socalfusions
socalfusions
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@tippy2k2 said:
I have no idea why you have a giant rant about Sadako in your thread about Chat for Solo Q but I do not want a chat function for solo Q.
Not having to talk to my teammates is a major reason why I gravitated to DBD over others. I have no desire to talk to my teammates while playing this game and if it were added, balancing would start to be done with communication in mind (so if I just "ignore it" as so many say, I become an active detriment to my team).
He was simply using a killer that is currently very strong versus solo q players as an example to why they need additional communication tools in the game for these players, it's not really a debate imo and they do need more ways for the team to communicate. SWF's strengths with comms alone is evidence of this enough, if solo que players didn't want to talk on comms they could simply hit the mute/deafen button one time and it would be solved while allowing more team oriented players to communicate with each other without having to form groups with outside applications such as discord. BHVR's addition of status icons showing what actions teammates are doing was a great addition but still leaves many pieces of crucial information in the air such as killer position, killer item objectives (tapes), and many other things. Solo que will continue to be a "hardcore meme mode," until such tools are added.
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It all depends on the context, while it's true that removing a survivor from the match asap is always ideal it really depends on the time invested on that survivor, if they are good and capable of looping you for extended periods of time between each tunnel attempt and the rest of the team is splitting gens efficiently then it's a poor strategy, if you're tunneling some shitter that can't loop at all then they're probably going back to the lobby.
That being said being tunneled as a survivor is probably one of the worst experiences in the game as it is frequently abused in toxic manners, one of the most common occurrences of this is in solo que lobbies simply due to the ease of tunneling players not on comms together and of course for the fact that solo que players are simply less skilled most of the time. Tunneling bad survivors is simply too effective so why wouldn't most killers do it? The problem then becomes a poor experience for those survivors who often don't continue playing the game as the time required to learn how to run every loop to gain the most minimal advantage to make it to the next loop without getting a hook state.
Even in high level play tunneling is a popular strategy and this makes it a common enough strategy to make it sometimes difficult to tell where you cross the line, I would say that in many solo que matches and just random ranked play it's more often to see it being abused as there's simply less the survivors can do to counter it, in SWF's at higher ranks they have many more opportunities to fight back but even then tunneling is still used in tournaments despite the best teams going against each other. Suffice to say it's never going to be regularly "enjoyed," by people on the receiving end of it so getting lash back from survivors should always be "expected."
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@PrettyFaceKate said:
SoloQ cannot be feasibly balanced, because the skills of teammates is RNG.
HOWEVER (big however), there are definitely things that can be done to improve the conditions of soloQ and on that I completely agree that devs have been way too lackadasical, if not even opposed, to at least try.
I'll go so far to say that the new icons, while undeniably an improvement, will be mostly underwhelming. Knowing that someone is not on the objective and not in chase doesn't tell if they're going for the save or just bring useless, or they need help for a camping killer, etc.
Kindred basekit, maybe with tweaks, would've been a better solution.
Agreed that solo Q can't be balanced at the end of the day but you hit the nail on the head with all of those changes which is where the real head scratcher remains, new icons showing basic survivor situations would be incredibly helpful as you mentioned as most losses are based around inefficient play from survivors that have no idea who's doing what.
Basekit kindred is probably one of the most suggested things I've seen by players and it really leaves you wondering why they wouldn't add such a obvious thing to benefit the casual player base. I'm still surprised they haven't added voice comms, discord is a regular endeavor for SWF's so if that's not bannable then why not just implement it in game? If players don't like it they can turn it off.
Overall just leaves you wondering what motivation they have against solo que players from standing a reasonable chance against more skilled killers that just run through the survivor team of dads and 9-5ers playing essentially blind.
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Nope the game has a history of poor balance changes, if any, and the gameplay has remained largely the same over the years resulting in very stagnant metas, even with large updates changing multiple perks the overall experience is still the same. They can't even manage to make the cosmetics that interesting and seem hell bent on reintroducing reskins over and over again, overall a dying game in my eyes.
