i am doing it? If not, why is there no sanction for him? If yes, who decides who is allowed to hide and who not?

    That was the question i was aiming at.

    Edit: Also, one could argue, its the job of the killer to find survivors and kill them, not to stand near the gens and wait for survivors to come to him.

    Edit2: The objective of the survivor is to survive, not to do gens. Gens are just the way for survival if more than one want to escape. So one could argue, hidding until the other one gets found IS doing the objective.

    And to be clear, i am the guy that gets found because he is doing gens. And i had games in that situation, where the other survivor and i did finish 3 gens and both escaped. It does happen, but in solo queue, more often than not the other guy is hidding.

    Also: i run bound almost every game, and if i am one of the last 2 survivors, i sometimes start searching the other guy. And when i see him in a corner or just walking in circles in the basement, why should i sacrifice myself i the other one is not playing the game at all?

    Thats the answer i would like to hear.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3195247#Comment_3195247

    Name literally anything you've ever done. Where after 8k + hours....You're still having the same amount of fun as the beggining stages that hooked you to begin with....?

    One thing I notice about otz, and other streamers I seen who took a break at some point or another. They are people who refuse to adapt and just play what they need to. To have fun in this game.

    Do I want to stack slowdown to match what DBD requires currently ? Not really, but it's mostly required against people who arnt total bots. It helps the game be much more enjoyable, and gives me a kill rate I'm good with.

    Playing guitar, playing tabletops (for over 30 years now) and playing M:TG (for over 25 years).

  • Well, doing gens punishes the one doing it and rewards the one hidding. I was often in that situation, and its a lose-lose situation.

    Why should i continue to risk myself when the killer gives the one hidding an easy pass?

  • They block the names of their own perks, so what do you expect?

  • @Commnder said:

    Now as all/most of us know survivors like to police Killers on what they do, what I wish to start and suggest is that we should start Policing/shaming those survivors who Rage Quit. And yes killer too in a way but, its not quite the same. A Killer disconnects the game just ends Survivors are rewarded points for surviving/escaping like as if they has gotten out by the exit gate/hatch. if a survivors just disconnects or let themself get killed on hook it effects a lot more then that. and let me list them.

    1-Morale: Once a survivor starts to rage quit out of the match. (by disconnecting or giving up on hook) that take a heavy toll on other survivors especially if the game just started or soon after. this dose have a sleight effect on killers that emphasize with this knowing that A: Others may fallow the quitters lead. or B: They may get attacked in the End game chat and possibly get reported for nothing.

    2-Pressure: Now that this Survivor has left the match, this puts more pressure on the others to try and win. Being a man or 2 down. Now this is unfair to both sides, with survivors needing to do the same amount of work but with 1 (or more) less teammates, and the killer will look like a jerk for taking advantage of it.

    3-Challenges: For some Tomb Challenges you may need every survivor for a better chance for finishing it. especially ones with the condition of "complete this challenge in a single trial" If a survivor has decided to quit out of the game and depending on what is needed you may not have what you need or more likely a chance to complete it. this goes for both killer and survivor.

    Finally a few Solutions:

    1-Extended time out: the survivor/killer meets any condition that they have Rage Quit out of a match. if all players Use what is meant to be the report option in the end game chat to well report instead of it doing nothing. (like we all believe) it will add an additional time to that player's time out timer. or start a timer if they have not gotten one. (aka die on hook) That will stack through out the day like the normal repeat rage quitter penalty. now to balance this out. so that players don't just report everyone. A: again all remaining players need to report to do this. B: For those who just give up this would mostly effect Survivors if they give up the same system that would apply this penalty would watch if the survivor quickly died. allowing them to be eligible for this penalty. as for killers when they give up most Survivor would call that a win especially being that they are not preventing you from finishing the game or impeding you in your job. C: Every account would get a hidden randomized number of Timmer tokens. (between 2-5) that would reset every day (so no stockpiling tokens) D:finally these tokens would be loaned out of your token bank and would be taken away if all requirement are meet. if the game closes and the requirement are not meet it would be returned to you this way those who truly need a time out will get it, and players are not just reporting every player they see. E: Finally SWF that are a full 4 stack would not be allow to spend these tokens. (I don't think I need to explain why)

