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sulaiman

sulaiman

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  • 6497,7 hours says steam. Most time as solo survivor, but i do play both roles. In high time up to 50% killer, more often around 25%, sometimes not at all.

  • @JeanCharpentier said:

    Why do survivors playing with full meta perks + huge bodyblock + toolboxes + broken add-ons are expecting fairness from the killer ?

    I mean, you bring 4xDH, 2xBT, 2xboons and toolboxes to gen rush and then you cry cause the killer has used dirty mechanics to win, how is your mindset to think this way ?

    When you bring all those stuffs into a trial, you have never expected a fair match as on your side you took everything to have a huge advantage over the killer and you clearly just want an ez escape.

    THEN, DO NOT EXPECT THE KILLER TO PLAY FAIR.

    I dont use metaperks, play only solo, seldom bodyblock and dont bring items, and yet i dont get fair games from killers.

    So, no matter what you bring or dont bring, you cant expect a fair game from the killer, so i understand everyone tilting the match in their favor by bringing all the power they can.

  • The Game is my favorite Map for the doctor. Oh the number of players that run through that small passage to that unbroken pallet just to realize they cant vault it while shocked...Its absolutly brutal on my build, and very seldom survivors escape. Also, the totem placement on the map is on the better side, most of the matches.

    But since i am a survivor main anyway, i would like to have the old game back, because i could lose a killer there almost all the time, because it had so many ways to break line of sight and juke the killer. Now, it is way harder to do, and i would trade all the pallets back for that stealth option.

  • @Tizzle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901424#Comment_2901424

    This.

    Coms or SWF do not magically make you good.

    You have to actually be good in the first place.

    Most of the valuable information when playing a match is discernable without being on voice.

    No, they dont make you magical good, but they allow you to make better decissions than you would without them.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901548#Comment_2901548

    I'm not wrong though. SWFs don't mean anything if maps were actually balanced and you could get downs in reasonable amounts of time. But as it is now. Getting downs can be hard. Communication on their end has nothing to do with getting downs on your end.

    Can you then explain the difference in performance between swf and solo players, even if all solo players actually play the game? Because Solo also doesnt change the time needed to get a down.

    The difference is in the communication, because that allows swf way higher efficiency.

    You can ignore the killer heartbeat if you know he is still in a chase and stay on your gen.

    You can go to your slugged teammate even if you are struck by blindness or he by knockout.

    You can know if the killer comes to your gen even if he starts his way to you on the other side of the map, giving you lots of time to prepare or react.

    You can coordinate a resecue with several players even if the killer camps. Or, you can just genrush, because you know the killer camps.

    If he doesnt camp, only one teammate needs to go to the hook, not several and the fastest wins.

    Thats all based on communications, that solo queue dont have. It needed to be balanced around the lack of information for solos, but that boostes swf even more.

    None of this things has anything to do with the balance of the map you are playing on.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/319015/4-stack-swf-on-comms-the-reason-why-is-it-so-broken-beyond-belief

    That's just not true though. SWFS are NOT and have never been the issue. Maps are the issue. And continue to be the issue.

    Thats your opinion, and you can be as wrong about it as you like.


    @Piruluk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2901405#Comment_2901405

    Its clear that 4 SWF is the intended way to play DbD at least for me worked lot better than killer or solo survivor

    Of course SWF workes a lot better, because over time, the killer power level went to a place where it was higher than most solo queues (in order to keep up with swf) but lower than those swf (in order to not completly destroy solos). Its the mix of both playstyles that causes a lot of the games balancing issues. You could easily balance it around solo survivors, or swf, but balancing around both at the same time is next to impossivle, without changing the games core (which they are doing slowly for some time now).

    To me, it is clear that the game was meant to be played with a certain lack of information, and that is not bypassed by swf, but by communications, which an swf can freely use, but you notice it is not part of the game itself.

  • @Ula said:

    What about buffing noed then? When exit gates are powered, boom! All survivors DIES!

    Not only survivors, the killer as well, losing the game. NO ONE escapes death, not "no survivor escapes death".

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898022#Comment_2898022

    They did with ruin, I said in the beginning. Player frustration and pickrate were the arguments. They got rid of the OP perk and adjusted toolboxes, coop progression and adjusted a bunch of perks to match.

    Let me try this slowly.

    You know that ruin is a killer perk?

    if the kill rates are titted in favor of the killer, nerfing a killer perk does what? Right, not tilting it further in the killers direction, in contrast of nerfing a survivor perk, which would tilt the balance in what direction?

