Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Genrush

Falcao
Falcao Member Posts: 214
edited February 2025 in Feedback and Suggestions

It's time to admit that such a problem exists in the game. If you not play as Nurse or Blight, you will lose three genes for the first chase and the remaining two genes for the second. it's not even funny that someone complains about noed in such circumstances. I wanted to try the updated Freddy, but I ran into several repair squads. SWF should be given a repair penalty for each member of the squad. They have already been rewarded with voice chat, which is the 5th strongest perk. or should the game be fun only for Nurse, Blight, and swf squads?

«1

Comments

  • Falcao
    Falcao Member Posts: 214

    because I can look at profiles and read post-match chat. you named two strong killers. do you understand the difference between tier A and tier D for Freddy? and I used the chase perks to catch quickly. and then I saw three different genes disappear at the same time. Solo survivors don't play like that. they perform tasks from the book or hide at any sound. trapper? you probably only use iri addons and a map, right?

  • This content has been removed.
  • Falcao
    Falcao Member Posts: 214

    let's clear things up. I said there is a problem with genrush. second, Nurse and Blight are the strongest. third, when you go with people via communication and with random players - these are two different gameplays. fourth, you yourself admit that the problem of genrush exists. fifth, I myself am in favor of nerfing Nurse and Blight and strengthening the others, because going against these two is suicide.

  • kit_mason
    kit_mason Member Posts: 695

    I said there is a problem with genrush. fourth, you yourself admit that the problem of genrush exists.

    You misunderstand me. I admit that doing gens exists. That its a problem that survivors do gens? No, just apply presusre better, a point now detailed to you by two people in this thread. It's been highlighted that you are either lying about how quickly your surv opponents are working gens, or lying about how quickly you are catching them. You cannot both be taking short chases and losing 5 gens to 2 chases in the majority of your games.

    third, when you go with people via communication and with random players - these are two different gameplays.

    Not… always? Sure- there are squads that exist and use comms to hugely augment their experience. But every SWF i've been in and most SWFs ive been against are fairly indistinguishable from normal players - chatting with each other in voice chat rather than using it to play as if there's money on the line.

    I also think given how common globe players (Epic or Console) are, there's no way to know assuredly if someones swf or solo. Plenty of Steam users have their accounts on private, and just go next in EGC. You can know sometimes, but there's no way of assuring yourself without confirmation bias.

    I'm just gonna discard the comments about Blight and Nurse. Every killer is capable of winning the vast, vast majority of their matches. This isn't even a matter of debate. It's just how the game is.

  • Falcao
    Falcao Member Posts: 214

    you focus a lot of attention on me personally. I'm talking about the problem. By the way, have you seen the Hens video about the world record? this fits the topic

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,838

    I feel like some kind of anti momentum would do wonders for newer killer players to stop multiple gens popping all at once, akin to deadlock or corrupt intervention. To give killers more time to make mistakes, that way it doesnt effect the 3 gen in the late game but helps buy the killer time where gen pressure is strongest, in the early game.

  • Roco45
    Roco45 Member Posts: 349

    SWF should absolutely get repair speed debuffs per SWF amount. 4 man SWF impacted heavily and two man SWF impacted the least. This wouldn't impact SoloQ at all.

    BHVR needs to start targeting SWF and balancing the game around a nerfed SWF. Would be better for all.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    this calculation assumes that everyone just teleports and spends zero time traversing the map. This is already unrealistic and where most of these calculations go wrong. You move across the map. Survivors can't just beeline everywhere; they run into you, you run into them, chase runs into a gen that is being progressed - and ideally you have enough makro-awareness to control this process; make chase go somewhere where you know other survs are that then need to relocate etc.

    Killers after hooking have to go to gens, find the survivor, begin the chase. their time sink to transition between chases is longer then survivor's time sink to go next the gen. you look at light posts as survivor and you run to them. it is very simple. Indoor maps are only maps where gen take slightly more memorization but there is not that many and towards any player over 2000 hours, they likely have every map in their head for gens. depending on your ability to learn games, you might get in 1000 hours or less.

    i am saying that base-kit, survivor get gen-rush because their objectively is physically faster. It is anywhere between 2 minutes -3 minutes faster. lowest bound is 2 minutes than you have factor in the 3rd player which can spend up the game or not. that is why if you notice SWF escape/kill-rate, notice how escape-rate dramatically increases in 3 man swf and than it major increases in 4 man swf. that is because the gens go faster in 3 man swf then 2 man swf and they go EVEN faster in 4 man swf because everyone is purely glued to objective. no joke, if you have ever played 4 man swf, you feel like your speed-running the game. there has been games where 1 chase = 5 gens. that is how quick it goes.