    2-Symbol of Shame: A new Symbol will appear over the head of the survivor showing how many times that day they have Rage Quit for all to see. That way survivors/killer can choose to stay in the lobby with them or leave in order not to have a bad game. As for informing survivors if the killer rage quits, a killer version would sit next to the chat box with the same indication as to how many times they rage quit.

    these are just some problems I've ran into (and I bet others have) when it comes to survivors quitting in a game please tell me what you may think if these ideas to help this problems and if you have any others.

    Or you adress the reason why people hook suicide. I do it sometimes, like when im on a hook, and i see one guy hidding in the celar, one guy crouchwalking around, and the guy that it chased by the killer comes to the hook to hookfarm me, all while the only gen done yet was done by me alone, while that mikalea lit a boon totem on 4 different totems, and doing nothing else so far.

    I already know how that game will end. Why exactly should i stay? Me leaving have no impact on the survival of the others, because they wont survive anyway, not because of me, but because of the way they are playing.

    So, can we also give a symbol of incompetence to players who dont do at least one gen in a match, or let someone die on first hook, or go down to the killer after 10 second chase? So the rest of players can choose too, like not to play with such teammates.

    What about players sandbagging their team, like that guy that started fastvaulting to alarm the killer because he wanted the points for that hex totem i found and was working on. Can i get a way to shame him too?

    There are people quitting out of frustration about their team, not out of rage. I never hook suicide because of the killer, if he camps and tunnels, i struggle to the end to allow my teammates to finish gens. But if noone is doing gens, then there is no point.

  • @xEmoGirlxAlexisx said:

    Ist just Funny Everytime u playing against Player whit Anonymous Mode on u know to 95% that this Guy is a Cheater or TTV Why would u normaly hide ur User Name then ?

    70% of my Games against a Person whit Anonymous Mode on was a Cheater whit hacked movement Speed or hacked Gen Speed ( no1 in the Match had a Toolbox or any Gen Progression Perks the player shouldnt be able to do a Gen alone in 30 seconds

    I hide my user name. Why? Because when i started playing dbd, i would use the name of my online-persona, wich i used for every game and every forum.

    And then a salty player accussed me of cheating. I wasn´t, i had seen him entering that locker with bbq, he was just stupid.

    But he used my name to find other forums and games i was playing, and started to stalk me, send me ingame messages and insulting me.

    I blocked or reported him whenever i could, and he vanished eventually, but since then i use a different name for every game or forum acount i make, and you can bet that i activated Anonymous Mode the moment it was available.

    And thats why you would hide your user name. Toxicity in this game.

  • @Grandpa_Crack_Pipe said:

    I don't know about the rest of you, but I actually have a VERY easy to exploit guilty conscience, and if someone DCs 30 seconds into a match after I down them for making a dumb mistake?

    I feel bad! I can't kill them anymore, i'd be worse than a murderer-- a jerk. I HAVE to let them go at that point. And that takes time!

    So please cut it the hell out. For my sake. I don't want to queue up for another 5 minutes only to bump into the least committed player in DbD for the third time today.

    Well, i think its a matter of matchmaking. If you down someone 25 seconds after the game starts, (i give them 5 secs to dc) you are not on the same power level, simple as that. Not your fault, but i can understand frustration with the matchmaking.

    I usually kill everyone else, because we all get faster games that way. Also, a lot of survivors now run up to you if this happens, so the game is over a minute later. Even if one doesnt come by themself, they can have the hatch.

  • I used to play swf, and then you see the power of even low level communication.