    While pickrate and frustration might be a part of it, it also furthered their goal, not moving it further away.

  • @Nos37 said:

    What boggles me is the survivor running and running and running, and then using Dead Hard, and then becoming exhausted.

    Sure, there's the whole "is that really air you're breathing" Matrix-esque lack of physiology of the Entity's realm, but balance wise, a survivor who already looped the killer for 2 minutes using an exhaustion perk to extend the chase for another 1 or 2 minutes is troubling.

    I suggested a fatigue mechanic that gives the survivor a window to use their exhaustion perk before they become fatigued and the exhaustion perk becomes disabled. Something like a 60-second window, which is 75% of a generator.

    Survivor mains cried because they must've misread it as 6 seconds and said it would kill exhaustion perks. When all it would do is stop the survivor from looping the killer for a marathon, using an exhaustion perk, and looping the killer for an additional marathon.

    Thats just as boggeling as the overweight killer slowly walking as fast as the athelete runner is running, isnt it? Sure, he doesnt get exhausted because he is only walking, but again, faster than other people run?

  • And as we know from experience, thats the conclusion the devs will reach.

    You should be realistic. While i am a survivor main, i do play both sides, so in most cases, i win and lose alike, but unless i got a challenge or daily, i usually dont even run dh, because my playstyle is not running around in circles the whole time, so in this i could only win.

    But if the perk doesnt carry survior, the killrate (and therefore the from the devs perceived balance) would tilt in the killers favor, calling for killer nerfs or survivor buffs to reach that 50% killrate-goal.

    I wonder why that seems so hard to understand. Or do people like you just ignore everything they dont like and pretend its not a factor? Who knows...

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895578#Comment_2895578

    If they balance it to a 2 escape and 2 kill, then they failed. Several streamer showcases and my own impression is that this exact scenario is the least likely to happen. 4k (+hatch) and 0-1k are way more often. The 50-60% killrate of killers is happening because a 4k is followed by a 0k

    What I expect? That high MMR escape rates will drastically drop while mid to low will not. I would even like to see an escape rate based on MMR rather than an overall, like they did with ranks when ranks were match making relevant.

    Yes, a 4k is followed by a 0k, and on average thats a 50% killrate. And that real killrate is above that aimed for 50%.

    So if your test shows what you think it shows, what is the consequense? we know about a way to tilt the game further in favor of the killer, while we need to lower the kill rate for the balance aim? I just dont get what the end goal is.

  • Well, what would you expect it shows?

    Please remember, the devs try to balance the game at a 2 kill 2 escape, yet at the moment, most killers beside nurse (which is split between the one that cant get a hit and the god nurses) have a kill rate above 50%.

    So, most likly a weekend without dh would just rise that killrate, showing mostly that survivors need a buff or killers a nerf, not the other way around.

  • SWF will get mad at you if you beat them with Clown or Legion. To them, your job is to be bullied and to let them all go.

    Give a fair match, because they are your fellow gamers, but winning fairly should not make you sad. Some people just never learned to lose, even though swf provides an advantage.

    (SoloSurvivor main here, but had my fair share of swf games)

  • To me, it depends on if it was a genuine dc or not.

    If i down someone and he dc´s, thats on him, and the rest of survivors have to deal with it. Its just an early kill the survivor gave me for free.

    If i think it was a genuine dc, like i am in a chase and someone else dcs on the other side of the map, then i do go easy. I play the game like normal, but i will never hook someone a third time. I will slug until all 3 are down or someone is about to bleed out, then i let them all go.

    This way, you have the thrill of a game, get enough points, but i dont get satisfaction from an unearned win anyway, and thats what a genuine dc is for me.

  • I can´t say i blame you. I play mostly solo survivor, and i got soo many games where the killer gives a good match, no tunneling or camping, and yet my fellow teammates teabag at the exit gates....most people just don´t care about their fellow gamers. Acting as you were playing against bot(s) is just a bad thing.

  • Well, you are rewarding the killer for tunneling, actually.

    His goal is to get rid of you as soon as possible. And you help him by saving him time he doesnt have to carry you to the hook, get rid of the possibility of a save through a pallet, flashlight or sabotage.

    So it all depends if you like being tunneled. IF you do, dc-ing will help you meet more killers that do that.

    (the same is true for camping. let go on the hook, and you save the killer time, instead of buying your team time to punish the killer for it by genrushing).

