xTalon32
xTalon32
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@LALYTHIA said:
As far as I can tell, not much has changed between 2017 to now in terms of gen speed of the gens themselves. The devs removed Ruin. That's probably the main difference for most people, since it was such a common perk. Most people complain about map size being the issue, but new maps are similar or smaller in size to legacy maps you would be used to. Gen speeds are getting slowed in the next patch and great skill checks are getting a bonus reduction, in addition to maps being made smaller, loops being closed, palettes being reduced or made unsafe, and more dead space. There have also been quite a few killer/survivor/environmental changes that have actually eased QoL issues for killers in the last year+ due to the imbalance with SWF (before anyone says it, with the exception of Ruin🙄).
Matchmaking is known to be broken. It is easier to rank up as survivor, but you tend to get less BP, and harder to rank as killer but they tend to wrack up BP easier. So while its pretty silly that a purple or green killer is consistently going against red/purple rank survivors, it's not really that unbalanced, since the skill level is probably pretty similar in a lot of cases.
Moral of the story - the killers job will get easier with the next patch. Most killers are already very strong against random teams without communication.
I agree with you 100% on that, maybe we can be friends after all :D
@Actionjacksn said:
I just returned to this game in the first week of January after nearly 3 years of break. The reason i left then is that my pc was not strong enough to run the game properly. In 2016-2017 this game was awesome. I was killer main this time and mained killers as i returned too. The first thing what i noticed when returned is the game speed. Games back then when i played this game first, was 12-15 mins at least, but now... 5-6 mins maximum. Generators are flying. The second thing what i noticed is the horrible matchmaking.... i get easily red ranks as a green and even yellow rank killer, and this kills the remaining fun what game speed not killed... I really asking you guys.... how this game got to this state what it is in right now? If i not take a long break may i adapt to this changes and it would not irritate me so much? What will the future of this game be if it continues like this?
People will point the finger at survivors and killers for the issues the game has, but reality is this is what happened when BHVR tried to "balance" the game from stats instead of gameplay.
And yes, solo is more difficult than SWF by far, but it can be enjoyable if you like a challenge.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1221916#Comment_1221916
This just sounds dumb. Survivors rush gens. Survivors rush hooks. No, survivors just do their objectives. And neither is particularly toxic. It's literally how survivors are supposed to play the game. Also, killers need survivors to off hook in order to rehook - how they are supposed to play the game. The idea that survivors shouldn't be doing gens as quickly as possible or off hooking when you walk away is pretty strange. Putting the word "rush" in front of everything survivors do has become a way to indicate their actions are some unfair afront to killers, and that's just not the case.
I think this is the first time I've ever agreed with you.... Mostly.
Only thing I want to correct is that killers don't need you to be unhooked for you to die. And putting camp/tunnel in front of everything killers do has become a way to indicate their actions are an affront to survivors, which isn't the case either - except REAL tunneling. People call anything tunneling these days honestly. "Gen Rush" is a stupid term to pin on survivors because it wasn't us who made them go so fast. Survivors are indeed supposed to do gens fast, isn't that the point of escaping? Who in their right mind escapes anything slowly?
I'd love having more perks like Devour Hope, where in order to benefit from them you need a survivor to be unhooked while you are a certain distance away. And they shouldn't be weak either, because if they are no one will use them. I'd actually main killer again if I had more perks like this.
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@PodgeNotRodge said:
https://forum.deadbydaylight.com/en/discussion/comment/1222641#Comment_1222641
I feel like you didnt read the whole post. As I said, I was on gens got 3 done but I had one of the randoms farm everyone off the hook without BT which screwed us all. And by the end of it, when I was last one alive after cleansing what totems I could find and doing gens. I got NOED downed with two gates beside eachother where there is literally nothing I could do. Yes, it's all well and good saying that killers get rewarded if survivors are stupid enough but just consider the less experienced or new survivors to the game that have no idea about what to do in that situation either than 'Oh I have to rescue my teammate'. Not everyone will know to just walk away from it.
Well thank you for a respectful reply for one.