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Literally see this perk in every single killer game it's incredibly boring considering the immense pressure it creates in solo que lower ranked games.
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@CaulDrohn said:
Only Blast Mine does not work so well with repressed alliance. Repressed Alliance and Wiretap do work together, it gives you quaranteed value of at least 30 seconds wiretap.
You can't apply either of those independently of each other though, that's great that they synergize through a bugged input but the whole point is to have abilities work as intended.
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@GillyBeannn said:
A change they can make to this, is have Repressed be in the active ability 2 button and have to option to remove it yourself instead of always waiting the 30 seconds for it to unblock
A great suggestion absolutely, see no reason why it should be like this.
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@Rareware0192 said:
Yup. Me and a couple other people have even posted this in bug reporting several times and it pretty much goes unanswered by the devs. It sucks because it was a fun meme combo of perks that seems to be impossible to do anymore.
Kind of a mind boggling that they are incapable of fixing a simple input bug, honestly wouldn't even be surprised if they didn't even know about it considering their terrible history of addressing even the most basic imbalances.
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Even with all of those niche uses I still think it's #########.
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@versacefeng said:
Am I the only one who has never seen a survivor use the house against anyone?
Never seen someone come close to using the house as an infinite in solo que but even I wasn't aware it was that strong so that's probably why, I'll be sure to try and learn the loops as usually it seemed like a dead end after you threw the god pallet outside on the lower porch.
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OTR is strong but when you factor in all of the other meta perks that were nerfed it's just a band aid fix to a lingering problem which is tunneling and camping. OTR does little to solve the issue and doesn't stack with the measly 5 second base kit BT on top of that which has shown to do little against a motivated killer looking to tunnel. Praising a single perk with the end result being survivors barely getting one gen done is just a poorly implemented update that needs a serious look at.
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@burt0r said:
Lack of survivor queueing up?
I read in multiple threads this morning that despite minute long queue times, a sign for a survivor surplus in relation to queueing killer players, survivor have the +100% BP incentive.
So shouldn't there still be more survivor than killer in the queues?
I did read some comments mentioning that there could be a bug but the bloodpoint bonus was intended to be implemented for whatever side was lacking the required role, it would make sense that survivors don't want to play because killers are overtuned and unless you're in a sweaty SWF you're chances of winning are drastically reduced with increased gen speeds and every killer abusing thanataphobia.
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/3073392#Comment_3073392
I agree,but what can you even do about this?
Make killer so weak that even survivors with 20 hours can escape?
The only way is that said survivor will try and get better in time at the game.
The answer is pretty obvious, give even the shittiest of players basic communication tools to make informed decisions in the game, they provided zero tools once again while at the same time buffing killers across the board and nerfing gen speeds which were already a struggle for solo players so the end result is a complete disaster where no one wants to play solo que because every game is complete dog ######### as gens are never done. They had MONTHS if not YEARS to incorporate a simple ping system or something as brain dead as base kit kindred so even complete noobs could see someone else rushing the hook so they don't have to but instead they pushed out this deformed patch that is so out of touch with reality that they had to provide 100% bonus blood points to desperately cope with the fact that survivors don't give a ######### about the current balance they decided to go with.
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@IlliterateGenocide said:
I think some people are saying that the animation is longer then the effect. and that is dumb,
That would make a lot more sense and seems to be exactly what happens if that's the case.
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@Thrax said:
Try being sneaky.
Wasn't asking for advice, no offense, was simply doing a PSA that the perk won't allow you to take a M1 from a killer standing on hatch and let you open it without taking another M1 due to the killer attack speed buff.
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@YOURFRIEND said:
All that stuff you're talking about has counters. Thana? Heal. With circle and new botany you can even pull it off vs legion and be efficient. Jolt? Hop in a locker when you're about to go down. Good survivors do this to me all the time and it's infuriating. Overcharge? It's a bad perk. If you touch the gen within 14? 15? Seconds then it's not any more than base regression which is nothing. Pain res? Sabo let's you see scourge hooks now. Run it.