    Also, i heared that some survivors think they somehow punish the killer by making the game boring for them. Here is some news. For killers, the game is very stressful, so you not make it boring, you make it relaxed.

  • @DriplordDrew said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889607#Comment_2889607

    Very well said. This also goes to the sweaty killers how destroy new survivors and make them quit though this is more the MMR's fault for pitting them together. The number of times SWF groups just have to sacrifice one person because the killer is facecamping also makes the game unfun. SWFs are a problem but the toxic atmosphere does not only come from the one side. As you said you make your bed and you lay in it same goes for killers. You camp we gen rush. Easy.

    Not only, but mostly. I play mostly solo survivor, and i get so many games with decent killers, that neither camp nor tunnel, and yet my teammates wait at the gate and start teabagging as soon as the killer comes. Yes, thats toxic, and its comming from one side mostly.

  • How does the killer know where every survivor is vs an swf?

    And yes, swf surpass the lack of information, thats why it is op in its very core, and should be seperated from solo queue, so you could balance both queues seperatly to make games fair for both sides no matter if you play solo or in an swf.

  • @ElmosPayPig said:

    Survivor mains fearmomgering that an amazing perk is somehow "dead".

    Honestly really tired of survivor players considering how much this game is in your favor if you just think while you play.

    But you cant think for others in the solo queue.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2889040#Comment_2889040

    The building are horrifically dark and pretty easy to hide in. The bushes are also a lot stronger. Not to mention you can walk through them and counter rotate around the killer, especially with Fixated.

    Dark is no arguement, because things like visual filters are allowed in this game, and many killers use them.

    Also, i talked about the ability to lose the killer in a chase, not just hidding so he doesnt find you.

  • Wow, the reworked map looks aweful. The game turns into a running in circles-simulator more and more. The option to break line of sight and lose the killer afterwards gets nerfed with every reworked map. This seems to be the same, the building has no hidding places, the spaces outside are open and even if there are line of sight breakers, they are so isolated there is nothing where you could go. Maybe the map is not that bad if you actually play it, but it seems soo bad from the video...

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2888914#Comment_2888914

    Game shouldn't have been designed around a lack of information from the beginning, that's what we say.

    So it would be better if all players know the position of every player at all times? the status of every gen? Then were would be no lack of information, you know where the killer is and what he is doing, and he knows where you are and what you are doing. Thats a total different game. And thus, i disagree. The lack of information makes the game thrilling in the first place, at least if you dont reduce the game to running in circles.

  • But the game is designed around a lack of information (thats why there are so many information perks). And if you like to play that way, you just can´t play swf. So it might be time to leave the game if you play solo, is that what you are saying?

  • @toxik_survivor said:

    Truly there is no overpowered killer. You may say nurse, but nurse takes so much skill to master you maybe play a pro nurse once in 50 matches. No big deal. I would say blight would be the closest killer up there to recieve a nerf, but then again how many times do you go against blight? Once in 20 matches maybe. The only killer that really needed a nerf imo was deathslinger and he got absolutly slaughtered, which was sad cause daddy slinger was so fun and now he's eh. Besides that most killers are balanced or need buffs.

    Balanced for what, though? Solo survivors? SWF? I belive it cant be balanced for both, given the same power level, and an iq over room temperature.

  • Yes they are. They are not as good as i wish, especially since you have to change the filters depending on the map you get (at least i have to), losing some time a the start of most matches, but its better than without them.

  • @Oscarnator said:

    Yea ######### anybody who has more then 3 friends LMFAOOO

    No, more than 3 friends is great, that means at least 5 players, so that swf can play with their own killer.

    Also, that would solve a lot of toxicity in this game if the killer is one of your buddys.

  • @MikaelaWantsYourBoon said:

    Now people realized NOED is stronger when you play it with slow-down perks.

    I am seeing more killers using NOED with Corrupt, DMS, PR, Pop, Deadlock etc. It is more stronger with this builds.

    We know CoH will get nerf. We know BHVR is looking Dead Hard, all good changes. But we have another unhealthy perk, known as NOED. But no news for this perk sadly.

    The reason i run noed when i play killer is not slowdown perks, but the fact that since boon perks exist survivor dont care about totems anymore. Thats where the value comes from.

  • @Dionysus42 said:

    I guarantee it. So its gonna be the new meta and people are going to complain that he's in every match. There is always going to be a complaint about strong killers.