Honestly my main point is that most of the time it's our own team that screws us over as survivor, why should the killer be punished for taking advantage of that? And yeah for newer players they can be confused but that's part of learning the game don't you think? Learning when to go for saves and when to leave them. If you remove the "learning curve" of the game, you'll be left with a game that holds your hand the whole time.
Camping and Tunneling do indeed "ruin" the experience of the survivor. But only if you judge your experience by how long you last in the match or if you escape or not. I hate it when I get camped or tunneled, but they are indeed legitimate strategies. It's the killers job to hunt us down and kill us by whatever means necessary.
I don't think you're entitled for your viewpoint, as you've obviously thought about both sides of the argument. I think the problem is when we as survivors start to blame the killer for our teams mistakes and playing how they're supposed to. And unless BHVR changes how the game is played, camping will always be a strategy people use.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1219211#Comment_1219211
You can get dc penalty for 10 minutes even if you dced once day before. How is that not harsh?
Ummm, "oh killer has mori i'ma dc and go grab a drink and use the bathroom for 10 mins idc" is probably what's running through their minds.
d/c penalty is nowhere near harsh. It's pretty much a joke.
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@PodgeNotRodge said:
Just had a game playing against Spirit on Sanctum of Wrath. She had BBQ, NOED, Nurses and Monstrous Shrine.
Didnt loop her for very long. Didnt use God loops. As soon as first person was downed, no gens had been done. Was only 30 seconds in. Literally face camped and hit the hooked person aggressively nodding up and down. This would have been fine if our random teammate didnt farm us off hook right in front of her without Borrowed time, like every one of us. Heck even when she downed two people at once, she just camped the one she had hooked.
To top it off, the two gates were beside eachother and hatch was closed. So I got NOED downed, thrown in basement and repeatedly hit and aggressively tea bagged for playing the game.
So I ask why camping is rewarding free kills. If you follow the perfect survivor game after somebody us downed and on hook. The killer, if facecamping automatically gets 2 kills regardless of BT or DS. This will never be fixed. And as much as I feel the map changes are somewhat good that they're happening, at this state itl'l be the same old camping game but on a smaller map with less loops to survive. Yes I understand killers need something to kill but it cant be this.
There was no reason to camp, tunnel and aggressively teabag when using NOED and playing camp games. Even more so when gates are so close survivor may aswell walk up to the killer and let them smack them.
Thus my idea, and debate if you will pros and cons. I think Borrowed Time should be a general thing. Whether fir 5, 10, 15. Whatever. It would solve the camping issue to a certain degree. And if the killer is smart they'll either waste 15 seconds waiting when anything can happen or he smacks you down from tunnelling and gets DS'd. Which again, if a killer camps and tunnels, why not get punished.
I know to many I seem 'Entitled survivor' which I'm saying now, I play more killer but I'm sensible enough to consider both sides. Camping and tunneling isnt fun for either sides unless you're some sick #ssh#le. Let me know your opinion on solving this issue.
Okay, with all due respect, here's my own view on it.
#1 - Camping MIGHT get you a safety pip. It's just "stupid" survivors who go for those saves and blame killer for taking advantage of it.
#2 - If you or a team mate is being camped, why are you not on gens? 1 person per gen means 3 gens in 80 seconds, that can be a win easy.
#3 - It happens far less often than people think. I say this because yeah if you're dumb enough to unhook someone within close proximity to the killer you deserve to be punished for that. The killer can't guard gens AND hooks at the same time. Do your objective.
#4 - Camping is easily punished. Yeah it's not fun being camped, but if you're not thinking of just yourself you'll realize that the longer you keep yourself on hook, the easier it will be for your TEAM to escape.
#5 - All of the above is the biggest problem with asymmetrical pvp games. There will NEVER be any form of balance that everyone agrees on. There will always be people who say "This is OP, NERF" "Punish x because y".
I'm just gonna try and enjoy the game while it's still alive.
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@afroboi said:
i see a lot of people talking about swf but there is a way to find out just go to their steam profile and look at the friends and decide of theyre friends or not but if youre up for a challenge play with them i try not to dodge lobbys i just found out now😁
SWF is broken, that is a simple fact no one can deny. However, it's a NEEDED feature since the playerbase would collapse if friends couldn't play together. Should they be punished for wanting to play with friends? No. But a great deal more thought should have gone into the balance of it.