    I stopped doing it because in solo, without perfect information all the time, the game was just more thrilling.

    However, as it stands, i really should return to swf if i want to play survivor.

  • I doubt that basekit kindred would help. I had games where i run kindred, was on hook, and still 2 people come for the hook, both trying to outrun the other to get the unhook points.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193691#Comment_3193691

    Problem with 50% Self Care healing speed wasn't the healing speed, but the way some survivors used it. Which of course is kind of hard to fix, even with tutorials, considering that it would be impossible to include every perk in the tutorial.

    However, the 50% healing speed is actually the same efficiency as one survivor healing another in 16 seconds, because 2*16 = 32. In fact, Self Care can even be seen as more efficient, because you can heal whether you want, and don't have to spend time running around to a team mate.

    The only key downside is that if another survivor heals you, you are back in action after 16 seconds instead of 32 seconds, so misusing the perk can sometimes result in a survivor not doing anything in situations where they really are needed.

    And thats is better with the perk nerfed how? We know its still used a lot, and i cant see how nerfing the healing speed adressed using it wrong in any way.

  • I had a game yesterday where i was stunned out of nowhere so i couldnt pick up a downed survivor. There was no locker near, no ds, nothing.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193054#Comment_3193054

    Why can't solos and mid MMR just deal with it? We need them to deal with it, because they know it's not the killers that are broken, but the bad teammates they get from matchmaking. You must balance for the top, because however the game is played up there trickles down. Since people only win through tunneling and gen rushing at the top, that has trickled down. If killers could win with lots of chases and no gens defence, that would be way more interesting and would trickle down. There's nothing wrong with the base game at low MMR and in solo; it's the players.

    Solos cant deal with it because of the way MMR works.

    For example, you get a balanced match, where the killer really equals the skill of the 4 survivors (combined). Then within the first minute one survivor dc´s.

    Tell me how the rest should deal with it? Even if they, as a team, manage to get 5 gens done, only the one that maybe escape would rise in mmr, eventually maybe getting better teammates. But i am glad to hear your opinion how they should deal with it.

    Your last statement is simply wrong. Do you agree that at the top mmr range, nothing much has changed with the patch? Then we can simply roll back the patch, because it didnt change high mmr, and there was nothing wrong before with the base game at low mmr and solo, it was just the killer players.

    The thing is you cannot have a competitive game in a game based around lack of information where you have solo and swf queue pushed together in one mode. Balancing around swf just kills solo queue, thats why, at least in my region, the survivor bonus at 100% is almost permanent (but i have to say i saw it coming down to 50%).

    I for one, played a solo match today, had again 2 total useless teammates (one running behind the killer, doing nothing until he could finally use the flashlight, to then not get a flashlight save) and just played killer after that. Killer got so easy, that i did an old challenge (that i had misread i think), where i did nothing but setup until the 5 gens where done, opened the gate and still got a 4k (only to notice that i didnt have get the 4hooks during endgame collapse in one match).

  • Still, the kill rate is at 61% over all ranks. I agree that the patch changed nothing much at high mmr, but it put solo and mid/low mmr into deep trouble. If you have any idea how to adjust for high mmr without hurting solo and low mmr, it would be nice to hear your ideas.

  • @Huge_Bush said:

    I don’t think the way they buffed killers was the way to go. The Devs took the easy route instead of doing what was needed and going over each killer that needed help and figuring out how to make hem stronger in things they struggled with.

    After they looked at the individual killers, they should have went over each map and make all the loops and structures more fair, to where every killer has a chance against well coordinated swf. Once that was done, they could finally rework or “nerf” Nurse and improve Solo Queue.

    Sorry for going off on a tangent. To answer your question, yes, some killers like Doctor, Pig, Trapper, Sadoko, And Claudette😁 could have all used some love.