    Rest easy, that can´t happen. Because people complain about blight for some time already, they cant start with something they do all along.

    And yes, Survivors complain about the strongest killers, and killers complain about strong survivor perks. And people who play both sided win and lose either way.

  • @humanbeing1704 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882504#Comment_2882504

    I desperately want them to add an endgame scoreboard indicator so people stop blaming everything on swf and realize that they probably got owned by solo queues

    Or people could stop acting like its witchcraft to determine if a team was an swf. I play solo survivor, and i could spot the swf in my teammates most of the time. Usually, i ask for confirmation after the game, and i am usually right. (sometimes not quite, when i expected and 3swf and it was only 2 of them, but still). Why should i lose that ability if i play killer for a change?

    Like you have games when 3 gens pop early because you chased one survivor and they were on 3 different parts of the map, and in the chase you pass your one desently hidden hex totem, and even though you chased of another survivor after you finished the chase and hooked the first guy, the totem is gone before you got the second guy you chased of the totem. Yeah, most likly this is just a group of solo survivors that all got out of their way to accidently stumble upon that single totem one of them found earlier.

    There are lots of behaviours that you usually only find in swfs.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2880040#Comment_2880040

    I'm basing the efficiency off of time lost doing gens. So Self-Caring means you lost 40% progress that could have been spent on a gen.

    Yes, but you missed a point, and thus, i dont think your numbers are right. Lets take WMI, where you say only 10% genprogress is lost. That translates to a healing speed of 8 seconds. What you dont take into account is that 2 survivors are blocked for that time, not just one. That means its actually 20% genprogress lost, not just 10%.

    Normal healspeed with no perk at all would be 20% per Survivor, which is 40% for both, and on par with self care, where the 40% is lost by just one person.

    For completion, autodidact and botany knowledge might also be considered (or maybe not ^^)

  • @WesCravenFan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2882882#Comment_2882882

    Why?

    Why are Killers obligated to do this?

    And why should they be treated horribly when they don't?

    Because gaming is a social engagement.

    If you play in an onlinegame in a way you never would in an offline game (or a local lan-party) you might do it wrong.

    And if you play this way in a local setting, you might soon not have someone to play with.

    The problem is players on both sides treating other players like bots.

    Edit: I would like for 3 or even 4 man swf to be only able to play kyf. Because a lot of those groups are very toxic because they know they have the power. But if you have to bring your own killer, if you are toxic to them too much, they might just quit on you.

  • @Posh_xp said:

    I personally believe the devs should add information mechanics to bring solo que up to par with swf (seeing teammate auras when someone is hooked, an icon for when someone is in chase/repairing a generator, etc.) Then balance the game off of swf, this hopefully would allow fairer matches.

    How does that help with teammates that dont touch a single gen and just follow the killer with a flashlight to then not make a save at all?

    How does it bring solo up to par with swf if you have teammates that dont care to save you?

    How does it help with teammates that just dc as soon as they go down?

    All of this are issues that solo face and swf don´t. And i dont think there is any kind of buff devs could give to solo to compensate for unreliable or uncaring teammates.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2881479#Comment_2881479

    There is no consensus on what tunneling even is let alone that it’s a negative thing.

    Thats true. some killers even claim survivors are gen-tunneling. I still have no idea what that means

  • I had approches with the Doctor with Noed, Starstruck, Bloodwarden, Iron Grip. You wait till they finished the gens, blast away, down one, open the gate, trigger blood warden, kill the rest. Only problem is that often too few hooks are around the gate. Puts the game right at a position when you are in power. If it doesn´t work, it doesnt last long. If it works, you just got the fun part of the match.

  • @LetTabbyCat97 said:

    I understand that there a times where slugging is reasonable but I just had a match where the killer only hooked once and then slugged the rest of the time. It got to the point where I felt that disconnecting was better than staying in the match because I was frustrated and I gladly took the DC penalty. That match was no fun at all.

    So, if you reward the killers every time they slug you, i doubt they will stop to do it.

  • A lot of gen allergics in my games, as well as camping/tunneling.

  • @ElleGreen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2873163#Comment_2873163

    This feels kinda aggressive lol sesame street is a kids show buffy is for everyone its one of the most popular tv shows ever like have you even seen it and its not just about her it has a queer lead one of the first ever on screen its funny and scary and has cool settings it would make a sick chapter and has awesome map killer and survivor potential

    Yes, i have seen it, all of it, and even read some of the comics. I actually like the show, and i would recommend to watch it if you are into softhorror-tropes, but that doesnt change anything of what i said.