Honestly the only major problem is the devs haven't definitively decided/announced what they're balancing the game around. At the moment it's like they're just using "stats" to determine changes rather than separating those stats into Solo/SWF/Killer.
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@ProfessorDunwich said:
https://forum.deadbydaylight.com/en/discussion/comment/1220274#Comment_1220274
This response is completely off. This game is different from others. I think the asymmetrical nature has a lot to do with it. Especially as Killer, when you have 4 people antagonizing just you. That is a lot to deal with. Since the OP is "toxicnancymain" I am sure they are referring to disgruntled Killers.
I agree, the biggest problem is the asymmetrical nature of the game. There is no balance, and no one likes it. Granted since survivors make up most of the playerbase they also bring most of the toxicity. So then killers retaliate and here we are now on this wonderful merry go round of toxicity. The same thing happened to Evolve/Evolve Stage 2, it was a great game. But the asymmetrical nature of it made people complain about balance when it was already fairly well balanced.
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@Fear_source19 said:
https://forum.deadbydaylight.com/en/discussion/comment/1221383#Comment_1221383
Just ignore this post, I’m salty af. I’ve been arguing with these ignorant ######### on this forum about hitboxes and I’m certain I’m arguing with sentient walls.....
Lol "sentient walls" is an apt description. I'm simply asking you to explain YOUR issues with it in detail to facilitate a conversation. Your statement was a closed one, so it doesn't ask a question or lead into a discussion. My answer was I believe they're looking at the lag people are experiencing in the next patch. I could be wrong so I left it open for someone who 100% knows to correct me.
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@Kellie said:
https://forum.deadbydaylight.com/en/discussion/comment/1221324#Comment_1221324
How desperate do you need to be to win to go through someone's profile just to find out if they're playing with friends.
Care to explain how knowing if you're playing against SWF or Solo's is desperate?
Take time to read this please: https://www.dictionary.com/browse/strategy
Playing the SAME way against a SWF as a Solo group is not only not good strategy, but it's dumb.
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Okay, the forum is for topic "discussion". I don't see anything to discuss here, just a blanket statement.
Are you referring to a specific killer? Are you referring to lag hits? Are you referring to window/pallet hits?
Please DESCRIBE the issue(s).
P.S: Most of what I'm assuming you're complaining about is being looked at for next patch. Someone correct me if I'm wrong here.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1221273#Comment_1221273
"You being able to see the killers name accomplishes nothing." Simply false. If wanted wanted to watch for certain players, then they could. Just the same way you claim killers can "plan accordingly." What's the difference if a survivor wants to do it? Just because killers watch out for SWF means that survivors can't be allowed to watch out for things they don't like? Like...
????????
Well if you mean a specific TOXIC killer I can understand that, I should have clarified my point.
I mean specifically looking at SWF groups.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1221273#Comment_1221273
Completely irrelevant due to people being able to hide their friends list.
Because every person makes their profile private right? Most people don't. And you can see their friends list. So it's not irrelevant unless every single person makes their profile private, which I don't see happening any time soon.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1221051#Comment_1221051
I've see you mori spam someone and their team for an entire match for being a streamer, you and I both know that survivors don't have to do a single thing to be targeted by certain people, they could simply be a streamer, playing a certain character, using certain perks, or simply being better out outplaying the other to get targeted.
Always makes me laugh with these threads how the first comment is always "Well you're a survivor, you must have done something".
Let me ask you, why would the killer need to see someones name, oh wait... they don't, its only benefit is to target people you don't like and farm with people you know, or play differently with people you don't know.
If I play killer since I can't stand it anymore, I check names when I suspect a SWF group. As long as the profile is public I can see who their friends are and plan accordingly.
You being able to see the killers name accomplishes nothing. But being able to determine a SWF group in a roundabout way can be helpful.
And I find Mori's unrewarding even for killers, if I want to kill someone I'll use Devour Hope for some serious laughs.
