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sulaiman

sulaiman

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  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3257359#Comment_3257359

    That was suppose to be a joke?

    Im sorry but Im still trying to wrap my brain around what is even being said in the first place.

    Let me summerize it for you:

    Dredge strong, eat survivors, gets stronger. When dredge strong enough, dredge eats entity.

    IF you dredge too, eat more survivors.

  • @Emeal said:

    This belongs in the lore forums mate.

    You are right, my mistake.

    But i think we have to take turn, we can´t all have humor at the same time, can we?

  • Its called humor, you should try it some day.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256698#Comment_3256698

    You cant really separate them though. Because the only way to do that is to have killers opt into or out of playing SWFs. Which would make the game unplayable for SWFs. Plus 3 man SWFs still have a solo q player.

    And they already give VC only to some. Atm all of solo q has a ######### time or at least is at a disadvantage versus SWFs. Solo q needs a buff and SWF doesn't, easiest way to do that would be to add either VC or a rotary emote/ping system. And pinging parts of the map would be a lot more effective than VC sometimes.

    It's a moot point at the end of the day BHVR doesn't seem to give a ######### about the soloq issue. And if they haven't added VC after 6 years I doubt they'll add it at all. Which is a shame, because I'd imagine it's really hurting new player retention.

    Why exactly whould killers opt out of SWF, if they are balanced to get the 60% Kill rate either way? Or what if Solo is balanced to only a 55% killrate while swf is at 60%, maybe that would help to encourage killers to take on swf? But i dont think this is needed, and there are many ways to do that.

    Also, i already showed why a VC would not help a good chunck of the solo player base. You can chose to ignore that, but it is not the solution you are looking for. Emote/ping system might work, however, at least to bring solo closer to swf.


  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256606#Comment_3256606

    I don't see why the game being asymmetric makes the slightest difference. A team of four players cooperatively working towards an objective will always benefit from VC.

    As for balance, SWF groups get VC. So the game has two different levels to play at against a killer with no other changes. Hardly seems fair.

    I agree, but the solution is to seperate swf from solo queue and balance both modes seperatly to the desired kill/escape rate.

    Giving VC to only some, but balance killers for that just kills everyone who played on mixed languages-servers as solo survivor anyway.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3256496#Comment_3256496

    Yh sure. Just like every game that has VC. People wouldn't leave because of it, or at least it would help retain more players that currently give up on dbd because solo q sucks so hard. Sure VC would have downsides but the benefits would vastly outweigh them.

    Just about evry game that has VC that i know is symetrical, so there is no need to balance around. or what other asymetrical games with VC do you refer to?

  • @HoodedWildKard said:

    I just wish we could get VC already. Solo q sucks ass mainly because there is no way to communicate with your team mates.

    No it sucks because you are paired with people with not comparable skill levels.

    Also, VC might help if you are in the US, if you are in Europe, you most likly have no common language, so VC helps you not at all. Those russians cant even use letters i understand, i am sure they will speak neither english nor german.

    So, if you introduce VC, you have to balance around that, because thats a lot of infos for free, and alienate those who cant use it due to language barriers. Its actually a way to reduce your player base, not to extend it.

  • Yeah, i played my first match for today (as killer) and i am already done for the day. swf abusing strong loops in a mainbuilding, with their teammates ready to bodyblock and take over when you come too close to finally getting them. Not much the poor wraith could do.

    i am glad i didnt buy the last 3 licensed chapters (although i got all before, even with killers i dont play), because at the moment i wont spend money on this game. Even the time i spend becomes less and less.

  • I probably choose that dwight that always kills be by just hidding instead of doing gens. I am sure i can kick his ass, and i know where all the lockers are in my house.

  • @Peanits said:

    There's a few layers to this question, so I'll try to hit all of them:

    A) "Lone wolf" doesn't mean hiding in a corner and trying to sneak out. Your chances of survival drop significantly when another survivor dies - this is a fact. Even if you're looking out for yourself, it's still in your best interest to keep your teammates alive so you have a better chance of escaping. That said, someone who's playing this way might see someone hooked at the end of the match and decide, "Yeah, no, too risky, I'm leaving." That's a totally valid choice.