    It does have massive plotholes and is very inconsistant

    A lot of it is teenager-drama

    I dont think it is scary at all, just like The Count.

    To me, dbd is more about classic hard-horror, like slashermoviesThe demogorgon and the Trickster and even the artist were a far strech. The more of those soft-horror you add, the more the flavor of the game gets lost. So for me, no fnaf, no buffy.

  • Yet, the devs want the game balanced for 2 kills 2 escapes, and the kill rates for all killers except nurse are higher than 50%, so tilting maps in favor of killers doesn´t seem to balance that in favor of survivors, does it?

    I personaly dont like the looping gamestyle. i know for some that playstyle is the reason to play the game, but i find it dull. i like it better to juke the killer and lose him, rather than just extend one loop and run to the next.

  • Buffy is just Teeny-Drama the Soft-Horror-Show. Its full of inconsistencys, logical plotholes, but does have likeable Characters. While Buffy is definitly the Power role in this show, and thus would fit into DBD, in my opinion you could then as well take the Count from Sesame Street, since he is a Vampire, too.

  • @lauraa said:

    meanwhile, on The Game:

    https://us.v-cdn.net/6030815/uploads/9WRK31SM47M3/dead-by-daylight-2812-29.png

    Honestly, I wish maps would just be static and everything be carefully hand-crafted. I think the game could be better balanced that way.

    Well, that would make dealing with hex perks easy.

  • well, how do you want to compensate survivors for the lost pallets? I would like the stealth option to be viable again, because the game got that many pallets because stealth was heavily nerfed on it, and breakable doors create often deathtraps for survivors. So just reducing pallets dont make the maps more balanced.

  • @Heartbound said:

    On tome 1 part 4 there's a challenge where you have to finish 4 generators with the perk 'Dark Sense' equipped.

    Select that challenge and you'll get matched with nothing but gen jockeys that love generators more than life itself. You're welcome.

    Knowing the world and life, that is a very good advice. But sadly, i already finished that tome.

  • Yes, but in the middle, it usually comes to a kill rate above 50% over all your games.

    But the problem is, the devs are to focused on the outcome. You see that in their perspecive of the mmr. Only kills and escapes count, while the result is not what defines a game, much less an enjoyable or balanced one.

  • @Aurelle said:

    I loaded into a match as Sadako and immediately one gen popped. I DC'd because I am not dealing with hackers. Now I have to wait 6 hours just because I had a hacker in my game. Yay, this game is perfect. 😑

    So you have dc´ed a lot not facing hackers. Yeah, killers and survviors do that, so what news are we talking about?

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2861260#Comment_2861260

    And you're certain that's the only reason people don't play killer as much? There's a social aspect to survivor that isn't there for killer. The gaming with friends aspect isn't there on killer. If I'm just looking to chill and game with friends in the evening, I'm certainly not clicking on killer. Doesn't make killer weak or even hard 90% of the time. Just means I want to play a role that doesn't require my undivided attention at times and lets me play with friends.

    I play only solo survivor, so it isnt the social aspect for me. Yet i refrain from playing killer that much, because killer games are quite horrible, both do to gameplay mechanics as well as toxic survivors.

    So it might not be the only reason, but it is a reason.

  • Do bones was right for a long time, but times have changed. As simple as that.

  • I always liked the stealth aspect of the game, to me it was a hide and seek game, that turned into tag if the killer found you. But since a lot of players dont like being stealthy, they nerfed that aspect heavily.

    I could juke a killer in a chase a lot of times, but now, on a lot of reworked maps, even if you can break line of sight, there is simply nothing where you could have gone except that one pile of trash, so you cant lose a good killer anymore. They compensated that by adding more strong pallets, but that forces the game in one direction, so people only play killers that avoid that mechanic at all.

  • @PigMainBigBrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/2864760#Comment_2864760

    I mean...it isn't the players making game balance the way it is.

    But taken the balance goals and the published stats, the game is still tilted in favor of killers.

    The goal is 50% kills, 50% escapes, but most killers have higher kill rates, don´t they?

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2862968#Comment_2862968

    And bork the lovely matchmaking even more? It backfills a team lobby with a newby killer most of the time.

    So its our responsibility to consider the bad matchmaking, instead of the devs to put in a decent one?

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