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I only have Doc Prestige 1
Just find it's not worth it myself.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1219756#Comment_1219756
I'm sorry, I simply don't believe you. No actual survivor main would have this perspective.
@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1219730#Comment_1219730
It's a fake opinion. I don't buy this for a second.
Who are you to tell other survivor mains what they can or cannot like? The forum is to share opinions. Opinions can't possibly be fake, since they're based on PERSONAL preference and feelings. Are you saying that those who share an opinion contrary to what you believe are all liars and fakes? Because that's awfully hypocritical of you.
Try to add something constructive to a conversation rather than your own "statements" with no reasoning to back it up. At least others who disagree are saying why to have a conversation.
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@FrostySeal said:
Aw jeez, I guess if I want to have some fun with my friends I'm a coward...
Go ahead and play with friends, all the power to ya.
@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/144989/i-do-it-solo
Well this is fictitious bait. But ok.
To be honest, it's an opinion. But call it whatever makes you feel better.
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@Waffleyumboy said:
There's a difference between winning the game and ruining a player's experience. Don't blur the two, please.
You can look at a survivor the wrong way and ruin their experience lol
Survivor main here
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@JediWithASniper said:
Solo survivor is where it’s at. I don’t have the same lame *** whiny, crying baby experience that I see here all the time. I want a hard game, everyone else wants a pass it seems. I want the randomness of a terrible team. I want the evil camping killer that makes you choose between objectives and altruism. I want to be tunneled. I don’t understand why any of you play this game if you want to be babied every second that you play it.
SWF is For people who can’t handle solo. People who are to scared of things they can’t control. I like moris, in fact, I like ebony moris. I like the game hard and scary. What is with all the whiny little baby survivors who can’t handle the game??
Im a survivor main who plays solo queue. I don’t want an even match, I want to go head to head with a psychopath, and barely escape by the hair of my chin.
Lol I totally agree!
And quite frankly, if people want to be babied to the point the game holds your hand to escape; play something else. Not everyone is like this, and some complaints are valid. But most people who complain do so because they can't cheese their way out of a paper bag.
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@Skatla said:
https://forum.deadbydaylight.com/en/discussion/comment/1217714#Comment_1217714
But the problems from doctor doesn't come on him approaching you. He have an AoE (with quite low cd) that reveals the position from survivors, besides putting them into madness, and in chasing, besides bloodlust, he can straight up spams his skills, difficulting the run. But i guess it's just a matter of time to learn how to deal with it. :)
You shoulda seen Doc before his rework. Static Blast was Static Field, which raised the madness level of anyone in his TR constantly. But you also had to switch between Treatment mode and whatever the other one was.
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I'm going to quote Almo - BHVR Dev from another camping thread.
"As long as Survivors continue playing into campers, camping will continue to work."
There are more downsides to camping than upsides.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1219037#Comment_1219037
You punish survivors by not allowing them to remove their mistakes. Lots of logic there, I understand how you got it a little mixed up 😁
Here's what happened my last game as killer (two weeks ago now?).
Wraith - NoED, Devour Hope, BBQ, Unrelenting.
Devour hope was gone in the first 30 seconds, so I'm left with 2 perks for the game. No big deal since BBQ can be used alone and it's great. Now, 5 gens are done and 2 or 3 survivors are left. I'm patrolling gates since they're relatively close together, but no one is there or they're hiding. But what happens? My NoED goes down, so I find the person who broke it since I was close. By this point the other survivors have the gates 99'd and everyone escapes.
Did I make mistakes? Hell yeah. Did survivors make mistakes? Hell yeah. Did survivors play smart when they saw NoED go up? Hell yeah.
Point is, NoED isn't godlike. It can be countered effectively. I've noticed people just don't want to expend the extra effort to do so. And so they call it unfair. Now if there was absolutely no way to counter it, I'd have a problem with it for sure.
What do you think?
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Feedback and Suggestions forum.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1219011#Comment_1219011
Ok if you like punishing survivors more then you would like OP's idea better...there is no totem to cleanse at end game to remove all of their mistakes magically.
