gldetonator
gldetonator
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3111104#Comment_3111104
People would argue, that playing in SWF is punished, if solos had a bonus of some kind that SWF doesn´t have. The only solution i see is ingame voice chat. The mmr could be updated with language preference filter + a system that matches you preferably with players that you upvoted after a match.
I don't think voice communication is the only solution, since at certain times of the day, matchmaking puts you with people of another language, and I think of the conflict that this would cause for those who don't speak the other language. What they have to implement in the game is more visual information among the survivors, and thus also forcing the assassins to use something that the game already has, which is the blinding effect. Perks that cause this, addons... Since BHVR wants the differential use of perks to be greater and break the "meta", do it for the killers too.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/3111068#Comment_3111068
So far, every single attempt to bring solos to SWF information levels has also buffed SWF.
I also see killers disconnecting. Maybe i should ask for more survivor changes...
I confess that I didn't play the last change patch, so I can't really say about the killer side, but the fact is, yes, really changing something for the survivor thinking about SoloQ, strengthens those who play in SWF. What I saw in another post was a suggestion that matches where there is SWF in the party, these bonuses that would help SoloQ survivors, be removed or disabled, and I wonder how complex this would make matchmaking queues and cooldowns to find the match that would stay.
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@Tsulan said:
I just want that they stop buffing SWF like they´ll do with the upcoming patch.
I don't know where SWF are being buffed, since I know groups that play SWF and they told me that none of the 4 escaped. SoloQ survivors need more basic support in their abilities, or if you really don't want changes to the survivor, don't complain when DCs frequent in your game.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3110033#Comment_3110033
...Can you even read? The issue is that they largely failed to nerf Thana for the killers it was best on, but nerfed it for the killers it was mediocre to subpar on. Ergo they did not fix the problem it presented, just slimmed down the roster so that only the problem killers can run it, which is the absolute opposite of what they purportedly intended with 6.1 of increasing perk variety. Yeah, I saw Thana on a lot of different killers post-patch, but it's not a great perk unless you can reliably keep everyone injured and it did not have too much impact on those non-Plague/Legion games unless it was stacked with stuff like Gift of Pain and Plaything. I had much more trouble with killers who were stacking the gen kick perks than I did with Thanatophobia, outside of the two juggernauts.
Also, I play both sides fairly evenly and I've almost exclusively been complaining about solo queue issues this patch, so you've even failed to correctly typecast me. It's honestly impressive how far off the mark your post is.
My situation was frustration with mobility killers, and incredibly many match-up encounters with killer Nemesis. Since sometimes his hit box ignores hitting a survivor on the other side of a pallet, instead of breaking the pallet itself, it became advantageous until the moment I was playing. But anyway thanatophobia since it received its buff in previous patches for total 20% delay in generator time has always been a strong perk. After the 6.1.0 update (the burial of BHVR by DbD), the perk became absurd. It was always the same issue, of tanaphobia, sloppy, and I found situations where nurses calling was being used. These were the killers I encountered during my post patch experience that caused me to abandon the game, and despite that, I still follow the forums in hopes that someone at BHVR will see how they're sinking the game and save it as they go. Thanatophobia in my opinion is still a good delay perk, even after the rework, but the emphasis remains on the high-using killers, Legion, Plague, and Nurse, who manage to leave everyone injured or broken.
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@SOULWARRIOR71K said:
Can we please stop saying Thana will still be good on Legion/Plague? How much of the game do they really have all 4 survivors injured for a significant amount of time? The perk is literally garbage tier if only 1, 2, or 3 survivors are injured (and stay injured long enough for the 4th to get injured). 3 survivors injured = 5.4 extra seconds on a gen that starts from 0 lmao.
https://forum.deadbydaylight.com/en/discussion/comment/3110033#Comment_3110033
That last sentence says it all. "learn to play the game with no progress delay perk" - translation: Pick nurse/blight or enjoy losing all gens in under 5 minutes because survivor fun is all that matters lmao.
First of all we mention thanatophobia always as the "isolated" perk, but we know that it is always accompanied by Sloppy or some perk that delays the time to heal, it starts there. Second, you must be a whiny main killer who relies solely on perks. If you play without knowing your basic killer kit, and use generator delay perks as your crutch for your lack of skill, I recommend you find a SWF group, and play survivor, where you'll have tons of perks to enjoy. And one point you made was about "don't use delay perks, and get generators in 5 minutes.". I really don't know what DbD you've been playing. My winrate as a survivor didn't have a win after the update, and it's not because I'm bad. I don't do SWF, I play in SoloQ. Every match being the same story of thanatophobia, sloppy and a high mobility killer has become boring and stressful, and I'm a main killer. Just look at all sides of the situation before claiming nonsense like this.
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@Laluzi said:
The worst thing is, it's still painfully strong on Plague and Legion. They didn't just nerf Thana to death, they nerfed it to death except on the killers who needed a Thana nerf.
I can't understand the reasoning behind this change at all.
I used to think survivors were more boring when it came to crying than killers, but now I see it's on the same level. It's obvious why Thanatophobia was nerfed. I don't know about you, but the highest rate of use was in Plague and Legion, with me I even saw Nurses using it. The nerf was well deserved, as it is being impossible, especially for SoloQ players, to make generators and have some win rate. Just stop crying and learn to play the game with no progress delay perk.