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  • Does anyone know if the cheat bots can grab you out of a locker?

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519785#Comment_3519785

    I wouldn't be against some sort of mismatch-based handicap in principle, but I think it would have to be fairly conservative.

    Revealing or disabling a perk for example would probably be too much, and highly situational, and likely to benefit the lower MMR party significantly less than the higher MMR.

    Adjusting pallets or hook placements could be feasible. The main issue with this though, would be transparancy. I can inagine a whole campaign of complai ts about how "all my pallets are removed because of matchmaking" etc.

    Gen speeds could be a fair and impactful variable, if it was gradual enough. A difference between 85 and 95 seconds per gen maybe.

    Most likely though, it would be one extra/fewer chests.

    Yeah the possibilities are limitless.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519816#Comment_3519816

    There should be an automated in game button to hit which would automatically capture and notify.

    This would be the ideal scenario.

    Although apparently it's not possible due to how the game was originally coded. I can't remember where it was mentioned, but someone (who I think was on the team) has previously commented that a built-in replay system would be impossible to implement without remaking the game from the ground up.

    The current system isn't really good enough IMO, but I guess it's what we're stuck with 🤷‍♂️

    They have had the time, they got the money and manpower, why don't they make a new game from the ground up. It would not seem it is as difficult as trying to keep using the spaghetti code they got now. Or make DBD 2.

  • OR maybe reward Auric cells for folks who successfully help in catching cheaters?

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519799#Comment_3519799

    Reports can take some time to process. They might've just not got around to it yet. In the mean time, there's nothing else you can do. If you've issued an in-game report and provided evidence of the offence then the rest is up to BHVR.

    I should say that I personally am not very fond of DbD's reporting system. Most players are not going to record all of their matches on the off chance of encountering a cheater. And the need for video evidence alienates entire populations on platforms where recording is not easy to do. Ideally, DbD would have some sort of capture system or logs of the match built-in.

    I also think that the reporting process is needlessly convoluted and confusing. Why do giving Props and issuing a report use the same button? Why are the in-game descriptions of the offence categories so misleading? Why is there no button to copy your DbD Cloud ID? Why do I have to upload the video evidence to external file sharing sites? The whole thing feels long winded and outdated. The recently-added report feedback is nice, but doesn't solve the core issues with the system.

    The reporting system is ridiculous, it is a lot of work and we never see results. I think most players have stopped putting in the effort. There should be an automated in game button to hit which would automatically capture and notify. Or simply have a button which immidiately notifies Behaviour this game has cheating going on so they can watch in real time; folks abusing the button would get banned like a dc penalty. It just seems the cheaters are smarter than the developers at this point.

  • @OnryosTapeRentals said:

    1. File an in-game report by selecting the "thumb up and thumb down" icon next to the player's name in the post-game tally. Select the appropriate category and write a brief description of what happened. E.g. "The killer was teleporting."
    2. Open a ticket at support.deadbydaylight.com to provide video evidence of the cheating.
    3. If your report leads to action being taken, you'll be notified when loading up the game after said action is taken.

    You can read more about the process here and here.

    Reporting in Dead by Daylight is, unfortunately, a slow process and a lot of people decide it isn't worth the hassle. Personally, I only report things like serious harassment or death threats. Hacking is definitely annoying but I stopped recording my matches a while ago because it was tanking my performance and taking up storage.

    Done that and got the same cheatbot a week later. So what can be done?

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518682#Comment_3518682

    The problem with this is that you're dividing the playerbase, which itself effects matchmaking negatively.

    With the people who select 'long queue/closer matches' out of the 'fast queue/looser matches' running, both options will end up taking longer.

