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  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688856#Comment_1688856

    The game is definitely not balanced around SWF, if it was communication would have been built in from the beginning.

    Ha yeah it has and the stats released in the past make that clear, you butthurt killer mains just can't deal with semi decent survivors.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1688232#Comment_1688232

    It's 'not a fair point'. Nobody is entitled to get three hooks every game. He literally is leaving matches that don't go his way. That's the epitome of entitlement.

    Would it be okay to just screw everyone's game up as killer if they are dissatisfied with how fast generators were going and how few hooks they have gotten? It's literally the same thing. What fun would that be.

    No it's not haha, because that's ######### everyone over for doing what they are meant to do. Leaving a teammate on a hook for second state is not what your meant to do and at that point your being a cock, especially if at least one other teammate isn't either (assuming the 3rd is in a chase). If the team doesn't work together to help you why would you work together to help the team? I play casual matches with friends and stay away from solo queue because of awful players that just don't bother saving until 2nd state. If there is no reason for you to be left on 2nd state why should you accept it when it happens

  • @AvisDeene said:

    https://forum.deadbydaylight.com/en/discussion/comment/1685785#Comment_1685785

    If it was an intended feature of the game, the Devs should balance the game around Survivors having comms. Why haven’t they done that yet?

    Y'all act like the game is unbalanced towards you killers when survivors are SWF but no, the game is balanced around SWF, solo queue is just incredibly unbalanced for survivors and needs Comms or something because it's already an awful experience.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1686818#Comment_1686818

    Uh, no.

    There was literally a thread a couple days ago of someone boasting that they suicide on hook if any of their survivor teammates didn't save them by second stage because they believed they were entitled to being hooked 3 times.

    Literally had nothing to do with the killer.

    People suicide because they are entitled to believe the game should always go their way and will screw over everyone else's match while doing so (or because the game is already over). That's not a balance issue -- It's a moral issue.

    Survivors would suicide on hook back since the very beginning of the game when survivors could literally self care themselves so fast with We'll Make It's 300%(!!) healing speed bonus which stacked with self care that they could heal themselves faster than the killer could physically smack them inbetween wipe animations -- while being able to instantly fast vault with no entity blockers.

    And he's totally right. He's not acting like he's entitled to it, he's saying he will leave the game if his teammates are bad. He specifically said in a scenario where he wasn't being camped and was using kindred so teammates could see eachother. If your not saved before 2nd state your teammates are just bad and selfish and guess why you #########? If your teammates aren't supporting you and you aren't having fun. There was no boasting, he was making a fair point, if his teammates didn't even attempt to save him while the killer wasn't camping then he wasn't going to make an attempt to help them win and that's fair enough, they already lowered his escape rate massively by getting him to 2nd state

  • So many killer mains in denial acting like statistics mean nothing. They shouldn't be the only thing considered when balancing but they are literally average values of what happens, of course they should be taken into consideration

  • @WishIcouldmain said:

    https://forum.deadbydaylight.com/en/discussion/198591/11-79-survival-rate-new-stats-released

    Honestly that makes sense solo que doesn't produce reliable teammates. And that other percent is likely SWF. One question though is this across all platforms?

    Classic killer main response haha. That's all this forum is, killer mains in denial about how easy the game is for them

  • @Tactless_Ninja said:

    Had a thought just now about how some games turn into a battle of attrition because of unlimited ability use. Wouldn't the game functionally be much better without functionally unlimited tools?

    Now take for example a survivor perk like Self Care. It has unlimited use and can potentially stall a game indefinitely if the killer is in a good enough position to defend, but not to take the offensive. It can also lead to independent action of never needing the assistance of another players help. It has lead to the coining of the term "Selfish Care" and snidely refered to as a killer perk despite its surface level benefits.

    Now what if it say had only 1 charge. You could only heal yourself once with the perk, once with a medkit, and then the rest of the match need to rely on the assistance of your teammates? You'd approach games a lot differently than you would have before.

    This can also be expanded to other unlimited use perks as well. Sloppy Butcher losing effectiveness after 10 hits. Bond only activating at the start of a match and lasting for a minute. Enduring gradually losing 5% effectiveness for every stun. Exhaustion actually meaning something with 1 recharge between hooks.