    B) Like the movies that inspired the game, sometimes people will do whatever they can to survive, even if it means leaving other survivors behind. This is something that has always been at the core of DBD: Although survivors have a common goal (escaping), they aren't required to prioritize their team (though again, teamplay will still help them achieve that goal).

    C) That said, freedom to choose your playstyle doesn't mean that's the way we're telling you to play. Most regions have gradually shifted towards a more team oriented mindset over time (though it's not the same all around the world), and so has the game's design; this matchmaking change being a perfect example of that. We do not design the game around folks who completely neglect their team. In fact, if you do that, your chances of escaping will be horribly low and you'll probably end up losing the vast majority of your matches. But even still, this is a choice you, as a player, are allowed to make.

    Long story short: There's many ways to play the game, some of them less effective than others. It's not our place to tell you how to play, it's up to you to decide what you enjoy and what works for you. Whenever possible, we try to avoid eliminating different playstyles because player agency (choices) is important.

    However, you do have an influence over how players play.

    One thing i havn´t figured out yet is this: 2 survivors are left, 1 or 2 gens left to do. I usually lose this, because i try to do a gen, while the other guy hides. So to survive, it would be far better to hide too. However, if both player hide, its holding the game hostage, and a bannable offence.

    So basicly the other guy is doing something that is bannable, but only if i do the same, and then its bannable for both. But if i try to hide and dont know if the other guy does the same, why is me being banned reliable on the action of another player?

    Maybe i got this wrong, and you can clarify this scenario for me.

  • to me, it was a great event. First time in weeks that i had teammates that actually did gens instead of just running around. Yes, a lot of them were not hyper effective, but still, gens got done, and matches felt way closer, even if you lost.

    Also it showed a lot about killer players, because, if they caught someone at a rift, they would wait until the survivor transfered his load before they downed him. This was true for all my matches except 2, and i played a lot during that event.

  • @danielmaster87 said:

    Maybe 5% of Leatherfaces I've ever faced have face camped.

    I have seen way more than 5%. Also, if i play Leatherface, i usually do it because i want to have a round of insidious face camping for a change of pace.

  • @IamFran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248413#Comment_3248413

    When the gen time was 80 second it was still almost impossible for 2 survivors to win with 3 gens remaining.

    no, it wasnt. I did it several times. I am also not claiming it is impossible now, in fact i still do gens, but the problem is i am usually the only one, while the other hides.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251898#Comment_3251898

    That's your POW.

    IMO it's exactly the point. Eruption needs counterplay, because it does too much and there is nothing you can do to mitigate it (apart from playing in a good SWF - which is problem on it's own). If eruption regressed the gen for 2.5% and made you incapacitated for 3 seconds, nobody would ask for skillcheck or any other nerf to the perk. On the contrary people will ask for buffs to the perk

    Of course it is. I replied to a specific, flawed argument, and showed its flaws because the whole argument would apply the same way for blast mine. The point was to show the argument is flawed.

    What exactly is YOUR point when you answer to me, but talk about different things and then tell me the thing i talk about AND you responded to was just my POV, and then claim the point is something else, if you respond to my post in the first place?

  • But then the killer also got rewarded, even if a player escape via hatch and he didnt 4k. Then what is the op arguing about? He won the match, that was his reward, but he is still crying over the game not being handed to him after 2 kills.

  • Yet, the argument that i did react to holds true for blast mine as well as eruption. Nothing you just said has anything to do with that.

  • The devs try the impossible, to balance around solo and swf at the same time. Wont work, and either killers are unhappy, or solo survivors.

    I believe that will be the downfall of the game.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250333#Comment_3250333

    This, wholeheartedly. I don't even mind Eyrie except for when I'm playing Myers or Ghostface because as bad as it is, it could be so much worse.