    Your right that killer failed if 1 chase = 5 gens and you can argue the same that 1 chase = 3 gen is killer failing however i am arguing that when killer is good. They play killer properly. they still have a chance to lose. a killer that has 45 second chases with minimal time between said chase should not have losing chances. they should only have losing chances when the survivor outplays the killer.

  • CautionaryMary
    CautionaryMary Member Posts: 809
    edited February 2025

    The thing with that addition is that it's easy for games to go south in solo-queue and SWF when survivors cannot properly do gens.

    I get the sentiment behind it, but generally it's just a catch-up mechanic for low-tiered killers and can help high-tier killers secure a 4k much easier.

    If survivors decide to split up on gens and pop them accordingly, they shouldn't be punished for doing their sole-objective. If you want survivors to do other things, simply bringing Hex: Totems, such as Devour, Pentimento, and/or Undying would push them off gens and buy the killer valuable time.

    Edit: I see that you were talking about newer killers, but the same could be applied for newer survivors. Then again, I feel like handholding of any kind is generally not a good sentiment as people need to learn how to play the game efficiently and it's hard to determine what is a new "killer" - is it a select amount of hours, is it dependent on playing a whole new killer and you have many hours elsewhere, etc?

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    Nor should the game be balanced around the top of the top killers. But it is. And that's why every single killer who plays loses not to good chases but to gen rushing.

  • CautionaryMary
    CautionaryMary Member Posts: 809

    I think it depends on many factors - I consistently 3k-4ked with Trapper, but that's because I don't play Basement Trapper and I focus primarily on gen defense (as Trapper needs it).

    Just need to find a happy balance and structure your build around the killer's weaknesses when they're a low-tier killer. I run Lethal Pursuer, Barbeque and Chili, Pain Res, and Pop on Onryo and I can 4k a game easily.

    Both of these killers are considered low-tier but if you make a build around their strengths (Onryo has mobility with teleports) and weaknesses (Trapper needs more set-up time) - then you are pretty much solid imo.

  • kit_mason
    kit_mason Member Posts: 695

    You lose to an inability to apply sufficient pressure. Calling it "genrushing" makes it sound like something that happened to you, rather than a failing on your part.

    Like I said, I play three killers that aren't top 3 (most estimations put hux in top 8, oni in top 12 and trapper in bottom 3. Two good one bad), and win plenty enough with minimal slowdown.

  • Halloulle
    Halloulle Member Posts: 1,443

    Do you play a lot of survivor as well? Because this does seem a bit one-sided. Yes, the killer has to go somewhere. So do survivors. Survivors have to move around killer movement; they have less direct paths and are slower. If, as a killer, you have a decent understanding of the map you should, more often then not, know when and where you can cut off a survivor heading to the next gen or heading to the hook, forcing survivors to reshuffle, which makes all of them move - which is none of them being on a gen.

    When it comes to Solo vs swf I think the more accurate reflection of the "base kit balancing" of the game is actually the low MMR stats. - Simply because how effective tunneling (by which I mean getting down to 3 survs asap) is up to a certain point; there are a number of players who end up in high-killer MMR because of it without ever having acquired the skills needed to succeed in high MMR. [Or that is my take-away from looking at the people I play with and how baffled they are by what kind of potatoes make it to high MMR] And in egc they are quite talkative; about how rarely they lose and how broken everything is and how it's all genrush and so on and so on — and my guys just sit there give an exasperated sigh and go "dude - you don't know how to run [tile] - What do you expect to happen?"