Are you trying to say it's okay to punish the killer for their mistakes but not okay to punish survivors for ours? I don't understand what you mean by "no totem to cleanse at end game to remove all of their mistakes magically." Do you mean Killer mistakes or Survivor?
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Don't forget those numbers can change easily. Since this is only based on games you played, it can't be used across the game as a whole even on your platform.
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@Lambda said:
Bit of a ranty post here, tl;dr at the end.
Solo survivor is so unfun. I try and try to keep a positive attitude about playing Survivor but honest to God I cannot anymore. It's genuinely saddening whenever I have to wait 30 minutes to find a game only for it to be against a killer like an Ebony Mori Freddy or an Infinite Tier III Michael that just got bullied by a SWF and decided to take their anger out on a bunch of rando solo survivors.
It doesn't even have to be the killers that ruin it for me, it can be my absolutely boosted teammates that get a life-threatening allergic reaction whenever they walk within a 50 meter range of a generator. And it can even be the game itself and it's god awful matchmaking, I mean, are you kidding me. Look at this.
https://us.v-cdn.net/6030815/uploads/926/E9ZRBR0E3TC7.jpg
What is this. (And before you ask, my points were so low because my first chase lasted more than 20 picoseconds , therefore allowing the killer to officially dub me as toxic and be legally obligated to facecamp me.)
tl;dr I just really want to have a good time but it's impossible with the terrible combination of Killers with anger issues, boosted teammates, literally broken matchmaking, and 30 minute wait times.
Sigh, guess I'll go play some killer then...
...wait, why did four Claudettes show up at the same time, why do three of them have toolboxes, why does it look like one of them is carrying a key?
Most people only want to blame killers for Solo being "difficult", so thank you for mentioning other things.
Yes, I agree solo can be frustrating at times, but it's the challenge of it that I find enjoyable. If I'm in a SWF group I'm 70% sure I'd win more than lose, and that's no fun for me. I've always believed that solo being difficult isn't because of killers, it's because you have selfish and toxic survivors. If I'm in a lobby with 3 SWF the match can be really good or they hang me out to die.
And yes for some reason survivors in solo are severely allergic to gens lol.
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@Schmierbach said:
Hey guys,
Everyone is aware of how NoeD works and everyone knows that it can activate even though a killer played extremely poorly and swing games. Now before people start screaming bloody murder, I am a killer main and nearly always tell people on the forums to "Do the Totems" in response to complaints about NoeD. However, its pretty obvious that the perk itself needs to be changed in some way or fashion to make it more fun to use and fun to play against.
Here is my proposal.
No One Escapes Death:
"And the beast became faster and more powerful as if The Entity's shadowy whips were lashing at its back."
You are animated by the power of the Entity when Survivors are placed on a hook or on the verge of escaping. When you hook a survivor, your movement speed is increased by 0.5/0.75% for every Dull Totem/Hex Totem that still stands until the end of the trial. If you have hooked all 4 survivors at least once during the trial and the final generator is completed, then for every totem remaining in the trial survivors are afflicted with the Exposure status effect for 10 seconds.
As you can see the perk is no longer a hex, I never felt that NoeD should be linked to a Hex Totem, but I do like the idea of the totems still effecting the perk. Overall the power of the perk is shifted more towards the movement speed bonus vs the exposure, and it keeps the same weakness of cleansing all of the totems. The main change here is that during the endgame you only receive the exposed status effect for a temporary amount of time if you have hooked all 4 survivors at least once during the trial. This allows the perk to only function as an endgame perk if the killer is actually hooking survivors actively during the match.
How do others feel about this. Ignoring the numbers I threw up there (which could be tweaked) does anyone think this would make for a interesting rework. If not what sort of ideas do you have?
First off, thank you for a thought out idea.
Personally I like NoED where it is right now. People constantly complain it's OP and unfair, but it's a punishment for gen rushing and doing no other objectives. Totems are part of our survivor objectives, and if we don't cleanse them that's on us. It takes significantly less time to cleanse a totem than repair a gen.
NoED means you have to play with 3 perks for the whole game and if you have any other Hex perk, that number can be reduced to two VERY easily. It is a High Risk - High Reward perk, because if survivors like myself do our objectives (and I mean all of them) then it'll never trigger.