    Garden of Pain is an unholy mess. Broken hitboxes that screw over every chainsaw, bump, and ranged killer, a fairly central main building that is the most broken abomination to ever darken the doorstop of 2022 DBD, strong loops everywhere, pallets even more everywhere, lighting issues that render parts of the map pitch black. It's very pretty and that is the only thing I can say in its favor.

    https://forum.deadbydaylight.com/en/discussion/comment/3250315#Comment_3250315

    I would think Hag would suffer on this map because it's so big and the gen spread is pretty wide, even if she can make good use out of the main building. It was made with Dredge in mind, though, so it does have that going for it.

    actually it works for me because you ignore part of most maps anyway, so you use the main building and the surroundings, and ignore anything beyond the street, which are usually 2-3 gens. You actually just fight about the last 2 gens on this map, but by that time you are set up good, usually.

  • @EvieSimpsForCrowLady said:

    Mine is Feng Min. She's cute and being someone gifted who starts falling behind and turns into a depressed alcoholic is something far too relatable 🗿 Oh and she gets a lot of cool cosmetics

    How do you define main? Most items for? Highest prestige? Most played time with? Favorite? because you mean Main, without saying what that means for you.

    Otherwise, i have 3 Mains. Dredge becasue fun to play, Hag because fun to play, and Claudette because invisible woman.

    Also Jeff, because he looks like me and is basicly my avatar, only yonger and less "daddy bodied".

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250368#Comment_3250368

    FoV slider is an accessibility option, and has been for decades. I understand you think its just a slider to delete "stealth" from the game, but please don't make dishonest posts like this when I'm trying to simply get the conversation back on track and away from things like collision detection complaints and entitlement on either side.

    Yes, but this topic is about the reasons why people are against it, not about the fov-slider as such. There is a difference, you know.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250354#Comment_3250354

    Because that was a part of their point about FoV, which you have been attempting to derail the conversation with multiple times in the topic. In fact, every single comment has been about criticizing complaints about 360s or ranting about hitboxes, and not a single point about FoV issues. Its hard to return to the original topic when you continuously force discussion on a tangent. Make your own topic about that if you want to ignore the main topic in favor of discussing it, this topic is supposed to be about an accessibility issue, not your personal take on one of the aspects that said issue can impact.

    Clarification edit: I'm not saying the person you were arguing with is any better, and equally shouldn't force a tangent in the topic. everyone should stick to the topic at hand.

    Maybe you read the thread title again. This is not about accessibility issues, its about the reasons why people oppose possible changes. So bringing the focus to accessibility is actually the derailment.

  • As a dredge-player, it can be blinded in vaults. seems to be a you-problem.

  • Actually, i like the map as killer, but i play mostly dredge and hag, which both can capitalize on it.

  • @danielmaster87 said:

    Hatch is indeed like the worst endgame mechanic they could have possibly come up with. "Got a 4k? Nope! We just let the last survivor out for freeee!" The only thing people say against it is, "They probably got a bad team" (Really? Every single time, we're supposed to assume that?) and, "It's to stop the game from being held hostage." (Why not make the anti-hostage mechanic killer favored then? Or at least neutral and not a free escape?) both of which are terrible excuses. My suggestion? The survivors don't want to progress the game, they get their auras shown, cross-map, without lockers or Distortion or anything like that stopping it. I have no shame.

    You are aware it is already killer favored, because most of the time the killer can find the hatch way faster? I never slug for a 4k, i just hook the 3rd and while i dont keep stats about that, i would think the last survivor escapes less than 20% for sure, probably closer to 10%.

    (to be fair, my mainkiller is dredge, and he just needs 3 teleports to check about 60% of most maps for hatch. But with other killers, the experience is not much different.)