I'm super sorry that your might have to figure out new stuff to run besides dead hard, iron will, DS and unbreakable every game now. Change is hard.
Cope
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In light of the recent killer buffs across the board OTR is trivial when factoring in the abysmal survival rate of solo que players, in that regard OTR could only use buffs because players with zero tools to communicate are bound to fail and that's exactly what happens in solo que lobbies. OTR at best is just going to give dogshit players a buffer to not get dunked on right after the hook, no solo que player is going to effectively body block for 80 seconds despite how bad killers want to believe it. Solo que is doomed after these changes and the chances of winning are much slimmer when the killer does everything 10% faster and every gen takes 10 seconds longer, you can't even expect solo que players to perform on live so the update will just end whatever chances they may have had.
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@DaddyMyers_Mori said:
So basically, if they don't nerf off the record, then we should wait those 5 seconds and hit a survivor to find out if he has off the record.
If he does, then I am going to tunnel the hell out of him, for using that perk.
I have done same with DS, if you force me to eat DS by going inside a locker, you are dead.
Umad? That's perfect for the survivor that is a strong looper, you fell right into their plans and now they will run you much longer than the less skilled survivors on the solo que team.
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Everyone's entitled to an opinion but that doesn't mean that it's correct. In fact according to the limited statistics the devs have stated that SWF's versus killers at the highest levels of play are relatively balanced in terms of escape to sacrifice ratio.
Quite simply if you are always losing to SWF's you should just try getting better. The reality is that survivors that don't play in SWF's get absolutely rolled because the difference between solo queing and playing in a group is a totally different ball game.
It's unfortunate that killers have gotten so comfortable playing against solo que lobbies where they attribute that as being the average level of skill when in reality SWF's are what survivors should be playing as on any given day, it just requires much more effort to form a group and get on comms.
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Hell no are you kidding me? Killers got a 10% buff in almost every category on top of 10 second longer generator speeds on top of survivors getting reduced speed after a hit, why would you think that incorporating even more nerfs to a already unproven meta is a good idea in any way?
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Anyone that agrees with the nerf is simply a killer main that couldn't deal with pre nerf iron will, the changes were way over the top and completely gutted the perk which seems to be a worrying trend for a development team balancing a game where survivors not coordinating in a SWF are much more susceptible to killers that want to play their role in a toxic manner or one that demands the survivors to utilize all their tools fully.
Iron will was one of the only perks to take away information from the killer mid chase and they easily could have made it 75% only and it still would have been useless, the exhaustion effect alone would have been plenty but they consciously decided to make it irrelevant by adding both nerfs.
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A perfect example of killers huge hitboxes being overly intrusive, lost track of the number of times I've dead harded or juked at a pallet and were both literally touching the pallet standing next to it and I can't interact with it because the devs decided that's how the mechanics should work. A brilliant idea when survivors are struggling to loop a power role that is faster and has better tools in the chase.
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Lmao bro is crying about macro clickers when killers are camping/tunneling casual players out of the game and making them decide to drop the game entirely, bet he's still gonna cry about macros next update when killers got 10% better everything and casual solo que players get destroyed even more until none want to play the game anymore.
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@TotemSeeker91 said:
https://forum.deadbydaylight.com/en/discussion/comment/3038473#Comment_3038473
How about you just stick it out for the other 3 people in the game, if it's gonna be over as fast as you think, then stay so the other 3 can at least attempt to get something done
That's the hilarious part, they won't get anything done because the killer has no counters. On top of that they're probably solo que players since that's 90% of the player base so their fates already sealed and there's literally no point in staying, think of it as if it were a protest until they fix a broken mechanic. Don't like it? Too bad.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/332281/why-survivors-ragequit-against-1-blink-nurse
Because nurse is OP or something like that. With no counter. Blah blah blah.