    Now you're probably wondering about killer abilities. Killer abilities would have their add-ons diminish. If a game wore on too long, their add-ons would essentially disintegrate making them base abilities. Still unlimited use but without their quirks.

    I think a massive rebalancing like this is a necessary step towards achieving a more balanced game. Or is there something horribly flawed in my reasoning?

    A necessary step if you just want balance though, you could say just remove perks and that will be the most balanced. Hey let's also drop the graphics down to basic polygons so it's easier to see people and the games more balanced... You can strip away a games systems e.g. perks and make them far weaker in the name of balance but that just kills the game, some things can't be balanced very well but that doesn't necessarily mean you shouldn't implement them. Without perks or with perks that weak so much variety would be removed from a game that already suffers with repetitiveness thus making the experience worse. This isn't a competetive game and people need to stop whining about balance all the time and saying we should remove good features because they are hard to balance

  • @Cable2486 said:

    https://forum.deadbydaylight.com/en/discussion/198415/if-i-get-to-my-second-phase-on-first-hook-im-100-killing-myself-on-hook

    There's definitely a few points that need unpacking here.

    First and foremost you mentioned being caught early in the game, specifically within the first few minutes. In most instances, if you're a solo caught that quickly, It doesn't matter what perk you're running. The majority of survivors simply ARE NOT going to risk themselves for what they consider a bad survivor, and make no mistake; most purple and red ranks will consider someone caught that quickly a bad survivor, regardless of whether it's true or not.

    Too often, Kindred = free tracker perk and is exactly why I'm NOT being saved. The sad and rather scummy truth of it, is that there are many survivors that will abuse what is undoubtedly one of its built-in purposes, especially in low mid ranks. These types of players essentially think themselves safer because they can see everything that's going on for as long as you're hooked. that means they'll purposely leave you hooked so that they have a better idea of where the killer is at. Which is exactly why I stopped running Kindred ages back on any of my survivor builds. Unless you're running in an SWF it's just not worth it to play kindred in my experience.

    The last point is fairly self-explanatory but I'll say it anyway: if you're playing solo you You shouldn't go into any trial expecting that anyone else is going to save you. Ever. If they're a team and you're a rando, 9 times out of 10 they don't feel they owe anything to you, least of all that they're required to save you, especially if you get caught too quickly. No it's not particularly fair but it is reality.

    Your acting like it takes killers 10 minutes to get a kill, being the first down after the killer focuses you and downs you after 1-2 minutes and I'm not gonna think your a bad survivor, I only would if I saw the injure status on the survivor switch to the dying within a few seconds of them first being hit

  • @DaKnight said:

    You are not entitled to 3 hooks. I run deliverance in solo Q for that very reason, to make sure I usually get a second chance. If the killer is running a mori? There is literally no reason not to leave you on the hook until 2nd phase, that's what the competitive SWFs do.

    Your talking about a Mori man, ofc there is exceptions but your really purposefully trying to twist his words

    As ######### annoying as Moris are they are also fairly uncommon, in a casual game without a Mori you don't leave someone for 2nd phase, especially if they run kindred unless the killers camping

  • @MeltingPenguins said:

    Just had a couple of games that very much ended like this:

    Due to match making I (rank 17/16) got a few high ranks (upper purple and red) as Deathslinger. I'm in no way good, but in all these matches I got several hooks in and at least one of the high ranks kicked the bucket.

    And each time due to one very odd thing:

    Their unwillingness to change their tactics.

    Now, we all already knew that's the issue, but today I had the most bizarre experience:

    Red ranked Kate, I chase after her (one of the wrecker maps, the one with the small house), she tries to loop me. I'm not having it. I know what I can pull off and what not.

    So I turn away. Usually survivors go on their merry way then... but the kate came after me. Very much demanding I chase her.

    Again, I wasn't having it. I knocked down a jake, hooked him, and the kate stood there not helping (another jake got him off the hook)

    Long story short, I hit her when she came close, shot and hooked her. She suicided on hook after I walked away (dunno if she tried to unhook herself or not).