    Fast queues will end up having no matchmaking at all, and long queues will take a ridiculously long time to the point where you'll probably give up waiting around the 30 minute mark. Everyone loses.

    so why not change the game to have a golf handicap? Highly uneven games could alter gameplay so every game has some sort of balance. For instance reveal a perk of the other side for every massive uneven 10 level discrepancy. Or randomly block a perk of one side, add an extra bot player, increase/decrease movement speed, reduce the number of hooks, add/decrease pallets, drop random items like health kits, rework windows and doors for more/less challenging play. etc

  • first game today survivors level 1,1,1, 10 (me) killer level 47

    next game survivors 4, 7, 6, 10 killer 33

    next game survivors 1, 4, 2, 10 killer 100

    yep I see how it seldom results in uneven matchups ;)

  • @saym said:

    I'm surprised so many people say this game is a casual game. If it's a casual game, why are so many people commenting on balance changes? I think it's because people want the game to be fair. So what does the game look like when we seek fairness? The answer is simple. Makes the game more competitive. In other words, it can be said that many people are really looking for competitiveness in their hearts. Fairness⇄Competitiveness

    It has not been a casual game in a long time. Every change is made to make it highly competitive . MMR does not work. If you play Survivor you may get one person in your MMR but the other two will usually be way way way lower. There needs to be a change to make it fun for all I can not get friends to play because they will not grind 1000 hours to get a decent game.

  • Would you be willing to wait longer for an MMR match rather than being matched with 3 level 1 Survivors against a level 100 Killer?


    I guess I do not understand why the idea of matching similar skilled players together is not part of the design of the game.

  • The bots are useless, they need to train the bots so they do not run around and sabotage the game. I had one 99 a door and as I ran towards the door with the killer right on my tail it just walked away. With the old system I could have got the hatch. It would also be nice to have at least bot killers to even out the nonsense. I hate trying to do a daily and have the killer DC because they got outplayed and you can't open an exit gate to complete your daily task. Even if the killer bot just stood there it would at least allow you to get bloodpoints for the rest of the game. If the killer dcs early it is a waste of time, low scoring, and you will derank.

  • It is OP because there is no 25% faster loss of healing, you instantly lose all healing progress. It is going to get a Nerf because Behaviour always nerfs overused perks and 95% of killers use it. With no MMR low skill survivors always always die to sloppy; they do not heal others and miss skillchecks. What are your thoughts on how it should be nerfed? Easiest would be it costs a token and you start with say 4 tokens.

  • She is popular with unskilled killers who like 40 minute games. She is in need of a drastic rework. Any ideas?

  • Ignorant post. The game is designed to be killer sided. Solo survivor is near impossible. The only time it is evenly matched is with a four man cooperative team. The game used to try to balance for solo que, now the developers only consider team play. It is a really terribly one sided game in the killers favor. Watch streams of the top survivor players, no one is getting out like they used to.

  • You hit the nail on the head. DBD has two different game experiences for survivors. Either solo which is hell or swf. If I was a developer I would work towards making the game play similar for all. That means every advantage given to swf should also apply to solo queue. The only difference would be playing with swf would have the added fun of hearing your friends reactions.

  • @egg_ said:

    It's the nature of this game, and it's not a one sided story. There are very strong things that generously compensate a lack of skill on both sides

    It's not fair but it is what it is

    What do you feel is a build or map which guarantees the survivors are all going to escape? I would love to try that build.

    Like what is the instant complete generator perk which is the mirror opposite of an instant kill perk?

  • I would fix deadhard. It is ridiculous that the perk is so broke and instead of fixing it they nerf it so it is even more frustrating when it does not work right. Once it is fixed I would go back to the original configuration where you got speed boost and invincibility. I can't take anyone seriously who thinks dh was op.

    There are just too many perks and Behaviour did not put any boundaries around what could and could not be modified. For instance, killers can't die or be injured; that has a strong boundary, nothing ever modifies that. What aspect of survivors abilities have a similar boundary where they cannot be modified by the opposite team (the killer)? Oh there is none. That is the biggest downfall to design and development. I would have never created an aura reading perk; that totally destroyed the stealth aspect of the game. There is no longer stealth or sneaky play for the survivor.

    I would also get someone new in charge of killer designs. Knight was a failure, Skull merchant is a bigger failure. How do we not have a vampire, werewolf, or Mummy but we have Trickster who looks like a generic 80's TMNT punk.

    Healing is a joke, between mangled and hemorrhage and the self care nerf it is too difficult to heal.

    There should be someway to hint at the killers perks so players can learn what perks the killer is using. 90% of my games I never know or learn what the killer's perks were because they are not shown in game or after game unless you stick around for end game and don't play. How dumb. But what about SWF?! What about it? let them share the information to their team. If a killer's only advantage is to keep all his perks hidden then he is a much worse player than he can imagine.