    What is the point of nerfing nurse if you buffed every other killer to competete with swf? At that point you crush solos anyway in the majority of cases, nurse is the least of solo queues problem then.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191091#Comment_3191091

    It's not, there are plenty of other perks that heal you much faster. Hell boon:circle of healing is a much better perk because it lets the whole team self heal, faster than self care. Inner healing, renewal, more situational but a lot faster and safer. And you shouldn't really need perks to heal, getting healed by other players is far faster.

    I've progressed phases on hook because the one player available to get a safe unhook is sat using self care for god knows how long. It hurts the team. There are situations where it helps, like if you're last alive it's good for a self heal so killer can't hear you. But even then while you're sat self healing killer will probably shut hatch. People rely on it because it's easy to use and easily accessible.

    But the point is still reliabilty. Because there are plenty of survivors out there that do totems, they even use your setup boon to locate a totem after the killer destroys it. I had several games where i couldnt use any boon at all. Inner healing only works if you are the only one running it, because in solo queue, you have to get hit more than once, but cant expect to heal more than once, if even.

    And other survivors just dont heal you whenever you need it, just when they want to, which mean sometimes they just won´t.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3192636#Comment_3192636

    Didn't say it would help everyone, I've been pretty clear on that. But it would help *some* solo q games. And those are the matches that feel the most unbalanced.

    yes, but vc is a big advantage, and killers would need further buffs. in the end, it wouldnt help most solo queue games, but it would harm them.

  • @HoodedWildKard said:

    Something really needs to be done with solo queue, i rarely play survivor without my swf buddies but I'm not fussed about playing killer today. I'm certainly not the best player, but I'm by no means a bad one. Ive been playing all morning must've cleared about 10 games and i haven't survived a single one. I'm seeing constant bbq and chilli killers. My "teammates" are doing very little to help me. I just died on my first hook because out of 3 survivors, absolutely none of them deigned to bother coming to get me off even though the killer was nowhere around.

    I've got reasonable points in some of my games but not one survival, I'm constantly being abandoned, there's no coherent teamwork. Hell i even had someone do pinheads puzzle box right next to me while im trying to cleanse a hex, when I'm on 2 hooks and they are on none. Pinhead ports in zones on me.

    Idk why we can't get vc for survivors, swf teams certainly don't need any buffs but solo queues are 4 people running blind getting picked off by the killer. Not much fun for the survivor players, i don't expect to survive all my games but dying constantly in this many games is a pretty awful game experience.

    Pls devs throw solo queue players a bone.

    If we got voice chat, do we also get a tanslator? Because a lot of my teammates are russian, and they don´t even use the same letters as i do.

    So no, might help you, but nearly not everyone. But if you get it, you have to balance around it.

  • I think it doesnt really matter. On most maps, you only need a handfull of lockers as reference points anyway, and if possible, you take stand-alone lockers anyway.

    Once i realized that, i really enjoyed people locking the lockers, because the time they spend doing it just adds up and they do nothing else during that.

  • @Krazzik said:

    BHVR has outright stated they don't want a 'balanced' kill/survial rate of 50%. They want killers to be the power role, they want killers to be actually scary to go against, so it makes sense they want the stats to be in the killer's favour.

    The problem is the game gets boring instead, because a killer camping doesnt make for a thrilling game, no matter what kill rate he ends up with.

    Also, now the matches are derailed so early, it becomes pointless to play some matches after 3 minutes.

  • @FriendlyKiller said:

    https://forum.deadbydaylight.com/en/discussion/346910/self-care-has-highest-usage-rate-yet-botany-is-not-even-on-top-10

    Or maybe(call me crazy...) survivors can learn not to run a time inefficient perk? And start using teamwork to heal with CoH or Bond or any of like another half dozen perks? Why do the developers need to intervene here?

    This is what drives me crazy about survivor mains and proposed game changes and the whole killer nerf bandwagon.

    No amount of developer intervention can save you from bad teammates. At some point that Claudette corner self caring every minute against a Legion is going to need to learn maybe that's not the best play.