    It really seemed as if she was offended cause I didn't let her loop me.

    And judging by the forum and twitter, the playstyle like that kate's is what people deem 'fun'. Why?

    Why not? This is a game that only has 2 merits for survivors, fun with teammates and being chased by a killer. A game of tag when you were younger wasn't fun whilst you weren't chasing or being chased was it? If you play survivor you will learn that in games without chases it is dreadfully boring as it literally just becomes a hold M1 on a generator. Half the time I'm not on gens, I'm either trying to get the killer on me or trying to do a clutch flashlight save, even if it actually wastes more time then it saves me because it's actually fun. You say we need to rethink our definition of fun but if you think sitting on 2 gens all game, opening a gate and leaving without anything else and just having a hollow ass victory is fun then maybe you should try survivor once in a while and see how boring everything else is

  • @RaSavage42 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1680892#Comment_1680892

    Fair enough

    I've been told to get COVID twice... I have the messages

    Also I don't see why people get so worked up about this stuff. You have been told to get covid twice? Ok... Chances are it wouldn't kill you anyway, that's pretty low level trash talk and it's not even trying to personally insult you. Half the problem with DBD is the toxic ass people and the other half are the people that cry about someone saying something toxic which seems to happen more on DBD than any other game. If you roll with the punches your much less likely to get insulted and complaining about it only fuels them on. Dbd isn't a kids game so you can't exactly go around and censor everything without pissing loads of normal players off so your literally just giving them what they want by getting so offended just because you were told to get an illness.

  • You people act like SWF is really that beneficial when most of the time you go against SWF it's people playing very casually and much more likely to be altruistic killing themselves. I highly doubt you have ever went against a proper SWF tryhard killsquad that work their asses off to finish the game fast and sweat their assess off. Id say with SWF sometimes you will lose a kill but for every kill you lose you also gain one for a survivor trying to save his friend in endgame etc

  • @GoodLookinCookin said:

    Of course the game would have to be balanced for survivor to be first person, but imo horror games aren't as scary if you are third person.

    It might be scarier but either way that would wear off after not too long due to that happening with a repetitive game like DBD. It's hard to say if it would be better but I doubt it, for them to keep the game as good as it currently is now they would need to completely rework everything like looping, perks etc, literally so much would have to change to make it play fun it wouldn't be anything like dead by daylight and instead become something more like Outlast Trials imo

  • It's funny how killer sided this forum is. All the posts are killers crying, it's because 99% of survivors have friends to play with and take it as a casual experience but you get tryhard killers with no friends to play with or against that play like an ######### camping the basement and don't expect the most common perks in the game and hence obviously have terrible game sense where they will act like just because they sat at the top of basement stairs after booking a survivor from a particularly altruistic group of survivors, likely trying to play a chill match with their friends and then wail when the game punishes them for camping the hooks. Ok buddy, you can have your self validation from this echo chamber of killers as 99% of survivors don't visit these places as they take it way more casually but you guys are the main problem with the game, not the perks

  • Imagine truely believing Borrowed Time needed a nerf

  • @nam said:

    Sorry for my poor writing. The story is, in one match I played oni, and I played so good that I got three hooked in the basement.

    In general, it should be the end, isn't it? However, they are an AT team, and the last one has borrow time, He just ran to me, took a hit and saved one on the hook, then I found that every of them have borrow time, finally all of the three escape from the basement easily, and I only got one left in the basement.

    This is not the end, I chased them and hit two down, but both of the two have Decisive Strike, I took double stupid stun and got nothing. In the beginning, I got three in the basement, but finally I lost everything, and got two stun. This is so much fun, isn't it?

    Fortunately, it's me, an experienced killer, not a noob. Finally, I still got 4 kill, but I feel so bad. The game should have ended with four generators left, but they were able to drag two with their op perks. I got so tired with this game since then. Is that mean, as a killer, I must take turns hooking them, one by one, I can't hook two or more at the same time, and I also have to play against gen rush? If that, you are force player to play nurse and spirit.

    I already uninstalled the game. I won't play dbd until ZZZ nurf borrow time and Decisive Strike!