    The general consensus is the game is not as fun as it used to be. I play because it is familiar, not because it is fun.

  • @Wilx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417713#Comment_3417713

    The Devs do play the game though, they've talked about it before. I don't think it's too much to ask for them to show us the most optimal way to play solo. It would also settle a lot of "get good" and "it's a skill issue" arguments.

    They play at the company hq on a local network. I guarantee you they are not playing against VPN killers and teammates with 200 ping. The lag and uncertainty of speeds and prompts is what is the problem, stuff you won't see on a local network.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413670#Comment_3413670

    They can’t be fully limited as that would just force merchant to place them at loops only instead

    There would be no point in placing drones before a chase as they would just get hacked and you would lose it permanently

    Exactly, currently she has an unlimited amount of drones. The whole drone aspect was not well thought out. I do appreciate they went back and adjusted the code entering mechanics, now if you use a gamepad it is not an automatic fail.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413625#Comment_3413625

    To be fair, they are working months ahead. By the time people started to complain a lot about Knight, Skull Merchant was probably allready close to finish by then. They can't just suddenly rework everything in 2 months + have mid chapter ready.

    Plus she started as the Predator and had to be changed when licensing was lost. This shortened her development time. It will be interesting to see her once she gets Nerfed. They could tweak her and make her fun.

  • What I don't get is the community hated the Knight. So what do the developers do? Give us a worse version of the Knight with much greater opps to 3 Gen. Behaviour has to at some point and say, "WE need to make this game fun for everyone, not just a challenge for swf teams."

  • Even when you beat her I can't say it was fun or worth the insane effort. I think she is a complete failure except for her sounds. The sound design team did a great job. Everything else is terrible, she looks horrible.

  • @MikeyBoi said:

    Like what do you mean timing cooldowns? I’m all ears, pop goes the weasel timer? Or when a survivor uses repressed alliance over a gen, reassurance on a hooked teammate or trying to wait out BT after a survivor gets unhooked?

    Just a timer, would show length of the game and you could check it to see how many seconds have passed for various perks which have a time limitation. Would be optional to turn on in hud.

  • Most cheaters I run into are using aura hacks. They know where all survivors are at all times. You stay to end game to see their perks and it is disheartening to see they had no aura reading perks. It is easy to watch if you have bond. You see your teammates and you watch the killer head right for them, course correcting based on their position. It is amazing how many cheaters you find this way. They will run all gen hinder perks but play like a strong aura reading build.

  • @SeaFlower said:

    And you expect the game to magically figure it out how?

    oh, I did not understand you. You would have the option to either quit, how it is set up now, or a new option would be quit and report cheater.

    I have reported dozens of cheaters, is there supposed to be a follow up where Behaviour lets you know they banned them?

  • @SeaFlower said:

    And you expect the game to magically figure it out how?

    Magic? do you not understand how all cheaters are reported and caught? A report would generate a ticket that would give developers a notification to record and check game play. They've done that before.

  • @KenwanObinobi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398498#Comment_3398498

    Dunno why ppl are still discussing this issue as it is not.

    There are two ways to get to the hook, the killer is blocking the short way, preventing a fast save to escape move.

    The killer does not block access to the hook as you can go around the map and get access to it.

    Because that is not what we are discussing. We are talking about kill rooms where there is only one path to the hook and the killer body blocks it so a save is impossible. There is no going another way.

  • Anyway you slice it, is a killer sided game environment. Killer mains try solo survivor for a bit, you will understand.

  • Now that the servers are fixed rubberbanding is not such an issue as it was those first few games. EVERYONE WAS RUBBERBANDING. It is nauseating to play when your fov is constantly shifting and jumping about the map. I have now seen escapes and I am probably escaping every three or four games. The matchmaking is still horrible. I don't care if I have bad teammates AND a bad killer. I hate having a great killer and terrible teammates. MMR should not be matching them up. This update has moved the game in a worse direction pretty much across the board except for the new heart warning and the bloodweb improvements. You can disagree with me, but long term streamers are taking a sabbatical, players are playing less. It just seems this is the kind of feedback the developers should be interested in.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406908#Comment_3406908

    To be fair, prestige means nothing. I´ve seen prestige 100 players, that played... well bad.

