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False, it was just killer mains making excuses
"comp" dbd with heavy survivor restrictions, particularly if the killer is weak and only having certain maps, as well as hook stages as score doesn't equate to normal dbd. If you gave survivors 6 perk slots the survivor queues would magically become 15 minutes.
Explain the league 3/24/2025 video where the Freddy that got 2 4K with 4 gens left with no effort needed at all...and he's a "B-tier" killer against 2 teams of god-level pro-SWFs with perfect comms and strategy, soloq forget it...
Okay, then how did Freddy do better than nurse or blight many times? Even though he's a 'B-tier' killer against multiple teams of god-level pro-SWFs with perfect comms and strategy. Soloq wouldn't stand a even remote chance. It just means even 'weak' killers are ridiculous...
Fine, with no survivor restrictions, they do another gen and still get 4k'd LOL. Fact is killers are bustedly OP and to balance at a minimum (especially for soloq), survivors need to be given 6 perk-slots...
EDIT: BTW Freddy just got another 4k with 1 gen left in the FINALS league video that was uploaded. So yea, the top 2 best SWF teams in the world got 4k'd by a 'weak killer :)
Mate, you're so biased, you're totally not looking at it at an independent point of view.
§18 Loadouts and Balance Restrictions
(1) Loadout is defined as the whole equipment for a game. This includes the
characters, skins, perks, items, add-ons, and offerings.
(2) Every player must create their loadout by following the rules and restrictions
in this ruleset and the balance specification in the Discord server.
Penalty: Black Card + Game Penalty I (§23)
(3) Listed offerings are obligatory to bring. If there is a choice between two, the
players must bring one of them. Options are marked with „/„, „and“ or a
similar term.
Penalty: Black Card + Game Penalty I (§23)
(4) Facultative parts of the loadouts will be marked with an explicit term
indicating the voluntary choice.
(5) Items and add-ons are facultative to bring.
(6) No balance offence has been committed when...
a. A forbidden offering does not influence the match layout
b. A basement offering where the basement is consistently in the exact
location
c. A lower rarity on med-kits or toolboxes (items only; add-ons must
match the balance restrictions)
(Clarification: Aura/Location showing offerings are considered a balance
offence, except for §18.5b)
(7) The rule offending side must adjust their loadout according to the rules if an
offence was committed.
Penalty: listed in §23.8
§19 Scoring, Determination of a winner
(1) A cascading set of win conditions determines the winner of a set. Win-
condition A is decisive unless tied, in which case win-condition B becomes
decisive. If the results for win-condition B are tied as well, win-condition C
becomes decisive. If all three win conditions, A, B and C, are tied – the set
is tied.
(2) The win conditions according to §19.1 are:
A: The team whose survivors complete more generators wins.
B: The team whose killer gets more hook stages wins.
C: The team whose killer gets more fresh hooks (individually hooked
survivors) wins.
(3) The set is counted as a tie if all win conditions are tied. The match continues
with the next set. After all sets have been played, the set with a tie will be
replayed if there is no winner.
(4) A set repeated to break a tie will be played in the opposite order from the
original match. If another repetition is needed, the order is now alternating.
(5) Bleedouts reward complete hook stages (three hook stages for win-condition
B and one fresh hook stage for win-condition C).
(6) If at least one generator remains when the game ends, the Killer will be
awarded all hook stages for win conditions B and C (12 hooks on 4 survivors)
- regardless of the match's outcome.
Additional explanation: Escapes through exit games or the hatch only impact the match if the
survivor team completes all generators. This reduces the remaining RNG during the endgame.
(7) Usage of a killer‘s power, Hex: Devour Hope or Rancor and Moris award all
remaining hook stages and the fresh hook for that survivor to the killer when
the survivor is killed. If the usage of a killer power progresses, the survivor's
hook stages, the hook stages and the fresh hook for that survivor are
awarded to the killer.
(8) Kills through the Endgame Collapse are considered a regular sacrifice.
(9) The matches are held as a Bo1, Bo3, Bo5 or Bo7.
§20 Killer – Additional Rules / Gameplay
(1) The killer may not block a survivor's pathway for more than 10 seconds. The
timer starts when the killer takes the position to block the path. It ends when
the killer leaves the position, and a survivor can pass the blocked pathway.
(Clarification: „Blocking a pathway“ means that a survivor is actively trying to
pass. Running away from the blocked pathway and not attempting to go through
is not considered trying to pass by and stop the timer. Mind-gaming the killer
close to the blocked pathway to make him move is regarded as actively trying,
and the timer does not stop.)
Penalty: Black Card + Forfeit of the set (§23)
(2) A location with multiple entrances is not addressed by §20.1.
(3) §20.1 furthermore does not apply during the Endgame Collapse.
(4) An open hatch has to be closed within 5 minutes.
Penalty: Black Card + Forfeit of the set (§23)
§21 Survivor – Additional Rules / Gameplay
(1) All survivors must play individual characters. A survivor's legendary skins are
not considered an individual character.
Penalty: Listed in §15.3
(2) Survivors are not allowed to open chests. An open chest is the completed
progress bar, and the chest opening in-game.
Penalty: Black Card + Forfeit of the set (§23)
(3) Survivors cannot attempt a self-unhook (Kobe) unless the perk Deliverance
is active and ready to be used.
Penalty: Black Card + Forfeit of the match (§23)
(4) According to §21.3, a non-successful attempt is punished similarly if the
shorter time on the hook impacts the match.
Penalty: Listed in §21.3
(5) §21.3 and §21.4 do not apply when all survivors are hooked. In this case,
speeding up the deaths is allowed. If a successful self-unhook happens, the
survivor team will not be punished if they stay at the exact location, do not
use any perk, or attempt to escape. This rule does not apply when one of
the hooked survivors has the perk Deliverance ready to be used.
Penalty: Listed in §21.3 (when requirements are not met)
(6) After the last generator has been finished, the survivor team must attempt to
open the exit gates and try to escape within 9 minutes.
Penalty: Black Card + Forfeit of the set (§23)
(7) The skins “Princess Heart Cosplay” and “Jill Cosplay” of Feng Min are
forbidden.
Penalty: Black Card + Game Penalty I (§23)
If he still denies, then he has a bad mindset.
-to avoid specific unnesesary hook trade scenearios. (DS , OTR , UNBREAKABLE , ETC)
-anti - camp bar its almost full so GTF AWAY.
-3 gen management and what gen we should push
-who is going for the save , because aint gonna walk cross map to do that.
-who should maybe focus on repair rather than wasting years self healing / chasing the killer with their flashlights and instead finishing their objective so we can reach the engame.
ISolo Q gets an unfair reputation, my teammate are usually competent and 1 game out of 30 i get one player that's upset and sandbags everyone on purpose.
I don't believe players are getting horrible team game after game. solo q is chill, you learn to read playstyles of others without comms.