  • @Shartley said:

    I'm tired of being killer, doing well in a game, and having two survivors left with 3+ gens left. Let's be honest, they aren't going to do gens. Chances are one will hide in a locker, rotating between them to avoid birds, while the other more nubbish player runs around. I'll find one, slug him so I can get the 4k (which i ######### DESERVE in this case), and then spend 15 minutes trying to find this ######### coward that won't own up to the fact that he got owned, in a survivor sided game, and he's going to exploit this bullshit mechanic so he can get a free get out jail card aka hatch so he can feel warm and fuzzy about himself, get a pip and deprive me of a 4k.

    Well what do I do half the time? I just hook the first downed survivor to avoid this horrendous slog of bullshit. Why not? There is at best a 20% chance I'll find that hatch before him, so why even ######### bother? Its like BHVR does everything in their power to prevent killer feeling good. You literally have to just absolutely ######### body survivors, or go against such potatoes that it doesn't even feel rewarding. And don't come at me with these dogshit ######### stats about 60% kills I don't give a ######### what people are doing in Ash tier.

    Since this is how game developers work these days (players make the game for them, because its questionable whether or not devs even play their own work) I'll propose a solution. When there are less survivors than there are gens after two kills (that's 3 gens for you number challenged folks) crows immediately appear on all remaining survivors, and are audible in the same way they are normally as if afk. Working on a gen, crouching behind a box, hiding in a locker - crows are present and squawking. When the number of gens hits equal to the number of survivors, the crows disappear during and for 10 seconds after repairing a generator. When the gens drop down to less than the remaining survivors (read that 1 generator) the crows disappear. This will adequately prevent the obnoxious stalemate currently in the game, which by all purposes, should be a killer advantage situation.

    Killer is already exhausting enough at mid-tier+ level of play. When you do well and play a good game you deserve to be rewarded.

    There are several misconceptions i see here.

    I dont belive you, that you slug one guy and then search the other for 15 min, because bleeding out don´t take so long.

    If you deserved that 4k is another matter. Either you were overskilled for the survivors, then the game was handed to you by bad matchmaking, and you already got more than you deserved.

    You might deserve it if you got 10 hooks so far in that game, but if you just tunneled/camped out 2 guys, you deserve as much as a boring match as that survivors can give you.

    And now you are stomping around like an entitled little kid because the other kids stopped playing with you, and the devs should hold your hand a little more and hand you the game entirely, because even if working on a gen, you want the survivors pointed out to you.

    Also, you say if you do well and play a good game you deserve to be rewarded. What about that survivor that you chased 3 times and that escaped you 3 times. Where is his reward in this, because he did do well and played good, so according to you, he should be rewarded, right?

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3250145#Comment_3250145

    https://forum.deadbydaylight.com/en/discussion/comment/3250168#Comment_3250168

    These are pretty tired arguments against solo q. People are toxic anyway but in my experience I get way more wholesome interactions on dbd with dms. There will be some toxicity obviously but a lot of people will use comms properly. It's not really a valid reason. Like lets get rid of endgame chat and give everyone anonymous mode to stop people's feelings getting hurt. No. that's mute buttons are easy to use and there will always be a disable voice comms button.

    Like now that I think about it, endgame is a real stupid idea. So let all the players communicate at the end of a game when players are likely to be at their most frustrated.

    Plus VC would be for survivors only, I can count on one hand the number of toxic interactions I've had with fellow survivors.

    I can't think of a multiplayer game except dark souls that doesn't have integral voice comms. It's just basic QoL. And would improve solo q experience for survivors massively. Which is necessary, wonder how many potential players got scared away during this freeplay weekend by how punishing the survivor game is for new players?

    Ever thought about that your personal experiences are not representative for the whole community? I had lots of toxic fellow teammates. Also, since i am in Europe, lots of people i dont share a language with.

    But if you build balance around communication, you put everyone at a disadvantage that can´t use said communication due to language-barriers.

    The better way in my opinion would be seperating swf and solo queue, and balance both seperatly, one with comm, one without.

    Killers would not need to dodge swf, because their power level would have been adjusted for their advantage, while solo queue would have surviors buffed and/or killers nerfed.