    Also, the patch hasn´t been out for a full week. So its way to early to see where the kill rates settle.

    On top of that, from what i see. A lot of survivors suicide/dc early on for seemingly no reason at all. So any stats from now are pointless.

    The rubberbanding was a big part of it. Today the rubberbanding is not evident, so maybe they got it worked out? MMR does mean something, but like you said it is hard to use it as a definitive gauge. I'm level 60 but probably only an above average casual player

  • @pseudechis said:

    Maybe you or your team are just not very good at the game?

    Dying 30 times in a row no amount of survivor buffs/killer nerfs will save you with a streak like that.

    After that many deaths your MMR should have down adjusted enough to get some pretty easy killers, its coupled with inexperienced team mates which can make it tricky to get a coherent team going which is the great failing of MMR as it is.

    But still 30 deaths in a row phew wow you gotta try and escape more.

    Naw, MMR is not really a thing. Every game it is me and three noobs versus at least a level 25 prestige killer. So MMR matches me with a high skill killer and gives me cannon fodder team mates. Usually at least one DC in first two minutes of play. Also scores for all players are way way down.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404851#Comment_3404851

    -"Similar to SWF in DBD not every game is against highly coordinated SWF teams but you'd swear it was the way people go on about it."

    Every game is not a comp squad but even games with 2x 2 man swfs are far more difficult than 4 solo players.

    -"You do accept that things have more recently been changed to the positive of the killer player which kinda blows away your "they never consider how it feels to play killer" comment."

    I absolutely do not agree. This patch is way easier to play survivor than it is killer- like most patches. This patch made it impossible to defend generators so I expect more people to move to defending hooks.

    -"I play trapper and Myers and have a great time, they are hardly "S tier" as people put it. "

    Almost everybody I know who is a survivor main says they have a fun time playing killer. Almost everyone I know who is a highly skilled killer main regularly takes breaks from the game because this game is very stressful and often not fun.

    -"you say stop being a parrot but you keep continuing to make the same mistake every post."

    So are you accepting it's not fun when you play vs a comp squad and get absolutely dusted?

    -"Otz can play however he wants to play to maintain his streak its not an indicator of poor game health"

    Many people use Otz as the "wholesome" example of a killer main. He does look wholesome compared to say CMWinter but that's a different story. Truetalent understands the game very well and advocated we move the game for chases not hooks. Patrick pushed the game in a different direction and most people hate the result. Like him or not he has excellent game knowledge and pushed for good changes for the game.

    -"not a really a fact but they do do less than what they did"

    If we compare a pink mori in 2016 to a pink mori in 2023 how effective is one compared to the other? The original effect does not compare and offers a negative advantage to hooking as the animation takes longer.

    If we compare 4x BNP in 2016 to 2023 we went from a 100% effect to a 25% effect.

    There is no way you can spin these factsThis is a clear example of one side's tools got obliterated and one side did not. You are in some crazy denial mode when presented with undeniable facts.

    -"Patch 6.1 was a pretty big buff and QOL change for killers"

    That's the rhetoric of survivor mains.

    Killer got weaker against SWF and stonger against solos. And then they gave solos HuD info including gen/healing percentages.

    There's an old quote from one of the devs where the plan was :

    1. Make solo survivor closer to SWF (they did that).
    2. Buff Killer - they haven't done that yet.

    -"But to claim that survivors get it all and killers get nothing really isn't that accurate."

    Survivors get softer and more favorable adjustments than killers. This is a true factual statement that we could go line by line for every patch since 2016.

    You are talking to the wrong people. The game by kills and points are both heavily killer sided. When you say it is survivor friendly, what do you mean? It isn't by scores or kills so are you saying it is emotionally more fulfilling to be a survivor?

  • @blmpride5 said:

    There is not a singular hook where you can prevent survivors to get to it by blocking 1 way. So your made up scenario is totally fair

    New to the game? I can think of several and no one has mentioned the one I'm talking about.