    Aww I'm sorry the match wasn't fast enough when you basement camped everyone and got hit with a perk to counter toxic gameplay like that ;(

    Better luck next time you wanna play like an ass, if your lucky survivors might not bring those perks and you could give them an incredibly ######### basement experience :)

  • @Dsalter said:

    before this gets reported for being off topic or whatever i want to say this IS about dead by daylight and how impactful the SWF voice comms is so please read it before you assume make an assumption, but recently i'v been feeling a little burned out so went to play something else for a short bit but wanted that more casual DbD feeling so i came across Among us.

    before i carry on this WILL be long and no TL:DR will be included, sorry for the inconvenience.

    anyways i'v been playing it for a good 2 or so weeks now and something i'v noticed has a strong presence in Among us is friends on voice comms.

    what do i mean?

    well when you are the "Imposter" role you are essentially the "killer" role in DBD though your main tool of murder is stealth, and your goal just like DbD is to kill everyone or at least as many people as you can before they figure out its you and "eject you" which basically kills you.

    if you manage to get the Imposter role which is randomly assigned in a 10man lobby when the game starts so nobody should know who is it besides the person who gains the role you will on some occasions come across a lobby where you feel that the crew are "psychic" in that when you start killing people they know who it is and get rid of you almost immediately, i chocked this up to being sloppy and noticeable but its becoming more obvious over time what the issue is.

    they are Surviving With Friends.

    by this i mean if their little friend circle on discord is not the imposter they will do their "tasks" (the win objective as the crew members) and if one of their friends is killed they will announce over their voice comms (usually discord) that X killed friend or if they witness someone else get killed they will tell each other X killed that guy and with the stacked odds of 3,4,5 or even 6 people voting against you odds are the moment they announce this you lose because they will all eject you and end the game there.

    as the Impostor your job just became impossible as the power role.

    sound familiar?

    this same issue plagues DbD, survive with friend gives you power far above the games intended design which not only makes it so they gain clairvoyant abilities of knowing who, what, where and when just because of their voice comms but they actively destroy the "enemies" ability to even function because stealth just got taken from you due to the hivemind feeling sensation that is voice comms and just going on a rampage means they will get you killed/ejected immediately but they can also abuse this by staying together non-stop because they KNOW who is NOT the killer making it so the Imposter cannot do their job.

    in DbD terms this is essentially SWF taking the power role from the killer by having a hive minded enemy constantly knowing your whereabouts, your perks as soon as 1 sees an perk they ALL know about it, each others constant location and ultimately which objectives to cooperate on which they know is safest.

    This. Breaks. The. Game.

    unlike Among us though DbD CAN be solved and balanced of its issue!

    because teams are NOT randomly assigned a killer/Impostor, players know what role they will be given when they start the search and because of this the game CAN be adjusted to accommodate and rebalanced around this issue.

    im talking making voice comms baseline, buffing solo survivors by baselining perks like bond, kindred and sole survivor, mainly detection perks SWF will never bother with, limiting how many defensive "second chance" perks a team can have so more players in your SWF group the less you can bring and solo players being unaffected by this rule (its bad enough playing solo atm they need the help) and with all this in mind we can FINALLY start making the killer role scary again.

    The killer role would have the ability to be Re-balanced if those above changes are made since we can adapt perks and powers with these baseline stats and features in mind, im talking baselining perks like monstrous shrine (this thing is awful in general and should be baseline since basement = killer zone and should be baseline), surge, territorial and that one perk that hides your red stain when you bloodlust (its that useless as a perk i cant even remember its name) then then some offering style items need to be baseline like Cypress mori (its the least used offering in the game and is useless compared to its green or purple brothers) and faint/clear reagent (this one is meh but would be selected depending on killer, so faint for trapper or clear for huntress as examples)

    then once that has been done killers can gain a new "against the odds" style buff where the more SWF members are against them then some perks become temporarily baseline for each member of the SWF group up to 4 (so 8 total perks) which adapt to whichever killer you pick.

