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Khyill

Khyill

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Khyill
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  • @Dizzy1096 said:

    Sprint burst. If you use sprint burst you can not call yourself a good player, period.

    Also trying to rush a gen while you're trying to hook someone nearby, or popping a gen right in front of your face. It's tryharding and you're just forcing me to tryhard too....which is dumb because you're the one thats gonna cry I didn't play fair after the game.

    Also and probably most importantly, dead hard for distance. If you're a red rank survivor you shouldn't need a crutch get out of trouble free perk. I loop killers without the training wheels.

    Lol.

    Nothing is wrong with sprint burst

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1984210#Comment_1984210

    It makes it cheating, as the game isn't balanced around it. It's using a 3rd party software (discord or another chat app) to give a huge advantage to a person or team. Is this not the definition of cheating?

    Also it may be haunted grounds, but I know few people who will just run haunted grounds.

    That's 2 perks to get some counterplay (and that's not even counterplay as it'd be a 50/50). And they can still just get that other totem pretty soon.

    I can loop and do tiles, I'm not some noob. My issue is with gen speed being as low as they are and the others being able to know if you are in a chase and where not to take the killer to allow other gens to go uncontested. If I give up on a chase then it's a loss of whatever pressure and maybe only a 1k.

    Against good survivors , they can loop you for a minute easily ,and all you can do is commit, as you don't know if they are the weak link or not. Against a swf where they all have each others back it's unlikely any of them are weak if one of them is good.

    Are you still convinced it's cheating? Or has the source that was provided to you earlier changed your opinion?

    You didn't ask me directly but since you seem genuinely interested in suggestions to narrow the gap between swf and solo queue play, I'd suggest something that doesn't revolve around communication, because I don't believe communication is the main thing creating the gap. And even if it is, comms currently seem to be an intended feature strictly for swf.

    However, I'd suggest no duplicate perks in swf. Let survivors choose their perks in the pre game lobby and make them unavailable as they get chosen.

    People would be forced to run different perk combinations which should in theory be great for the game. It also eliminates running into 4x meta builds. No more 4x DH, BT, DS, & Iron will (or whatever the current meta is).

    I think it would need some tweaking, as for when that system should and shouldn't be implemented. But for a 4man swf team I think a perk rule of some kind should be a step in the right direction.

    People suggesting % changes for things like movement and recovery based on the amount of swf don't account for how inconsistent that would feel for both sides. I don't think I need to spend much time on that point lol.

    I'd also be all for proximity chat with killer included. For no reason other than pure enjoyment.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1984027#Comment_1984027

    You know what helps efficiency?

    Communication.

    If you get chased and find a totem, that totems dead if your in a swf. They call it out and someone goes and gets rid of it in case of devour.

    And you can only communicate so much in emotes such as pointing. And that's if the survivor is willing to listen.

    If you can communicate with them to direct who's closest to hook to save them, and the other two can stay on gens knowing the killer will go back and you can communicate other perks such as sloppy, bamboozle and other situational perks.

    If they intended it to be in game, then they would've balanced for it. It's not supposed to be used,and due to poor foundations of coding they can't stop it. That's why it could be classed as cheating.

    The issue is when survivors can make descriptive call outs to others who they aren't visible too, and can give lots of information to other people in the swf, whilst most killers are balanced to solo queue survivors, they can't keep up.

    I understand what you're trying to get across. There are scenarios though where that devour totem was really a haunted ground totem. There are perks to help protect them aswell. My main point before I get too off topic is that if OP is having trouble with swf knowing his location as ghost face, there are other things he/she might want to worry about first. He's one of the few killers that can negate BT if I'm not mistaken, which is huge. He can also use his stalk power on and off which makes a skilled Ghostface damn near unable to be revealed. Communication and information is definitely trump in dbd, that goes without saying. But understanding that as a killer and using it to your advantage also plays a role. Swf tend to be altruistic to a fault. It's just my two cents but there are a lot of killers who give up the maximum on killer shack & other strong loops and then in the end game complain about "swf". But in reality, they decided to take a poor chase against a strong looper, in an even stronger position. A lot of people who lose can't even tell you the correct reason they lost, and that's a bigger problem if you ask me. Also to touch on the totem thing, 1 smart survivor can make you give up that totem just by leaving and coming back repeatedly. No communication at all, just good running and understanding the mindset of "you can protect your gens or your totem but rarely both. If you protect gens, I do the totem, if you protect the totem, (hopefully) my teammates do gens. Comms is beyond strong, don't get me wrong. But I don't believe it's strength makes it cheating.

  • 10% is more extreme than you realize.

    Why are you receiving more blood points?

    I thought this was a joke lol.

  • @ilovedbd123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1977718#Comment_1977718

    Hey there buddy, let me elaborate on the person your replying too's point.