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Basically don't use anything to your advantage against survivors and they'll consider you fun. Especially if you let them loop you for days, get hit with pallets and blinds.
If it doesn't allow survivors to "survive" it's not fun.
Like this -
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Change your build out of the waiting room? Just a thought.
But if you mean being able to save your favorite builds to a loadout slot, that would be cool.
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I'm not looking forward to it at all.
With how broken the game currently is, mobile is gonna be a pain.
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Doctor, Wraith, Trapper, Hag. At low ranks especially, you can play mind games on survivors.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1204577#Comment_1204577
A killer never DESERVES to win until they have effectively hunted down and killed EACH INDIVIDUAL SURVIVOR, and they shouldn't need to be spoon fed buffs to do it. A survivor never DESERVES to die because their teammates played poorly or had some variety of disadvantage while the killer maintains an ever growing advantage as survivors are eliminated from the match. The idea that they do is asinine and entitled. Getting to the hatch as a killer is in the Killer's advantage. They can freely traverse the map during the match and during end game, and they are faster than survivors. Not to mention if you arrive at the hatch at the same time, the killer can stop you from being able to enter - even if you were slightly ahead of them - and can close the hatch in your face, even if you are standing on top of it. EGC is also extremely killer sided, especially since maps are becoming smaller with more dead space and doors are being purposely put closer together - sometimes within easy eyesight of each other from a central location with little patting necessary. With each person that gets removed from a match, the killer's job gets easier and the survivor's job gets much harder. The sole survivor on a map has the most chips stacked against them - the killer has the greatest advantage in most aspects. Making a small change like improving door opening speeds or simply not activating the lights is a reasonable request. Shoot, I would be happy if the doors just spawned opposite of each other. Survivors may have to engage in teamwork, but they are not a unit. They are individual people coming together to achieve a common goal. Killing the majority does not entitle you to a free kill of all.
Just on your point that a survivor doesn't deserve to die because his team plays poorly.
Have you never watched or played any kind of sport in your life? One bad team mate can ruin the game for the rest of them. Should all sports just let the team with the bad player(s) win than? No. The whole idea of being on a TEAM is to work together. Yes it sucks when you have bad team mates, but that doesn't mean you deserve a free win even if you DID play well.
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I can't tell you how many times I was working on a 90% gen with someone else and they run away because of the Killer. If people would commit to a gen instead of running away you'd see a lot more successful survivor games.
Peanits is 100% correct. The minute I see someone sacrifice themselves so the team can get a gen done, I'll do everything I can to make sure they escape. Even if that means getting myself killed in the process.
It's all about being a good team. You don't need comms for that, just an ability to understand whatever situation you're in.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1210720#Comment_1210720
IMO, your commentary just further proves with Clicky is saying. Random teams will never work as efficiently together because they lack communication. Yet almost every nerf/negative change for survivors, or buff/advantage for killers, is implemented into the game due to the dreaded SWF dynamic. So yes, it is because to solo survivor teams a killer is OP...the game has been getting tuned this was for months and months to level the dynamic between SWF teams and killers - which, I am happy to admit is a necessary balancing for the QoL of Killers. But, it has absolutely caused a massive disparity for solo survivors who can and do easily get steam rolled because they lack the resources the game is being tuned against.
SWF works so well not just because of communication, but everyone is looking out for the other person. Granted, solo has great people sometimes. But you will find players who only look out for themselves, and I think calling the killer OP because of this is a mistake. When 2-4 SWF work TOGETHER, they can destroy killers.
I will admit, solo is more difficult than SWF. But SWF is what's broken, not killers (for the most part). And of course adding voice chat for solo would theoretically "balance" it out. But the fact is there will still be people who choose to use it, and those who don't. And how well would you communicate with a complete stranger? Please consider that some of these people can/will be abusive, toxic and otherwise unhelpful for fun.
Also, can you tell me what you mean by "Random teams will never work as efficiently together because they lack communication."? Do you mean the speed of the game, or being in the right place at the right time all the time?