    so example (a bad one i dont play wraith) would be if i were to pick wraith and the enemy has a 4man SWF, then i would get 4 perks baseline: NOED, infectious fright, agitation and blood warden because these would help my wraith play smooth out against the coordination of the SWF while allowing me to slot more optional perks to deal with the harder difficulty, again these would adapt depending on the killer, with this im hoping it will smooth out the lingering issues of some killers being useless against a SWF group and encourage more people to try and beat them rather than avoid them.

    for the solo survivor though this is where temporary perks come in.

    as a solo survivor you are already against the odds because nobody is partnered with you, they are likely to traitor you and worst case scenario they will farm you on the hook.

    with these baseline perks for being solo im hoping it will make playing solo more barely even though it wont guarantee you more escapes, at least you wont feel powerless and with the adaptive killer temperary perks it means you being solo will mean a weaker killer due to less perks, the perks i recommend for solo surviving as previously mentioned that are adapted to solo survivor is sole survivor, kindred, bond and mettle of man.

    why mettle of man? this would encourage solo survivors to take more protection hits which is something i see very few survivors do when i notice they are solo from both killer and solo survivor point of view.

    finally to finish off give solo survivors and "Against the odds" killers a 25% bonus blood point gain PER Survive with Friend in the match.

    so if a killer and 1 solo survivor join a lobby and there is a 3 man SWF group, both killer and solo survivor will gain 75% more blood points, this will encourage more... well going against the odds unlike with currently people will actively dodge SWF groups of any size because of the sheer advantages they bring mainly being that they already have cooperation and plans in mind for eachother where as the solo survivor will likely be the victim of their gameplay and the killer will be going against a more hiveminded enemy.

    sorry for the long post but sitting playing Among us made me realize how bad of a state DbD match making really is when i could see the same power role issues in another game make the killer/impostor role completely powerless.

    Haha your ######### funny, acting like among us isn't a completely different kind of game. When you play among us with just friends you also play with voice chat off between rounds unlike in KYF matches. Your really comparing apples to oranges here to excuse how bad you are at dbd, upset that the casual game let's you play with friends. K then buddy

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1663337#Comment_1663337

    With this way they could only know they prestiged atleast one charackter. Also if they have their archivments private they cant check it (if it works that way on PC)

    Even then it's better than nothing

  • @Demonl3y said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656411#Comment_1656411

    They CANT give it back because they cant 100% detect who EARNED it back then. If they could track them, they could and would give it back.

    Dude, achievements. They can check the date of the achievements and verify using that. If the achievement was after they were removed they were hacked in

  • @ToxicMyers said:

    https://forum.deadbydaylight.com/en/discussion/196068/beating-a-dead-horse-until

    They aren't ignored, they already have said they will be reworked.

    Funny it took them this long

  • @SapsZera said:

    Beginning, I Was Thinking Why not do something new to replace the legacy? How to Choose if you want blood prestige or legacy prestige, because I lost my legacy in 2019 by Loss of savefile and ... Why never put that in the game again? They have already released the EXCLUSIVE COSMETIC of the event to the whole audience. I think it should be more rare than the legacy but is just my opinion. Talking more about what I mean, a lot of people are hacking the game and changing the savefile JUST TO HAVE LEGACY wouldn't it be better to do something creative to put these skins back on? The The legendary cosmetics from international events like comiccon etc that were sold by absurd prisoners and only the people who went to those events and got the TINHAM codes and was released For all players now, the legacy is a skin that was the old prestige and many lost it due to the loss of savefile including me! It would not be better to do something to have these skin What did everyone like, back behavior? That would be fantastic in fact I would even cry if it happens.

    Well that was my indignation + opinion about the legacy, I want to see your answers or if you also lost the legacy.

    #RETURNWITHLEGACY


    People have hacked in legacy, the Devs act like they couldn't give it back to the people that lost it but they easily could, they devs are just lazy

  • @Zarathos said:

    Unpopular opinion tunneling is a crap excuse for bad teamwork. How about punishing the killer slam them gens and if the killer sees you running to the hook and you hide behind your unhooked friend its not my job to make sure your teammates step up and act like actual teammates. This phrase is so often said it reached a point where its been so badly undermined no one takes it seriously. The killer dosen't owe you an opportunity it's not in his interest to play nice. Instead go after captain immersion for ditching you and leaving you to fend for yourself.