    But again; this is all he-said-she-said and really just the impression I got based on what you write. I might be wrong - I might misunderstand. - I wouldn't know without seeing you play and even then I probably still wouldn't know since I don't play all that many different killers (really, the only one I still play regularly is Nemo…) Which is why I say: record some matches, head somewhere where good players (! — there are a lot of guys who think they're good players when really they're not.) like to give advice and ask for advice. Good players will also be able to tell you rather quickly why what you're doing is not working and for what reason; and if the reason is "because that's just the limit of the killer because they can't do X" then that's that.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,838

    I feel like giving survivors more ways to heal themselves like self care being made base kit like it was in 2v8 etc when they need it most would help solo queue and encourage survivors to stay in the game and do other stuff, newer players would be less afraid to learn as they can make more mistakes and anti heal will still be effective as it will regress the bar when they are found. I'd imagine it'd help a lot with the current quitter epidemic and give perks like no quarter more value.

    2v8 is full of a lot of great ideas, that should be experimented more in the base game, maybe its own queue, base kit unbreakable in 2v8 allowed survivors to avoid slugging without taking away it as an effective strategy.

    I feel gens being blocked to stop momentum like deadlock and corrupt would be a fair trade for such things making the game more fair and back and forth for both sides.

    of course I don't have data etc to back that up, but such things feel good to use, and dont feel horrible to go against as someone who plays both sides. And I feel this is what we should be looking at base game.

  • Anti051
    Anti051 Member Posts: 881

    There's honestly nothing you can do to actually stop a group that doesn't mess around and focuses gens, they don't even need progression speed builds for ludicrous completion rates. You're especially screwed if you get put into a gen-split scenario. Best thing you can try to do is roam the 3 gens closest together and float to the fourth closest one on occasion, but then the anti-3 gen system kicks in and disables regression after you've put up too much of a fight, in essence, forcing you to let the other team score a goal.

    It's frankly the most biased thing I've ever seen from a developer in a PvP game.

  • Falcao
    Falcao Member Posts: 214

    no, you just latched on to me. you need time to find survivors. if you didn't take Currupt, you go around all the generators on the map and listen to the sounds. then a chase ensues which lasts for a while and if you're unlucky with the map you'll be faced with some nasty pallets and windows. you caught surv and see that there are 2 gens left. That's what I mean. Stop attacking my personality.

  • kit_mason
    kit_mason Member Posts: 695

    You're not taking a fast chase if "then a chase ensues which lasts for a while". Congrats, we've found out why 3 gens pop.

  • YuisPinkBob
    YuisPinkBob Member Posts: 361

    So lets punish Survivors for successfully completing their objective? That sounds so healthy for the game.

    Why encourage Killers to learn how to put pressure on Survivors when you can just add a new mechanic and handhold them? I'm sorry, but this is truly a bad idea.

  • CautionaryMary
    CautionaryMary Member Posts: 809

    Yeah, I think it's more so causing newer killers to become more reliant on it causing them to have lower skill expression when they first start.

    Honestly, I would get rid of the level restriction entirely. No reason why you have to level up to 15 to get four perks.

    Newer people therefore have to sit through games to level up just to be able to use 4 perks.

    When you say more ways to heal themselves, what do you mean? Because I know many people would get annoyed if Self Care was basekit due to how slow the healing in general is. You'd just have low MMR survivors healing themselves in a deep corner of the map, while all the other new survivors are doing whatever it is that they do.

  • Falcao
    Falcao Member Posts: 214

    no, we found out that you did not write a single comment on the topic. if I created a "how I play" post we could discuss it. Now, if you have nothing to say, please pass by.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited February 2025

    Here's random video of tru3 starting the game. let's count how long it took him to find a gen. 1, 2, 3, 4, 5, 6, 7, 8 seconds.

    ok here's start of a killer game. how does it take tru3 to find first survivor. 1, 2, 3, 4 ….. 48 seconds. even when you know when survivor is after hook. it still takes like 20 second to go into the chase and there is 3x survivors on the map compare the killer. the transition times between chases are either == or longer for killer.

    the dev expect you 10-12 hook with super fast gens. crazy.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,838

    If you have played 2v8 its around Strength in shadows speed, which isn't bad at all honestly, I think it being available for a duration after being unhooked would be helpful for solo queue or the like, or on final hook like it is in 2v8.

    It's not punishing them, it's how quick gens can pop in succession without any slowdown in a build, if you've ever played killer casually it happens really often, when something like this is in place we'd be able to balance killers to be less oppressive like Nurse/Blight etc and focus more on fun killers ot interact with.