That's actually why, who wants to play against a killer with no counters? Next game.
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@The_Krapper said:
People who you see complaining 24/7 are bad at the game , they can make whatever excuse they want for having that type of mindset but when you're crying literally every day on any platform then that speaks for itself, someone wouldn't have so much of an issue if they did well, the problem is getting people to accept they need to get better and that they still have much to learn, instead though all we get are death threats and insults because once you get real with them that's all they've got left and they think they're the best players in the world , accuse everyone of "exploiting" or being "toxic" just for having perks or a playstyle they don't agree with
Not even remotely true and in fact some of the biggest complainers and toxic players are elitists that are ironically some of the best players at the game and simply can't stand the fact that they are matched with inferior ones that can't play at their level.
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@D2night said:
calm spirit should not have a 30% speed reduction. This isn’t a buff, this is a huge nerf and you’ll be hurting your team by running this perk. Good luck cleansing a hex/noed let alone wasting extra time cleansing dull totems. Please get rid of the 30% speed reduction, even without it this perk still isn’t OP
Yeah such a out of touch ninja nerf that they state as a buff, no one was ever going to run it even without the speed reduction it was still complete dog #########, who cares if you cleanse it silently lmao you just stop cleansing or buffing it if they get that close and if it's a hex they will almost always visually check anyways.
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@Zeidoktor said:
For clarity's sake, does pharmacy only work with opening chests or can this version work with rummaging, too?
Only opening but it should be rummaging to be honest considering it still wouldn't be worth taking over other meta perks.
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Just bring the new No One Left Behind in end game 4head :)
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@Raccoon said:
It's literally an invitation to chase/tunnel that person out of the game.
I don't think there's any problem with the behavior or mechanic.
If people removed their imaginary rulesets, it's a fair/risky play with the downside of potentially losing a hook state/dying.
OTR may seem more egregious, but if someone that was previously unhooked 30s ago tanks a hit or blocks an opening with Endurance, just tunnel them out before endgame. They've also not progressed the game any before punching their ticket to Tunnel Town.
Perfect, I'll make sure to also bring DS and whatever the other best performing anti tunnel meta perks as well to pre medatatively get the killer to get emotional and waste the game getting me out of the match while my team secures and easy 3k.
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@YOURFRIEND said:
https://forum.deadbydaylight.com/en/discussion/comment/3008457#Comment_3008457
Do..... Do you play with a group? I'm rarely communicating every action I do to my friends with a constant stream of information. Mostly because the game is fundamentally casual and I'm there to hang out, but also because a constant stream of chatter from everyone is annoying.
It's undoubtedly more useful in solo, but it's also undeniably useful in a group. More information is never gonna hurt regardless of circumstance.
Huh? You totally missed the point, who cares if YOU don't communicate every action lmao he's talking about it not benefitting SWF's not casuals like yourself on discord that can't be bothered to do optimal call outs. The fact is that organized SWF's do utilize call outs to their fullest potential so adding in action markers or other tools like base kit kindred aren't going to do anything that SWF's already have but it will help solo players immensely.
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whether vets get tired of playing her is irrelevant, she has zero counter play that's the issue.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/3003965#Comment_3003965
Yeah well it evens out a lot of killers when 'competitive' rulesets nearly always result in the killer just staring at the first person until they go second stage on hook, then clean up what they can because all the gens are done.
Competitive is a TERRIBLE place to look for balance decisions.
This is EXACTLY what happened in one of the recent tournaments I saw, ironically it was a Nurse that got someone on hook and never left yet the team still all had to come to get them off the hook. Pretty much described the competitive ruleset where tunneling a player out asap is one of the most common strategies and also why it's a bad idea to balance off of it because 90% of players aren't playing at that level.
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@fulltonon said:
I've never seen any competitive survivors having trouble with most nurses though.