    Popular opinion, you are making excuses for being a bad killer

  • @CosmicParagon said:

    It may not be a skillful play, but it is often the smartest one. The sooner you eliminate one player, the more effectively you can apply pressure. Everybody talks about needing to 3-hook everybody, but it simply isn't possible against skilled survivors. The only advice I have if you are getting tunneled is to learn to loop better to make the killer give up on you.

    That's not strictly true, I feel like you haven't played much survivor and are just speaking from being a killer main. You get good at looping and no matter how good you are if a killer is focusing you they will eventually get you down unless they are pure #########, if you wasted enough of their time they sometimes get pissed off and either facecamp or proxy camp you because you lost them the game by playing well in which when you finally get unhooked your insta-tunneled off hook, slugged for 60 seconds then picked up and placed right back on it. At that point it's not a matter of how good you are because you get killed for being good

  • @Belzher said:

    DS is needed, but how it works is not. It should 100% deactivates if the person fully heals or something like that.

    Wouldn't change too much, it would just make survivors 99% and ruin we'll make it

  • @CornHub said:

    The arguments I see is that people are fine with ds, just not the "40s-60s invulnerability". Obviously you can just eat the D's or slug, but that's not without consequences.

    Personally I think a shorter timer would be good if it was paused when being chased and stopped ticking if you got downed so killers wouldn't down you and then slug you for 60 seconds, because how is that fun for either sides. Also if you are being chased straight off hook but make it to a pallet fast you get punished for looping the killer well if you go down after 60 seconds so you have to force ending it early which is just dumb imo. This way it would fix the 60 seconds invunrability and the issues of being punished for being a good looper on someone who insta tunnels you

  • @CalamityJane said:

    You're burning half your add on slots to counter 4-5 perks, they should definitely be strong enough to counter them properly.

    What's the worst that can happen? People lose one of their 4 second chances because they can't Dead Hard to get to another loop?

    If your against a clown you aren't ever pulling off your dead hard and you have lost a perk slot of one of the only fun active perks in the game. As stated, at the time his perk was made that 30 seconds would tick down in the chase but 30 seconds for hitting gas is outrageous. Not to mention dead hard isn't really a second chance perk anymore because of how bad it's become with killers hitting you through it, it has almost predominantly been a perk you use to make a bit more distance and loop longer, rarely to save your ass because you screw up

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/1583056#Comment_1583056

    Im a Trapper main before knowing Otz. Still able to learn alot from him.

    https://forum.deadbydaylight.com/en/discussion/comment/1582799#Comment_1582799

    Small hitbox allow traps to be placed and well hidden place, many stair is a good example.

    https://us.v-cdn.net/6030815/uploads/1M1UL996XD66/image.png

    They can enlarge the hitbox to make traps show up move obviously. But its equal to survivors are easier to contact with traps' hitbox. Which one do u prefer?

    No they just shouldn't be able to sink under the floor in general. It's not that hard to make workarounds to this sort of thing, especially since it was at an area with a minimal bump that's lower than the actual traps are. The trap wasn't hard to see or half concealed, it was literally invisible

  • @C3Tooth said:

    https://us.v-cdn.net/6030815/uploads/P8VOU3YYMPOQ/image.png

    Many door has a small step, they dont have any hitbox there. So trap will dig down below the step. Makes it invisible.

    Very interesting. Pretty stupid, I assume its been there for ages so it seems weird that its unpatched but I guess there are bigger issues (like getting stuck on that damn hill that still happens)

  • @Cryopier said:

    Can't be basement camped if you stay away from the basement.

    The basement was in the middle of the map, springwood, which is already small. You start off with no knowledge of where the basement is anyway and it isn't viable to stay away from 2/3 of the map the whole game, especially since there are multiple generators in the vicinity

  • @bgbomb said:

    title

    the que time right now is ridiculous than ever.

    not only red rank killer but also yellow rank killer right now has que time within 3 sec.

    meanwhile survivor need to wait 10 to 20 mins to find a lobby.

    and it is even a 1 vs 4 game lol.