  • CautionaryMary
    CautionaryMary Member Posts: 809

    I suppose, but maybe it's just my time of playing DBD — I feel like in order for a person to get better, they need to deal with situations that are both ups and downs. People need to be more aware of what they could have done better and how to manage things much easier.

    Even then, sometimes it's not best to just heal yourself all the time and I feel like it would create bad habits in general. Similar to basekit Corrupt Intervention and whatnot.

    I know how it feels to be gen rushed - I was on Legion but I still managed to get a 4k easily because I slugged for pressure and the survivors were being overly altruistic. People need to learn certain gameplay tactics to alleviate pressure without blaming it solely on how the other person plays.

    These two ideas are nice in a vacuum, but makes people handicapped once they no longer have the tools they need. Then you add in higher hour players and they wonder why they don't get basekit Strength in Shadows everywhere on the map or Corrupt Intervention.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,838

    I agree players should be improving… but at the same time that's the point of things like this, to allow them to have more time to improve. The problem with DBD right now is games are way too snowbally one way or another, something like this to encourage more back and forth would create a better quality of match overall.

    If newer players can heal and get back in chase and take more risks, they'll learn more and also not feel like they are being tunneled out, it's faster for a player to be healing themself and another on a gen, than someone to hunt someone down and heal them without perks.

  • CautionaryMary
    CautionaryMary Member Posts: 809

    Hm, I see your point but I didn't need all of that when I started playing.

    Like I said, I just feel like it would create bad habits in general. Sometimes it's best to stay injured to do certain things like doing gens, then you'll have people constantly healing after every hit or after every unhook.

    Low MMR is highly killer dominated, so giving them even more ways to spread pressure for free will just make low MMR even worse.

    What the game does need is better resources and buffs to solo-queue to compensate for disparaties in MMR brackets. If a killer gets gen rushed, it means that they didn't apply map pressure or defend their gens. I played killer months ago and easily 3k-4ked - you can say my experience with survivor made me good at playing killer - but regardless, I didn't need any of that to do fine. I can count on one hand where I got less than a 3k and I can acknowledge where I fell short and learn to adapt - just like any other new killer and survivor.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,838

    See Low MMR could be helped massively with a means to keep oneself alive, Survivor independance is the key when co-operation is not an option, we make solo queue better, we ease incentive to just slam gens only etc, give survivors more to do and everyone is happy.

  • Halloulle
    Halloulle Member Posts: 1,443

    I start to feel like a broken record; I don't care very much was Tru does or says but that Bubba video you posted isn't exactly getting me on the "he has really good mikro and makro" side of things - quite the opposite. - Looking at the firs tor so minute of that killer match; he's distracted by chat from the get go (which is alright; he's a streamer, his job is to look at chat from time to time - but it's still attention he's not paying to clues on screen). The game recognises the chase as having started 44 seconds into the video, which is 40 seconds into the match. He took time breaking a wall (which is a reasonable choice there but not default time spent starting a match), went around the wrong side of shack and still managed to push Nea off the gen at about 20% gen progress (first piston wasn't fully moving). He spends time kicking that gen (questionable choice at that point since the gen doesn't have an awful lot of progress; likely to kick a different gen before getting ML value). He still gets the down right around the time the first gen pops — then then prioritizes ML value over Tink value? Walks around aimlessly for about fifteen seconds and then, just when Tink ran out(!) decides to go to the gen after all? - All of those choices are questionable.


    Look, I'm really not a bubba player - but Bubba with Tink on their way to a doubled gen (they have to double that gen, probably with either a gen-perk or TB, actually) has pretty good chances at getting one down, maybe even both, considering it's a rather open gen like that one; no locker to hop into, no pallet to drop, no corner to bump on. At least in my experience on the receiving end of that.

  • CautionaryMary
    CautionaryMary Member Posts: 809

    But low MMR usually has tunneling and camping typically - the healing changes would do nothing for low MMR.

    I should know because years ago when I first played people would just sit on hook and smack you repeatedly, get off hook, you're down again. I'm assuming low MMR has not changed from that playstyle, so you give baby Meg Strength in Shadows Self Care anywhere on the map, it won't do anything. Killer will return back to hook, see baby Meg self caring, and back on the hook she goes.