  • @Zeidoktor said:

    Very least it offers a counterplay against the perk's most problematic aspect, a status effect that keeps you from playing the game that you have no way to counter besides luck or teammates on comms.

    Should the killer then get a skillcheck if he hits a gen with a blast mine? Because that same argument holds true there.

    If the killer succed he just breaks the gen normally, and avoids blast mine.

  • I used to do it a lot, but i stopped.

    I had teams where i helped saving one of, that then left me alone (even though the killer left the hook) because they only cared about their swf.

    i was left alone on the hook so often that i stopped carring for those other survivors. However, if a survivor earn it (he run the killer a long time without trying to shake him of at you, he made saves and/or covered for you, stuff like that, then yeah, i be willing to sacrifice myself.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248294#Comment_3248294

    Increasing the fov won't kill stealth. You can still hide is not like they can see through wall and stuff.

    You are aware that i was talking about stealth in terms of juking the killer in a chase, not hidding behind the next building once you hear a hearthbeat, right? Most maps where already nerfed on the stealth play, because a lot of them lost many los-blockers, if you cant use dead fields in the pov of the killer anymore, it again becomes harder, because you sometime have to hide in the bush beside his feet because he was actually behind you when you turned the corner.

    But maybe all of you can lead me to some gameplay videos where people juke the killer that way where i higher field of vision wouldn´t have benefit the killer.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248344#Comment_3248344

    Check the post above for a Reddit link with video, but here's my question - when someone says something gives them motion sickness, why is your first instinct to question them? If someone says they're colourblind, would it be alright to question that? If someone says they're hard of hearing, would it be alright to question them about it?

    I'm not really sure how to give you "evidence" that playing without Shadowborn gives me motion sickness on some killers, because I can't exactly swap bodies with you. I don't even know how motion sickness works from a physiological standpoint; I just know that playing without it on Blight, Nurse, Oni and Demo (possibly others) makes me feel nauseous. I'm glad you don't suffer from it, but some of us do, and giving us an adjustable FOV would really help with that.

    Why do you think it is my first instinct? This is not a new question that never before was thought of, you know.

    And yes, if it affects game balance, it has to be considered. Thats why, when i asked for a color blind mode, i explicitly proposed changes that would affect my colorblindness, but would not affect game balance, even though i would still have a disadvantage that way.

    And thats why i ask the people with motion sickness how they would compensate the balance change they ask for, but it seems most people just dont care about the balance that doesnt affect them.

    I dont wanted evidence that you get motion sickness at all, i do belive you in that. However, if someone claims the perk is only used because of that, thats something i want proof for.

    Because i have seen posts in this forum from people who used it without being motion sick in the first place.

    However, if you read the forums, you see a lot of changes people want to have that regard actual gameplay, its not only fov, its brightness, more sound, cornblindness, basicly every aspect that helps a survivor escape in a chase. A lot of players dont like the stealth aspect and just want it gone, without regards for the ones that like it.

  • yes it would negate, because a lot of times you have to rely on turning a corner and ducking down and the killer not seeing you at once. That is a thing, even if you claim it shouldn´t be a thing. Do you have any arguments why not?

    Also, any sources to back up the claim people only use shadowborn for mothin sickness and never for advantage? I mean we had people claim in this forum they only used streched res for astetics, not for advantage.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248243#Comment_3248243

    But I'm not because looping was and unintentional mechanic but players preferred the run and chase gameplay over hide and seek so the game was changed and then it became an intendedmechanic. The game itself was never intended to be played the way it is now. If anything the pov is a relic from a time when the game was intended for survivors to be more stealthy. Increasing the fov wouldn't completely destroy stealth either its not like the killer I'd magically going to be able to see over walls or behind stuff.

    But some of us still like to be more stealthy, and i think it should still be a thing. Again, i am not against accessibility, but where it the thing you give to stealth players to compensate?

  • 2 Mainguys, 1 Backup guy.

    all of them are anti-loop because i dont enjoy running in circles.