    God forbid, I know.

    Or instead we could buff survivors and nerf killers until corner care Claudette's interesting gameplay decisions no longer drag down her team, and actual competent survivors go back to ROFLMAO stomping killers every match.

    Am I crazy or has the world gone crazy?


    Ok teach me. How do i get other survivors to heal me, after i found them with bond. Last game i didnt bring it, me and the other survivor needed heal, i healed him, and as soon as i finished he run away, leaving me still injured (no, there was nothing that needed his attention now more than before).

    Or CoH, how do i use it when all totems are broken by the guy with the map? Funny thing, when noed was a thing, noone would do totems. Now that boons are a thing, i have games where i can´t find one unbroken totem. So the same applies to inner strengh.

    So tell me which heal perk allows you to be healed that not depend on whatever or not your teammates are doing?

    Teach me, so i can learn.

    Dont get me wrong, if i bring self care, i usually bring it as a backup for the medkit i bring, because since the nerf it is a real waste of time.

  • The thing i am missing though is a splitup between survival numbers for swf and solo queue. But i think that is intentionally done, and i wasn´t really expecting it.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188878#Comment_3188878

    So you're extremely biased and put that over other's ability to actually play the game. Got it.

    And why please? I never said it shouldnt happen, i explained why its there in the first place and what you would do to keep that element or compensate survivors for its loss. Your interpretation is wrong.

    You, on the other hand, dont seem to care that you ask for a flat killer buff yet again, or the balance in this game.

    @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188878#Comment_3188878

    Do you have proof the patch made the game killer-sided as a whole? I can see it happening for solo queue, but I’d want a source for overall, ideally.

    Anyways, native FOV can counter all FOV related tricks regardless Shadowborn can. You don’t need Shadowborn to do that. Second of all, it literally does not matter. If it gives an advantage that’s actually too big? Then balance around it. Balance is not an excuse for lack of accessibility.

    No, i dont, but everyone with a little game understanding knows it anyway, because the things that are changed are changed globaly for all players. It affects solo more than swf, which can compensate easier for the changes, and i belive swf is still stronger than killer, but that doesnt change the fact that the patch tilted the balance in the killers favor (which was both intended and needed).

  • Well, i am all for it, if we are consequent. If 3 gens are done, and no survivor is dead yet, the game ends and all survivors escape. Just the same thing on the other end.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187507#Comment_3187507

    The fact that they already have a much better perspective, which massive benefits by comparison? You can look around corners, over windows, see the killer's red glow, does this really need to be explained? I don't know if you just don't understand the concept of compensation, but you don't give rich people money just because you gave some to help the poor.

    Yes, but its the rich people that want more money in the first place, aka the killers, in which favor the game has massivly tilted since the last patch, and still they want more.

    And yes, the survivors have a much better perspective, but the killer does have his fov for balance reason. Killers are faster, and survivors dont stab the killer back, so they need something to work with. And chases/pallets/loops are not the only thing in this game, stealth is a factor as well, if you like it or not.

    And the consequences of your proposal is stealth is less viable of an option, aka you take something away from survivors. And thats what compensaiton is about.

  • @psionic said:

    People against shadowborn being basekit have never played Sadako/Hag. It's just ridiculous how bad the camera is. 

    Not to say that the graphics seems like a 90's game.

    Hag is actually my main killer (well, now tied with dredge), and i am still against shadowborn basekit. Your assumption is wrong.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185756#Comment_3185756

    Thats cool and all, until they used accessibility as an excuse to buff spine chill in a way that has nothing to do with accessibility.

    Not only was there no compensation, working against stealth killers had absolutely nothing to do with the accessibility application of the perk. Also survivors already have compensation by having third person perspective.

    What has survivors haveing 3rd person perspective to do with compensation? Thats a design decission that basicly worked in because killers are faster and survivors cant hit back. Or should those be compensated too?

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