Huh? She's the best killer in the game for a reason and not even the top players can run her and tournaments against her are more or less 50/50's depending on map layouts but still come down to tunneling out one person, this post was touching more on solo que and partially grouped players that comprise the majority of the player base who get rolled by nurses.
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It's funny to see killers reactions to SWF's when they are so accustomed to the clear advantage they hold over solo que players, playing the game without comms and no built in tools of any kind isn't fun or engaging but only frustrating and inevitably leads to very unexciting matches.
The game has been stated many times to be reasonably balanced when it comes to SWF vs killers when all skill is considered equal so it's kind of a red flag when killers start to bring up balance regarding it. Honestly sounds to me like most killers are so accustomed to manipulating solo que matches however they see fit that once they are faced with a much more coordinated team that the comfort they once had is now threatened.
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It's hilarious reading killers complaining about performing the main objective in the game yet they regularly make the conscious decision to tunnel or camp to their own detriment instead of doing the optimal objective.
Somehow sitting on a generator when not being chased is construed to being toxic it's baffling, majority of my matches are killers speed walking back to hook at the mere thought of unhooking the survivor that was probably tunneled or will be shortly right after being unhooked.
Killers just have a sour mindset in this game and it's almost a meme to play like a douche and camp or tunnel a survivor out of the match all while they complain about gens being done. God forbid they try and compare teabagging and clicking a flash light to being forced out of the match through tunneling and camping, totally similar 😂
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Thank you for the confirmation, I'll try to run around and find them.
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@Peanits said:
You can play any Killer or Survivor when looking for invitations. They're out there, they're just pretty hidden sometimes. They'll move around frequently, so you might want to double check areas if you can't find it.
Thanks for the clarification will search harder, is there a limited amount at any given time that can be taken by either side?
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@HectorBrando said:
There was a time where being the last one didnt sacrifice you instantly, giving you your 3 kobe chances and struggle stage, what happened almost always was the guy who actually kobed was downed again and then slugged for 1 minute, then hooked and usually out of spite he dragged 1 minute more during struggle stage.
It was super engaging® and fun™.
Interesting to hear but doesn't sound any less fun that being camped on hook during end game because there's literally zero objectives for the killer, sounds like both are a huge waste of everyones time, at least with the kobe you get a CHANCE at making it to the gate which would be pretty reasonable paired with ds depending on distance.
The key point to take away is that they removed choice which is always a terrible implementation.
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@Murgleïs said:
Blame your team for leaving so soon, not the game.
It's both though, team shouldn't have left sure but the game should give you attempts regardless, especially with deliverance, like ######### code it into the game to only give you attempts with deliverance it's ridiculous. You should still get the 3 attempts regardless in my opinion though.
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@Aven_Fallen said:
In 99,9% of the cases, it would not matter, because the Killer would just wait there and slug you once you unhooked yourself. Yes, even if you have Deliverance and DS. You having Deliverance, DS AND being that close to the gate is that 0,1% where it would actually matter.
And honestly, this is not enough to justify a time-waster at the end of the game. Because most of the time the Survivor would be there for one minute not doing anything or trying their unhooks, unhooking themselves, getting slugged for at least one minute... And the result would be the same - they die, just later.
It would matter in a LOT of cases if you were running DS with deliverance and had both, that ends up being 20 seconds or more to get to a gate, you can make it to a lot of gates in that amount of time and that's only if your teammates aren't brain dead and stuck around to escort you which does happen it's just completely random in solo que.
Time has nothing to do with it, you took no hook states and should be able to get attempts period, even more so if you have a active deliverance. Even if it was about time they could easily reduce it in half or less to give you adequate time to get three attempts off, 30 seconds would be fine. You just feel robbed to go through the near impossible task of avoiding a hook all game with deliverance then don't get to ######### use it.
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@VikingDragonXii said:
The reason is that you won't go anywhere with deliverance because the killer will just sit by the hook like everyone else does with the last survivor to watch them get sacrificed. Also all the blame is in your team for leaving you.