    That's why I'm saying it'll just handicap survivors and killers in the long run and produce bad habits. In that situation, baby Meg needs to either

    A): run away and get to a distance if the killer is coming back to hook.

    B): have a teammate bodyblock

    Or C): if the killer isn't miraculously tunneling or camping, she could reset

    Strength in Shadows Self Care could help, but again make people do bad habits by self caring at a hook they just got unhooked from, self care after every single unhook, or just die as they're self caring.

  • ProveKa
    ProveKa Member Posts: 187

    I have never heard of any game saying extra damage or extra changes due to being a new player.The DBD community is truly breaking new ground in this regard.I won't be surprised if someone says that the speed of D tier characters should be 6.0 / m in the near future, because why are D tier killers?

  • Eynox
    Eynox Member Posts: 111
    edited February 2025

    My advice is to go into each map with the intention of not necessarily to "win" but rather practice and have fun. If you change your mindset the games will be much more enjoyable because in reality there are definitely teams that go in with strong gen items and unless you can identify their plan early on (Like noticing a lot of toolboxes in lobby) and try to counter it with a different perk build.

    Be flexible with your perks. But honestly I don't like thinking that hard, if I go into a game and they do 3 gens by first chase I just accept that they will all get out and don't stress about trying to bring the game back. I know it won't make me "better" in the long run but it's much better for my mental - and outlook on the game. Just let them leave if they wanna go so bad , do your best, use that match as a chance to try some new chase tricks or take bigger risks you might not normally take. You'll probably "lose" based on dbd terms but if you have fun and maybe even learned something new did you really lose? lol maybe idk

    I just have fun

    The only thing I can think of that would turn that experience into a waste of time is to give up completely or just camp a survivor. Really use the time to try cool chases

  • DeBecker
    DeBecker Member Posts: 934

    I admit that no such thing exists.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,838
    edited February 2025

    I mean there is being constructive and making suggestions and then just complaining, which I'm sorry you have nothing to contribute.

    It would do a lot I feel, especially when playing with a friend who knows more, if they manage to help you break away you have time to heal without being lost and not being able to get help. As they learn more from it they'll get better at positioning, but having more potential health states means more chances to learn and a more forgiving experience. Self-care can be brought anyways rn and its brought often by newer players, so even buffing that would be a start or hard capping it at 80 percent with heal increases to make sure it doesnt get out of hand.

  • CautionaryMary
    CautionaryMary Member Posts: 809

    I wouldn't be against a Self Care buff, as it's generally slow even if you bring it with Botany. It would have to be something that's tested, but like I said I think higher hour players might complain on why they don't get basekit stuff like a Corrupt Intervention or Strength in Shadows Self Care. I wouldn't because I generally do gens injured anyways, as it's sometimes the best play.

    I think the hardest thing for newer players is information overload. There's so many perks and even with my friend that I play with daily, I'm still telling him things or teaching him new stuff. He's always asking me for information on what perks synergize and whatnot, lol.

    There's just so many perks in the game, which can be a turn off for many new players as they wonder how did the killer go to them or find them — hence my comment on bringing the fog back as it would help new players actually live as fog in the past obscured killer's vision and allowed some stealth.

  • ProveKa
    ProveKa Member Posts: 187

    There is no constructive or anyway feedback when you say this.We do not play against bots.We play against real people.Low MMR and High MMR both play the same game.You can't think of it as a hard mode game or an easy mode game.My saying that if a nurse comes in a High MMR match, it should be 200% gen speed is not a constructive or making suggesttion.From top to bottom everyone should play the same game.4v1 game, unfortunately it is very difficult to balance compared to other games.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,838

    Yeah which is why I think it wouldn't hurt to make people able to be more self reliant and buy more time to learn said perks and not be too stressed out in a match, it helps in 2v8 for people which is literally a live case for such things and an arguement for it. Or some way to view the perks on the pause screen as you encounter them etc or what your allies have.

  • CautionaryMary
    CautionaryMary Member Posts: 809

    Yeah, I agree showing the perks when they pause would be beneficial. I think at the end of the day, we'd agree that solo-queue in general needs buffs as a whole.