    Dredge became my goto-guy, because of his mobility, his horror factor (during nightfall and just appearing in the locker next to you), and the fun i have playing him. However, he is very rng-dependent, because you have maps with 2 giant black wholes with no lockers, and the next time you have a god map with lockers next to every gen you need to go.

    Second main is hag, again, anti-loop, horror element by just appearing out of nowhere, and i like the strategic approach of laying out your web and then herd them into it. against good survivors or swf, she is pretty weak however, and could use a little twerk or two. Also she has no real mobility other than caming back to a trap, which make big maps very ugly for her.

    Backup guy is doctor, because he is fun and easy to play with just running around and people tell him where they are. Also, when a god palett is not broken and suddenly turns into a death trap is always fun for me. But without any mobility, maps that are too big are a real problem with him, but he is absolutly dominating smaller maps, which balances that out a little.

  • @Jallybwan said:

    Let's say for a moment that instead of a slider, we had Shadowborn basekit with the option to switch back to 87 FOV. That would functionally make Shadowborn basekit while still allowing people who don't like higher FOV to switch back.

    The amount of people who think this would be an unfair change is extremely weird to me. Borrowed Time was widely regarded as one of the strongest meta perks in DBD's history. And yet when it was made basekit, most people accepted it as being necessary for the game's health, because it was a good change and we recognized it as such. I recently found this Reddit post from 8 months ago (pre-basekit BT change) offering to trade basekit BT for basekit Shadowborn. Survivors got one of their strongest perks for free, while killers would've been getting a basic quality-of-life/accessibility perk in exchange. Fast forward to now, and it's hard to feel like this post hasn't aged like fine milk.

    Why, then, do people react so strongly when Shadowborn basekit gets brought up? It's fine for a meta perk to become basekit in the name of game health, but it's not fine for a meme perk that some don't even consider a perk in the first place? It makes no sense to me. In the 6 years this game has been out I have seen countless posts complaining that they can't play certain killers - or killer at all - without Shadowborn, and yet somehow people still think it would be a bad change. I don't get it.

    I was fully on-board with the basekit BT change, and I would be even more on-board with basekit Kindred. But at some point you just have to think - with so many perks becoming basekit, why shouldn't we have Shadowborn base? At the risk of sounding like an entitled killer one-trick, it just feels unfair. Idk. I get that not everyone suffers from motion sickness, but it still feels bad to have to waste a perk slot to not feel nauseous.

    Sorry for the rant, I'm just sad and feel kinda scorned that we've heard nothing from BHVR about the slightest possibility of adjustable FOV.

    The thing is, stealth should be a survivor strategie in this game. There are killers and perks that can handle stealth easily, but for others, its a good counter, and should be a thing.

    In basic design, stealth was inbuild in this game, but it got nerfed more and more because for a lot of players, the game just resolves around one aspect of the game, chases. However, not for all of us.

    So i am not really opposed to a basekit shadowborn, but noone ever answered me what they would offer in return to keep stealth play alive.

    Optical things like the fov, dark corners in maps and stuff are made to balance and give survivors options beside chasing. But people use brightness filters, so playing with a killers fov is one of the last things left to juke a killer in a chase.

  • @Weasdat said:

    Add voice chat to the game full stop. Not proxy chat, I'm talking in game voice chat for survivors. Make it opt in by default. After that anyone willfully choosing not to use callouts and communication with their team is on them. Balance the maps next and take the game from there.

    Anything less is just a band aid fix.

    And do you implement a translator, too? Because here in europe, i got a lot of guys that just don´t talk english, in case of the many russians

    don´t even uses letters i can read, so voice chat would do nothing at all. So balancing just for people who share the same language is not a good choice if you want to sell globaly.

  • I see both at times, the face camping and the hunting bubba. While the face camping bubba is simply pretty boring, the hunting bubba is usually more dangerous, but even if you lose it feels like a real match.