  • To be fair today is the first time I have seen games without mega rubberbanding. Things might be getting a bit better. DH is useless, even if you do get that first hook you are still dead on the ground with every use, so it is nice to see somethings never change.

  • Behaviour has shown that dh is impossible for them to fix. They Nerf it when it never worked right in the first place. Attempted to use it 5 times since the update and it never once activated. New update, same old broke game.

  • If it is a bug why is Behaviour so bad at fixing them? Or should I say creating them? He never acted like this before? Is it a new cheat? It actually makes Victor a formidable foe so they might want to consider making these changes. He lept 20 or more meters, so he was like a rocket Charlotte could shoot at Survivors.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394839#Comment_3394839

    Hmm no. I'm going to comment on a thread that's essentially boiling the game down to us v them while intentionally lying about how the game plays out while using my game hours to try to add authenticity to a bad take. You've done nothing to disprove my points at all. Don't post us v them biased statements and you won't get a response like this.

    Okay, you are looking for an argument, I am attempting to have a discussion. Do you understand the difference? Do people tend to kind of ignore you at family gatherings because you can't grasp basic social dynamics? Thank you for your opinion, but I am not looking for opinions or to hear from folks ignoring the game data. Sometimes listening is a viable option when you can not participate in a discussion.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394828#Comment_3394828

    Guess what cutie? I can make a comment replying to anything on this page. If you are saying weird and entitled nonsense, I can comment against that. What you're doing is you're intentionally ignoring my points BECAUSE you don't have an argument against them.

    I'm not ignoring your comments, I'm disproving them. You can comment however you want. You may post recipes or home decorating tips if you want, but that is not the point of this conversation. If you do not have any suggestions, that is cool, probably should look for a topic you can respond to where you can further the conversation.

  • @AverageKateMain said:

    Okay first all of all, how do all 4 people with 4k hours get bummed by a killer with less than 300? The math isn't mathing with that statement. 2, solo survivor is rough but that doesn't mean that solos can't play in a level close to a swf. So it's not automatic loss every time. The game isn't killer or survivor sided. It's who's sweating the hardest in terms of load out, strong killer abilities, and communication. You'd think you'd know that after 6k hours

    I have 6 k of play. that means between the other three survivors they had a combined 10k hours of experience, so they each had an average of 3333 hours of experience. The math works. Again math be fact based. It is numbers. So the facts support my comments, though I realize others' feelings may be different. I'm not trying to change your feelings. Feelings and facts don't always align, as we are seeing.

  • @HugTechLover said:

    This post isn’t adding up in many categories.

    Cool. What suggestions do you have for balancing the game which are routinely offered but always ignored.

  • @AverageKateMain said:

    Okay first all of all, how do all 4 people with 4k hours get bummed by a killer with less than 300? The math isn't mathing with that statement. 2, solo survivor is rough but that doesn't mean that solos can't play in a level close to a swf. So it's not automatic loss every time. The game isn't killer or survivor sided. It's who's sweating the hardest in terms of load out, strong killer abilities, and communication. You'd think you'd know that after 6k hours

    Nope, not the response type I'm looking for. If you did not understand, I'm not looking for a bunch of arguments why you do not believe the facts. ALL sites which tract the game's results show killers routinely get the most points and less than half the time a survivor escapes. Those are facts. You can ignore them in your own head, but facts be facts. The discussion is what ideas which are routinely ignored but continuously come up would you like to see in the game. I gave two examples. Looking for more.

  • So we are seeing for a team game lots and lots of players who have a "screw them" mindset. Remember it is supposed to be 4 vs. 1, but that is obviously not the mindset of the majority of players. Often it is 4 vs. 1, but it is one survivor against one killer and three other survivors. So the base assumption the game was designed around is not evident.

  • I think people hate her because she sucks. It is like everything we hate about knight ramped up to eleven. I use a game controller and it is near impossible to do her drones. If you put in the right combo because of lag it will always fail. The lag causes button pushes as multiples. I have never hacked a drone no matter how lightly I hit the correct keys. She just is unfun to play or play against. Her sounds are kind of cool, so the audio department did well. But whoever had to reskin the Predator model created an ugly design that looks like a Robot Chicken cosplay outfit.