  • Memesis
    Memesis Member Posts: 729

    This isn't a matter of balance between swf vs solo or killer to killer. This is a map balancing issue. If you're an m1 killer and load in to eyrie, badham, garden of joy, or hawkins and the survivors are at the minimum somewhat efficient on gens, you get the scenario op states of losing 2-3 gens the first chase, and the rest by the time you have 3 or 4 hooks. You just lose

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272

    I have been saying this for YEARS. Buffing solo queue to the level of SWF then buffing killer to compensate is the ideal direction for the game in my opinion.

    The game has three major issues right now: Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF.

    If the game was balanced around SWF, it would be a lot better imo. They've SLOWLY been doing this by giving the Survivor HUD more information (who's doing gens, who's being chased, etc.) but they need to go a step further and implement a ping system and text chat system (with the ability to block/mute people mid-game.)

    When solo survivor is successfully at the same power level as SWF, we can then buff Killer to compensate. Now SWF isn't that much of a gamebreaking advantage anymore and both sides are fun to play. You guys have been treading this path already with the Survivor HUD additions, but you're moving too slowly. Add more information and tools for Survivors, maybe a ping system and chat system and buff killer to compensate.

    With that out of the way, we still have the issue of slugging. The problem is, hooking is severely disincentivized due to activating EXTREMELY powerful Survivor perks. Gen slowdown is heavily nerfed (which also disincentivizes hooking for some perks such as Pain Res and Pop), both of which are contributing to heavy slugging which is boring for Survivors.

    We need to incentivize hooks, especially multiple so that both sides have time to play (no one likes dying on the first hook.) There are multiple ways to do this, such as having a global 7% gen regression on any hook (just an example.) Another issue is that picking up a survivor leaves the killer extremely vulnerable to Flashbangs which have no counterplay at the moment (looking away doesn't help if the survivor drops it too close, so it's entirely in their favor.) You can't just incentivize hooking, you ALSO need to incentivize picking up.

    The game is better than it used to be but BHVR's shortsightedness is blaring at an all-time right now. The game needs massive help because high MMR is really frustrating for Killer and Survivor due to the game's balance. Gen regression is too weak, hooking is survivor-favored, and Killers aren't balanced around high-end SWF.

  • CautionaryMary
    CautionaryMary Member Posts: 809

    Personally, I don't think gen regression isn't as weak as other posters believe. I can still 4k easily with Onryo as I bring two aura reading and two gen regression (Pop and Pain Res). I don't disagree that solo-queue needs to be buffed but I've been saying for a while now that with all the changes they've made in 6.1.0, it has heavily nerfed survivors, along with adding more unsafe pallets into the game.

    Look at Coldwind and the Ormond map variants as pure examples of this. I don't disagree that they needed to speed up breaking things, like gens and pallets. However, with this addition of speed and the removal of more safe pallets and ruining jungle gyms - it has pushed more killers to simply walk around the pallet (always a shorter side) and hit the survivor rendering the pallet useless. They added too much in 6.1.0 and the game - IN MY OPINION, has suffered too much.

    Pain Resonance and Pop are still the most used perks even with small marginal percentage decreases and I typically still use them and I'm fine in the game. The problem primarily lies in loops in general and the lack of information solo-queue gets.

    I have no idea why they thought it was a bright idea to nerf the distance a survivor gets.

    I have no idea why they thought it was a good idea to nerf jungle gyms and add more unsafe pallets.

    It gets frustrating for me to outplay a killer, they take three steps around, and I get hit regardless. The other changes are more QOL for killer, so I will not refute it as they're fine to me. The other changes that they've made in the game, however, has affected people generally and made chases not as long as they used to.

    When chases are not as long, killer can typically steamroll, which I think is many people's grievances now.

  • Chiky
    Chiky Member Posts: 1,139

    as long as the affected side is killer, bhvr wont do a thing

  • Roco45
    Roco45 Member Posts: 349
    edited February 2025

    There's a ton of comments on this thread stating the exact same thing, you're lame attempt at gaslighting doesn't work anymore. Everyone who actually plays this game knows that the game balance is ruined because of SWF.

    Post edited by BoxGhost on
  • Nathan13
    Nathan13 Member Posts: 6,962

    well SWF is needed in DBD, I would never play this game anymore if that was taken from me.