    The game is balanced around solo survivor, if it was balanced around swf then solo survivor would be nigh unplayable. Playing swf has a huge advantage, such as coordinating saves, who's on gens, taking hits and perk synergy.

    By giving them this, and allowing them to have this advantage whilst killers aren't well equipped (unless you are a nurse main, or play spirit, hag or deathslinger. All 3 of these help end chases quickly and therefore pressure a lot at once). Not including if they use a map offering (most tryhards do) which puts you at even more of a disadvantage unless you use the offering that cancels them (I save mine for those occasions).

    Dbd is meant to be played with minimal interactions between survivors, and minimal communication aside from pointing or teabagging. Adding communication to those game is technically cheating as it's implementing an out of game service which they cannot stop, that gives you a massive advantage.

    Sure, you can say it's not bad to cheat in this instance, and I'd like to see you defend such logic if you find it that way. But it is cheating, by the definition.

    Nobody is arguing the strength of swf and I feel like half of your statement is explaining it's strengths. Everybody should know it's strong if they're on the forum. However, even on console ( I play PC but used to play console ) they allow you to be in a party chat, and I've played games before where they physically don't allow you to be in a party chat because it wasn't intended for the game. I don't believe this was the case for dbd. Calling something like discord cheating just seems like a cop out in my opinion. You can coordinate saves and such in solo survivor too, it just depends on your overall game iq. I can communicate my perks in the pregame lobby too if I feel necessary. The problem isn't that discord or other 3rd party applications like it are cheating. People lose in dbd often because of their inefficiency, and that goes for both roles. OP isnt happy that the swf know his location while he's a stealthy killer. It sounds like there are more pressing issues here lol.

    @Sonzaishinai said:

    https://forum.deadbydaylight.com/en/discussion/comment/1978077#Comment_1978077

    ... you know swf wasen't originally in the game right?

    It was only added afterwards because of popular demand and because people started lobby dodging untill they had the same lobby as their friends.

    And while it's not as big of an issue now with how the game has changed over the years it was very much not intended in the beginning.

    Might want to do a quick fact check before calling someone daft. It does not make you look good

    That is a fair point, but so much of the current dbd wasn't originally in the game that it seems a bit mute to me.

  • @Zaytex said:

    https://forum.deadbydaylight.com/en/discussion/comment/1785073#Comment_1785073

    That's what I am getting at. A good Huntress will always hit you unless there is an immediate safe loop or structure nearby. It's the same problem where in certain situations, there isn't anything the survivor can do besides pray the Huntress misses.

    A good "any killer" should always hit you, so that's not a very compelling argument. Her hatchets are able to be dodged at most ranges. Your comment seems applicable to most killers tbh. Youd have a significantly easier time dodging a hatchet up close as opposed to the spear gun.

  • The gates don't magically get closer or further at the end of the game. You should take their position into account regardless of whether you are killer or survivor.

  • @Dwinchester said:

    https://forum.deadbydaylight.com/en/discussion/188418/what-are-half-of-you-even-complaining-about

    So your logic is that just because the game was more broken in the past, it's ok to still be broken now?

    In the past, you didnt have near as many players that knew what they were doing, and you didnt have swf helping them.

    Trust me, if you get a gen rush, meta perk, 4 man swf, this game is still broken.

    No, not exactly. That is a fair point, but Killer by design Is hard. It's 4v1 and you're going up against what can feel like innumerable perk combinations. I will say though, i've been on the survivor end of more than a few vicious 3 gen set-ups that ended just how you'd think. Some games don't even really begin until that point. Killers have to be more optimal and better at prioritizing than survivors generally. Maybe I'll post about it later to get a wider range of feedback but I was thinking some kind of system could be enacted when it's a 4man. Something like no duplicate perks would go a long way. It would force survivors to mix it up, and I don't think getting hit with d-stike (for example) is so bad... But getting hit with 4 of them is ridiculous.

    I should have placed this question earlier in my response but,

    do you think 3 genning and gen rushing are similar?


  • @Blueberry said:

    I don't think anyone is arguing the game isn't in a better spot than it used to be. That doesn't mean it's in a good spot though.

    I'd also argue that many of those solutions you provide for a lot of the games problems don't realistically solve the problem even though it may seem that way at face value.

    You are correct, they may not be instant fixes but I think a lot of people need to be reminded that dbd is as big of a mental battle as it is a literal objective one. Changing how we battle our opposition should improve our results, which would probably open a new plethora of issues. Regardless, it's still one issue at a time. My post wasn't necessarily for those with a solid understanding of the game, but for those who are obliterated and can't understand why, and those who are slating the games current state, when imo it's seen worse days. It was kind of meant to be "if you're playing rock, paper, scissors, and keep losing to rock... Maybe throw paper." A lot of players would argue that there isn't a metaphorical "paper", but I'd disagree. We can't protect all angles but we can know which angles aren't protected, essentially. If that makes any sense at all lol.