No doubt but deliverance is almost always paired with Decisive Strike because of it's obvious synergy. Yeah the amount of times that I would have gotten a deliverance into a decisive strike escape if my team didn't at least stay behind is mind boggling, it's crazy how the majority of the time the leavers have one or less hook states too so it makes even less sense.
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This is the perfect example of your average killers mindset that motivates them to tunnel off hook, someone brought a map offering and it somehow insulted their entire bloodline so they gaslighted themselves into believing it was automatically toxic so they in turn played like a piece of #########.
No wonder why you see so many rat killers camping and tunneling when they make up any excuse in their mind to play like a #########, kudos for SWF's banding together and coordinating highly complex strategies to ######### on killers like this so they can cry sweet tears of justice for bullying survivors that mean no harm. Game is in a sad state and I'm glad that killers get a taste of their own ######### medicine.
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Lmao just run to the next hook preemptively? Sabotaging never works unless you have more than one guy doing it, any competent killer will be aware after one attempt and see the sabotager nearby then run to the next nearest hook immediately and watch as they are unable to catch up, happens every single time I try to do a sabotage build and the only chance as a single sabotager is to hug the killer and race them to hooks but you get hit and can't tank another one at hook.
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@Blueberry said:
I mean I'd saying maybe 10-15% of my matches are against solo queue groups. SWF is the majority at higher mmr.
Not even remotely close according to the study, 4 man SWF's only made up around 5%-10% of the player base while the remainder were mostly solo que and partially grouped players, obviously you're going to face these SWF's at higher mmr's though.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2993321#Comment_2993321
Lol not in my experience. As killer you need to kill 4 people, as solo surv you need to survive against 4 people. it's like a 4v1 but you're the 1 as survivor.
Agree completely. Solo que often pits you against your teammates the second they aren't doing objectives or even intentionally try to throw the match.
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@Zozzy said:
Good players are in SWF groups and only use solo to do challenges or tank rank.
I'd state that more like highly competitive players are in SWF groups, there's plenty of "good," players in solo que but they are likely well aware that it's not the optimal way to play.
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@ShinobuSK said:
I personally find the most fun way of playing dbd. Chill and not stressful like killer is.
That's ironically the exact reason I que up solo but it quickly turns into regret as the game turns into chaos, some people don't mind losing and getting ######### on so fair enough but for those who are even remotely competitive and aim to win the match through either escaping or at least setting the team up in any meaningful way then solo que is a recipe for disaster.
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@q6iha34x1r69psli7pg said:
TLDR: remove swf
No doubt that SWF needs a look at but at the end of the day what percentage of the population does SWF make? According to one of the only recent studies on that it was a unsurprisingly small number. Additionally studies have shown that SWF's vs killers at the highest ranks are fairly balanced but of course the outrage is going to come from the lopsided balance seen when a SWF dominates killers when these skill levels aren't so even.
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Remove Nurse first, a killer who has literally no counter EXCEPT dead hard. I've lost track of the amount of matches I get versus a competent Nurse and the only reason I don't get slapped with a blink is Dead Hard, and that's only if I time it right so it's not even assured.
It's hilarious that you would suggest removing a key perk that provides the only tool in the entire game to counter a killer with no other counter play and that's once every sixty seconds at best but let's be honest you're never going to escape a chase vs a competent nurse.
Just lazy to make suggestions like this with no key arguing points, how about Blights with add ons that make any sort of movement irrelevant? Oh what's that? Another killer with only one chance at avoiding an M1? Damn better remove that one off so we can just go down and down over and over again against over tuned killers with one single form of counter play from ONE SINGLE PERK.
If you wanted to be taken seriously you'd suggest how certain notorious killers that are widely known to have no counter play could be reworked themselves so that a perk like dead hard wouldn't be the only tool in the game to deal with them.