  • German is censored in wide parts, no matter the topic.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3245194#Comment_3245194

    But whose fault is that? The killer's, or your teammates'?

    And why would you think this are the only options, especially if you suggesting its someones fault to begin with?

  • Well, to be fair, if i try to hook suicide its usually because i am going to lose anyway because of my teammates. when you have a game where you run the killer for 3 minutes, you go down, and see one survivor in the basement walking in circles and one hidding in a bush on the opposite side of the map, why would you want to keep playing at all?

    You know you dont get any points or anything, because you won´t escape because 2 people are not playing.

    You know the killer will at the end kill you, because he gets tiered of searching for the other ones.

    So, if you slug me as killer, i just go afk. The problem is when the solo queue simply is a gamble all by itself to see if you get a decent team or not.

  • I had games where the killer was on me due to leathal persuader before i was loaded in and could move. I got down the second i could move, and went of to the first hook. Yeah, its not normal in other games, in this game, you have to cope with it.

  • @Darkest_Night said:

    Think about it y'all. If Unbreakable becomes becomes basekit, what are they going to give the Killers in order to compensate? Will they get shattered hope as basekit, to better handle the inevitable boon combo that occurs? Do they get buffed hexes? Hex protection? No one is really thinking of the bigger picture here. The survivors complain and complain about little things, but it only nets them more things to complain and whine about if rhe changes they want go live, but get upset when the balancing effect comes to bite them.

    Well, killers got lot of changes before, because they claimed if they had them tunneling, slugging and camping would not be needed. Instead, it increased. Unbreakable basekit is there to restore the balance with buffs killers already recived and capitalized for the last months.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241432#Comment_3241432

    50% kill rate equals to 2 kills/2 escapes

    75% kill rate equals to 3 kills/1 escape

    A 60% kill rate is between 2 and 3 kills, but closer to 2 than to 3.

    This could mean that in 10 matches killer gets a 4k in 6 of them (sounds stronk) and the 4 others are 0k (doesn´t sound stronk).

    Or 8 draws and 2 wins for the killer. Or...

    Yes, but its still higher than a 2e/2k, which you used to deny that killers have the advantage at the moment.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241425#Comment_3241425

    Then run it so that you can be the smart one while others are on the hook, and use that information to supplement your game sense. They purposely buffed the perk for that specific reason.

    Only on most maps, bound does about the same thing. But it makes it easier to find people to heal of be healed by once nobody is on the hook. Also you find people at gens easier, and you even know that one guy is just going in circles in the basement.

    Na, i keep to bound, it gives me way more value.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241301#Comment_3241301

    And where do those stats prove it?

    60% kill rate tends to be more 2 kills/escapes than 3 kills.

    Ok, i dont understand that, maybe you can explain it to me.

    To me, it means out of 100 survivors, 40 escape.

    100 survivors equal 25 matches. If we say all escapes were 2e/2k matches, that mean 20 of 25.

    The last 5 matches, however, would all be a 4kill match. How is that closer to 2e/2k than to 3 kills?

  • Even if i run kindred, there are either 2 survivors coming at me anyway, each one trying to outrun the other, or noone comes and they just hide somewhere. ITs just not worth running for me.

  • @Lima24927 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3240468#Comment_3240468

    no one is talking exclusively about outliers as you claim, average nurses do quite well here, and the point is that nurse has a broken power, thats all, she needs to be balanced to fall in line with all other killers, keep the teleportation power but make it less oppressive, less OP so survivors can actually have a chance on chase

    No, thats the point of nurse. You have to avoid a chase with her, not just run her like every other killer. So if she needs a nerf, it should not be impacting her chase-ability so much. Survivors should be forced to change their playstyle once in a while depending on the killer.

  • When he becomes broken.

  • but in solo they are useless, because in half the game you have people that break all dull totems even if they know you have boons.

  • To me, basicly only legion. Constantly mending is not challenging, especially if the legion at the same time don´t get hooks. I like longer matches, but these matches just stagnate to a point where no side progresses.

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