  • @Lamb said:

    We have dillema, i am doing 2-3 gens per game, unhooking, healing, taking protection hits, taunting killer to chase me instead of others, do gens even if have 2 hooks already - all of that is considered caring for team. What i get in return? Lose! At the same time teammates get hit every 15 seconds, get downed 2 at once, not unhooking me, not taking protection hits even if they have 0 hooks, not going into chases if they have 0 hooks and i have 2, hiding around unless killer chases me, not using freaking pallets for magical reasons and, most importantly, THEY SIMPLY NOT DOING GENS. By the time i finish first gen, that is the moment someone starts doing totem, chest or a gen. Game after game, after game. It is not some sort of rare occasion or unlucky lose streak, it is EVERY GAME.

    I do everything right and lose, team does everything wrong and escapes or gets free hatch. So here is dillema - should i care about team and lose? What is a point of playing then?

    I feel you. That describes my experience.

  • Guess so, what were they? The hub display icons? Those were helpful, not in a major way but they also benefit swf players, so it isn't a solo buff as much as an overall survivor buff, but not a super strong one. I always suspected half my teammates never even attempt to do gens; not sure if it is a buff to see my suspicions confirmed.

  • @pseudechis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379725#Comment_3379725

    Yeah going AFK and DC'ing early would absolutely qualify as selfish play.

    You queue up to play the game as is, so quitting just because you're not getting the game you want is really selfish way to play. I agree with you on that one.

    With respect to players not being "team players" though I'm a lil more forgiving of that because this game throws up scenarios where you have to choose between team and self preservation and sometimes it pays to be selfish and save yourself.

    It makes for interesting outcomes and isn't entirely a bad thing, although survivor is a team game and more rewards for a better team result would probably influence less "selfish" play.

    My understanding is.. How DBD rewards game outcome is its heavily based on individual performance, emblems, rank, MMR, BP's, which is fine. But there should really be a bonus for improved team performance as survivor, to at least incentivize taking the risk for your team mates. Collective bonus for what is essentially "unselfish" play.

    I hung on hook all game but my sacrifice allowed my team to escape and I got a bonus for that, at least would offset some of the poor reaction to the non-participation elements of the game.

    I'm thinking of team players who either hide in a locker or corner of map whole game. Will not come out of hiding for heals or unhook. Or the other ones who just swarm the killer run around blinking their flashlights dropping all the pallets and then when they go down (before even being hooked) they dc. Or they allow me to do all the gens all the unhooking and I go down first time at end of game and I watch 3 fully healthy teammates just hit the exit gate (which I have 99'd) and leave. I'm thinking every match should have an extra robot survivor, at least I know the bot will be programmed to offer a smidgen of help.

  • @pseudechis said:

    This is an odd topic because what you define as considerate play may be the opposite of what someone else considers considerate play.

    Just because someone else plays in a manner that you don't enjoy doesn't make them inherently selfish.

    Making sweeping generalizations about the player base based on the forums really can really skew your view too, this is where people come to complain so you have a disproportionate representation of the complainers here.

    Defining what steps you take to make the game fun for others is a good start because you may find what's fun for you, may be quite bland or unfun for others.

    Selfishly not caring about the experience of others is not the same thing as prioritizing you own game experience.

    What could be defined as truly selfish is expecting other players to change how they play in order to fit your expectation of fun and being upset when they don't. Which is what I see a lot of on the forums.

    I'm thinking of AFKs and dc's after first down. Right now maybe half the games I play have 4 survivors actively playing. The majority of games have someone dc before one gen is done. Half of my teammates who do play are not team players or they are just rubbish.

  • @I_CAME said:

    They need to walk back the altruistic healing nerf. That's going to make solo queue even worse. Nerfing medkits and circle of healing was enough to address the biggest complaints that were actually justified. There's also the fact that sitting there healing someone for 24 seconds is.... boring to say the least.

    The Devs do not believe solo queue exists. They always make changes based off of what killer mains say about swf. Solo queue is all I play and the state of the game has continually goes down hill since I started playing. Healing times are too long, killers who complain about quick heal times with items forget all of their perks and ons which make healing nearly impossible. BEHAVIOUR may not actively hate solo players, but they always ALWAYS ALWAYS give them the shaft.

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