I agree with you though on your last point. The devs need to make a choice and announce it on what they're going to balance the game to, SWF or Solo. Because we're in a limbo on that decision. However, I simply think it's a mistake to blame killers for being OP when the real problem is the difference between SWF and Solo.
The changes in this upcoming patch should in theory help determine the best approach to dealing with the disparity you mentioned.
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@ClickyClicky said:
For me its not really about them nerfing survivor nor do I want buffs.
The past year they have worked hard to make the killer experience less frustrating, but they haven’t done anything for survivors. The experience especially solo is just as miserable as ever.
Granted, solo can be frustrating at times. But 99% of that is not working well as a team. It has nothing to do with Killers being OP.
I only play solo survivor, and I have good games and bad games. I do my best to work well with my team, but sometimes it just isn't enough. I'm not going to blame that on the killer or BHVR. I'd say you're more likely to see selfish survivors in solo. The people who only hide from the killer, don't go for saves and don't work on gens.
None of this means killers are too OP in solo. It means you didn't work well as a team. Which quite frankly, is the only way for killers to win these days; by capitalizing on survivors not working together and being selfish.
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/comment/1210586#Comment_1210586
Ah that's my favourite killer build!
This is my favorite sarcastic comment!
Anyways, I like running Devour Hope with killers you wouldn't expect to see it on. Just gotta pray for good totem placement. I've played Wraith with Devour Hope quite a bit and for the most part people don't expect it. And once you have your 3 stacks, they start losing their minds looking for totems or running away and hiding. Adding BBQ to that in order to track other survivors makes it an "anti tunneling" build. So people can't get mad at you for anything :D
And since most survivors break the hex totem and leave the rest, throw NoED on there to show them they need to break all totems to be safe :P
P.S: Mainly I like running perks you wouldn't expect on the killer being played.
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@nicknack said:
https://forum.deadbydaylight.com/en/discussion/comment/1210434#Comment_1210434
. its a 4v1 gane where each side has to stratagize
.its implemented in the game just like noed wich is unfair to survs but its still there
.killers have a thing called "powers thats basicly 2 perks per one
All im advicating is that your idea is garbage and that its unfair to the survivor side to have that happen to them for wanting to play with freinds.
1 - I agree with you completely.
2 - People complain about NoED because they decided destroying totems wasn't important and payed the price for it. That's on survivors, not killers.
3 - Powers can either be useful anywhere, or in most cases easily countered by survivors or maps. So they can be the worst part of killers.
4 - Besides the fact calling someone's idea garbage is rude. I agree not being able to chat with friends while playing with them would be a BAD idea. The amount of people that would quit if SWF was removed would likely ruin the game. However, something does need to be done about how broken that system is and there's been many good suggestions about it.
BHVR needs to be extremely careful with how they handle it though, leading me to believe this is why they haven't touched it yet. We'll have to see how the new map changes factor in before we're likely to see changes to anything else.
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There is a sense of entitlement on both sides for sure. It's more noticeable on the survivor side because if the game had a balanced population, survivors would make up 80% of it.
Considering them seperately, I'd say both sides are equal in the amount of complaining they do. That means a 4:1 ratio of survivors complaining to killers. And the more one side complains, the more the other side does. Killers simply have to cry louder to get noticed, due to that 4:1 population ratio average.
For the most part though, I do find survivors complain more when they lose (or don't escape). But killers complain when they simply can't get kills. Now you CAN sum that up into skill level if we're not taking into account SWF. But god loops played a part in that, and with this new change I think we'll be able to see just where balance lands. And this will make it easier for BHVR to make better changes in the future.
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@aregularplayer said:
they are working on an MMR system that will be rank independent and you will not be able to see other players' rank. it is supposed to fix the matchmaking but we will NEVER know if it is working as intended since we will not know the rank of the players lol
Yeah, they could just attach ranks to MMR like Rocket League does. Because after the highest rank, you're matched with people close to MMR instead of rank. But at least you know the "relative" skill level of the players.