    I think this difference in the number of player base should clearly indicate how unbalanced the game is now.

    so I can expect a really big huge buff for killer's is in coming right?

    or

    should we let the friendly sleeping bing bong boy be great again?

    I'm not quite sure why this would make the Devs buff killers, especially if they are currently the dominant playerbase.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531730#Comment_1531730

    If the Survivors play into the camping Killer and try to do foolish things, then yes, he could get a 2K-4K every game. If the Survivors just do gens, he will get one kill and de-pip.

    One kill, you read my messages right? How is it fair that someone can be trash but there is a guaranteed dead survivor every game if they are an #########. One guy shouldn't be confirmed dead in a game, especially if all the survivors play well. Thats just a dumb game mechanic

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531689#Comment_1531689

    Counter play to the basement. How about do go near it when your being chased? If I know where the basement is I don't loop the killer near it. Especially if it's bubba. The basement is a death sentence with him. The basement is suppose to be dangerous.

    Mate, you can't help it half the time, you can't just avoid a quarter of the map, sometimes more with agitation, that isn't how this game works, especially if you get zoned. On springwood it's dead in the middle of it by one of the houses and cuts off half the map. Not to mention you don't know where it initially spawns as there are 2 locations... This was a ghost face, no basement camp was expected and it's a random, they died far away but the killer smacked on agitation and the map.is so small he could get there from nearly anywhere. Avoiding tons of the map isn't viable and it shouldn't guarantee the killer a kill. The basement is meant to be dangerous, sure, but in the same way that Moris are meant to be dangerous and keys are meant to be powerful, it doesn't mean they should be. They are just terrible game mechanic's with poor design oversights

  • @Roobnus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1536723#Comment_1536723

    ...you're literally called baby boy so yes, I call you baby.

    You can blame it on these things:

    • the Devs for creating so many unviable Killers for high skill matches
    • the Survivors for constantly asking for unjustified Killer nerfs
    • the toxic Survivors for trolling every low tier Killer they come across

    You people really haven't seen yourself. It's always killers crying for changes, 90% of it on this forum. Is it cuz killer is underpowered? Nope, stats clearly show that isn't the case. It's just survivors play chill cuz they tend to like going against friends etc whereas killers sweat this game hard and half the time it just isn't fun. There is barely any variety and that's a fact, you can't blame a survivor bringing at point up. I use to play killer and I can agree that killers like spirit are incredibly fun to play, but man she got too easy because she is so OP and other killers just aren't on her level. Huntress is fun to play and go against IMO but man, it's not even because spirit is good, she just isn't fun to play against and nor are so many killers. It's poor game design, not poor balance where survivors are OP...

  • @Smoker101 said:

    You could just run BT. I almost always run it just in case the killer is camping.

    Doesn't help against basement campers... If they are waiting at the top of the stairs that's a free hit just to get down there, sure you might be able to save them but it kills you in the process. I definitely used bad wording in the title but I meant to say basement camping

  • @Yogerman1997 said:

    i try to counter it by using Borrowed Time, and playing with friends who have it, and tell them if they dun't run it i not gonna help them, so they had to run it if want me to save them.

    A smart killer can basement camp and completely cancel BT, if the killer is smart they can make it a trade so there was no point doing it in general. This isn't just a normal facecamp I'm on about

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1522031#Comment_1522031

    This. The problem isn't killers are camping. It's that survivors keep falling for it. If more people learned to leave that person on the hook and do gens it would solve the problem. Those killers won't progress, they get the idea this isn't working and they will try something else. However survivors fail to punish campers and they end up feeding more hooks to the killer. Thus the killer continues playing this way because it's working for them.

    Did you read my post? Killers don't do it to win games, they do it to be toxic and ruin them which was the exact case in this one. One dude brought a yellow flashlight with no addons so the killer basement camped the whole game. The thing is, it's dumb saying just let someone die, that isn't fun at all, there really should be some viable counterplay to the basement. It should guarantee a killer a kill, saying leave someone is all well and good but the fact that it gives them a free kill to begin with is bollocks

  • @Moundshroud said:

    https://forum.deadbydaylight.com/en/discussion/comment/1531658#Comment_1531658

    I never claimed to be smart, but my vocabulary is broad enough that I don't rely on profanity for emphasis. The solution I offered provides two out of three methods for SWF to continue playing, and for fun. The only thing it does is take them out of unfair advantage with Solos and gives the Devs a grouping to balance again. In short, the suggestion takes nothing away from SWF except an unfair advantage. I don't think it would affect the Que at all, it might even speed it up. We have not data on that. But I suspect that the lobby would have fewer d/c for Solos and the lobby for groups would move too if the Killers knew what they were facing and it had been balanced accordingly.

    Yes, it takes away and chance of queuing into a game as very few killers will opt into that and it will probably take upwards of 30 minutes each game. On top of that every killer you go against will likely sweat their ass off to get you

  • @RizeAki said:

    I’m not reading all of that but I will say there are counters to camping you have two perks to cancel it out bt and camaraderie

    @RizeAki said:

    I’m not reading all of that but I will say there are counters to camping you have two perks to cancel it out bt and camaraderie

    Don't respond if your not going to bother reading mate, I addressed that completely and even so camaraderie buys you more time, it doesn't stop the killer from killing you if they are camping, and proccing BT is hard enough if the killer is smart at the top of the basement, at the very least you will save him but it will get you into the basement in the process and it's just a trade.

  • @Carpemortum said:

    Do gens.

    If someone is being camped. Do. The. Gens.

    Otherwise you're just feeding the camping and making it possible. If you have BT and can swap places to buy your team MORE time to do MORE gens, cool. But dont rush to save from a camper with no plan. It just reinforces that they get kills by camping.

    I know but my point is that shouldn't be an option. The game shouldn't guarantee the killer one kill and it isn't fun to play like that. Dead by daylights fun for a few reasons but man, if you don't have the looming threat of a killer coming round the corner at any moment then gens aren't fun at all and it's just boring waiting for the next game. I don't know why things like the basement exist when they aren't fun to play around at all for killer or survivors, and let's face it, if a killer is even half decent they can easily make it impossible to not at least 1k which just shouldn't be a mechanic in general. Personally I think they should weaken camping incentives like the basement (not sure how, maybe 2 exits or something) BUT buff something else so the killers aren't any weaker but camping just isn't a viable strat.

  • @BestGame said:

    borrow time ? ds ? deliverance ?

    prove thyself + toolbox.. for gen rush when killer camp someone ?

    how could this is not counterplay camping ?

    If you need to bring perks to counter something it isn't counterplay. At that point the game is unbalanced, perks should offer what you prefer, you shouldn't be locked into them because it's the only way you can stop a ######### playstyle

  • @Moundshroud said:

    I've said this BEFORE and I'll say it again. SWF is a HUGE problem because it causes ripples throughout the game. It is EASILY addressed. There should be the following types of matches:

    1. Solo where you don't come in with a group and you can't see the real ID info of the other Survivors until the end of the match. Thus, no communication OUTSIDE the game itself. There are Perks for that (like Kindred), and gesture animations.
    2. Custom games where you CAN go in and play with your friends and a willing Killer. Everyone is on the same page and understands it is SWF.
    3. SWF League Play, where groups can go earn blood points together as a REGISTERED TEAM, and the Killers know what they are facing and the DEV can do appropriate Buffs or situation alterations to balance the extreme advantage SWF provides.

    That's it. It solves the problem. Two out of three of these allow you to play with your friends. It prevents Solo players from being at a disadvantage for Rank as they aren't competing against Teams (they get their own grouping), and Killers don't have to face broken OUT OF GAME knowledge and coordination unless they want to do it and where it has been balanced for them. In addition, Leagues, i.e. teams would add a great new dimension to this game.

    Sorry, you aren't that smart, you haven't solved the problem. People like you don't realise how many people play the game that are SWF, it would absolutely ######### queue times for everyone and screw over games. Not only that but 90% of SWF players want to play casually against their friends, A) In this ######### league idea you have you haven't factored in 3man SWF, where would you get the solo from B) Most SWF are more casual than solo survivors because they are trying to have a laugh with friends, not play some awful match that will be a sweatfest