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@CJ46 said:
https://forum.deadbydaylight.com/en/discussion/comment/1208762#Comment_1208762
well if you actually were a good killer you'd knock other survivors after leaving and run into the same survivor while not being next to the infinite which isn't even infinite btw stupidest isn't a word 😂 just shows the intelligence of most killer mains
Really? You insult the intelligence of "most killer mains" and you can't even write with normal sentence structure. I don't think you should be laughing about your comment when "stupidest" IS a word. In fact, it's an adjective for "stupid", so is "stupider".
Proof: https://www.dictionary.com/browse/stupidest
Please enjoy this free lesson in English grammar and spelling. 🤣 And try harder next time.
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There are issues on both killer and survivor side.
I rarely run into Mori's, unless someone is doing a meme build because mori's don't make BP easier to get.
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Doctor + Hag were my first purchased ages ago. I like them both, but Hag is pretty comical if you're low rank.
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If you "need" to use an item every game of course you'll lose some.
I rarely take items with me, I just search chests. Never bothered me any, items aren't even needed to win. However, most killers need to use addons, especially at higher ranks. Items don't make or break a game for survivors, but they can for killers.
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@DBD78 said:
I'm rank 1 solo survivor and I have no problem with it, really fun. Some teammates are good some are bad, it's the name of the game. Toxic SWF as killers is simply awful no comparison.
Finally someone who sees it the same way. Solo is the most fun I get in the game, because you just don't know how good the killer is and how good your team will be. You have to ADAPT.
If solo is too hard for you, play SWF. Simple as that.
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Kindred + We're Gonna Live Forever
Making farming BP pretty easy.
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@Deadman316 said:
https://forum.deadbydaylight.com/en/discussion/comment/1200261#Comment_1200261
Why not? Killers are being rewarded for doing nothing but whine.
The same can be said for survivors. It's why survivor is so much easier now than it was when the game was in it's early days. Because "ermahgerd, the game is too hard, make it easier for us". And do explain how killers are doing "nothing but whine" as you said. I main survivor and killers have more to think about ingame than survivors by a long shot.
Granted, BOTH killers and survivors complain. However, killers don't have anything game breaking for survivors. Survivors had god loops, and have SWF. I acknowledge that there are some killers that can do well against SWF.
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Devour Hope on Wraith gets me some laughs... For some reason at my rank people only expect Ruin, and when you reach that 3rd stack they start losing their minds :D
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/1205108#Comment_1205108
It could be reduced substantially just by increasing fast vault speed by 20 percent. Might need to remove the speed bonus from Resilience to not make it too powerful. But faster vaults would mean a smaller (more accurate) window where killers would need to meet to actually hit you through a window or pallet.
I get that, but vaults are already fast. If I'm vaulting a window and the killer is within hit range of me I expect to get hit. If I'm just landing the vault I expect to get hit (in a window, not a pallet).
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@witchsy said:
https://forum.deadbydaylight.com/en/discussion/comment/1205108#Comment_1205108
This is a video game - not real life, so your point is ineffective. You're supposed to be safe from a hit when vaulting a window or pallet in this game.
Okay but you're saying that if you're in the middle of a vault I shouldn't be able to hit you. If I can pull you off I can certainly hit you. I could just chain vault a pallet if that were true. And ineffective? The example was meant to illustrate that hitboxes can reach further than you think.
You should be safe from a hit once you're not in the killers REACH, nothing else. If you're even a PIXEL within the killers reach you'll be hit. I think I may have not explained my point well enough.
I'm saying people complain about these hits, and while it may have been lag it isn't always the case. And can you explain the hit priority to me, I don't know much about it.
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/comment/1205089#Comment_1205089
This is an impossibility, since numerous game changes over the last 12+ months have been made in favor of killers specifically to address the SWF/Killer dynamic.
In some regards I agree, but the most powerful thing SWF has is unrestricted communication. Knowing where the killer is and what they're doing is the most basic thing all SWF communicate. You cannot make a perk to balance that since that perk will have a counter perk available to survivors.
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It's not just latency.
Say I'm the killer. I have an arm, around 2-3 feet long. Add a weapon which is another 2-3 feet. That's a reach of 4-6 feet in front of me, so hitting a survivor just outside a window, or someone crossing a pallet is normal. While it may seem like you should have got away, that's not always the case.
