Can we stop?

At this point it very much seems like BHVR is trying to drive away a good portion of their player base with these reworks, mainly killers. If you want people to stick around besides flocking back to a new chapter it would probably help if you stop gutting one side's perks and ability to do things, while also giving the other side to openly circumvent the mechanism in place that made something viable.

8 gen kick limits, revealing hexes, gutting perks that are barely run to make them more appealing..... You're taking away aspects of fun that will kill the enjoyment. This event is a pretty good example. Survivor perks work on the blood gens, but killer perks and add one don't? That's ridiculous. So long to the fun game we used to have and say hello to new and improved slog fest where nobody is happy

Comments

  • Nothing works on Blood Gens.

    No perk, add-on, power or item. Both killers and survivors cannot use gen related stuff to get the upper hand.

  • @SoGo said:

    Nothing works on Blood Gens.

    No perk, add-on, power or item. Both killers and survivors cannot use gen related stuff to get the upper hand.

    Prove thyself adds speed to the blood gen. Tested it and it adds if others do it with you

  • Here yall go, doomposting about how Killer is dying for the 1914648164241541984525th time again, and using (checks notes) a time limited mode to prove your point.

  • Bloodgens go incredibly fast that they don't need perks or addons to speed them up. I've gotten a blood gen done before the killer as even got an injury on multiple occasions. As for killer perks, those perks can make or break their match entirely. Survivor gen perks and killer gen perks aren't remotely comparable in this game mode.

  • @ForumPikmin said:

    Here yall go, doomposting about how Killer is dying for the 1914648164241541984525th time again, and using (checks notes) a time limited mode to prove your point.

    Also conveniently left out that we got an extremely strong killer this update with a lot hand holding in their kit.

  • The Pentimento and Houndmaster changes were really out of nowhere. Pentimento being worse basically kills the perk, and any builds associated with it like the Plaything one. Now survivors can cleanse hexes with basically no fear. Houndmaster's dog vaulted fast, because if it did it slower, it would be like baiting Wesker's power at a window, where the survivor has control. If it was faster, the killer gets them with the dog basically every time, but now that it's gonna be slower, a survivor can bait window and force the Houndmaster to miss with their dog, because if Houndmaster waits to react, the survivor makes the window. And who was complaining about any of this?

    I don't know what the plan is. BHVR treats players as an inexhaustible resource. "Who cares if our dedicated veterans have had enough and leave? Tokyo Ghoul! More players! FNAF! More players!" They're hoping it'll just go on forever, recouping their losses with new players. But at some point the game is gonna get the same reputation as CSGO or League Of Legends or Overwatch, and then it will die. Either it'll be considered a sweaty game with an overly toxic community, or just a trash game. Already, if you ask us what's the most toxic game community, it's DBD, or DBD is in the top 3. Now, I was gonna go on a huge tangent about toxicity in the game, but it always became too "us vs them," so I relent this time. Basically, the toxic survivors (not saying all survivors) think they're validated in being toxic to killers by default, because the nerfs against certain strategies like gen defence or slugging coincided with their belief that anyone using those strategies were being 'toxic,' and couldn't possibly be doing it just to win. The killers respond by being toxic to survivors by default, and the cycle goes on.

    A simple matchmaking fix would improve the solo survivor satisfaction by leaps and bounds. It'd be like, "Whaaat? Teammates who actually do the objective? Amazing!" Or for the casuals: "Whaaat? A team of learners going against a killer who's also learning? No way!" And, in my opinion, the game's survivor sidedness, because of the base math of the game, would start the be revealed, so killers would start getting buffed finally. Survivors would be happy, killers would be happy, and then we could finally have a discussion on the disparity between solo and SWF.

    But apparently the devs don't want that. They'd rather have players believe that they're each other's worst enemy, rather than the matchmaking that guarantees them a bad and inconsistent experience no matter what role they play. Survivor needs a matchmaking fix to be fun. Killer needs a balance fix to be fun. Let's get it over with already.

  • @danielmaster87 said:

    The Pentimento and Houndmaster changes were really out of nowhere. Pentimento being worse basically kills the perk, and any builds associated with it like the Plaything one. Now survivors can cleanse hexes with basically no fear. Houndmaster's dog vaulted fast, because if it did it slower, it would be like baiting Wesker's power at a window, where the survivor has control. If it was faster, the killer gets them with the dog basically every time, but now that it's gonna be slower, a survivor can bait window and force the Houndmaster to miss with their dog, because if Houndmaster waits to react, the survivor makes the window. And who was complaining about any of this?

    I don't know what the plan is. BHVR treats players as an inexhaustible resource. "Who cares if our dedicated veterans have had enough and leave? Tokyo Ghoul! More players! FNAF! More players!" They're hoping it'll just go on forever, recouping their losses with new players. But at some point the game is gonna get the same reputation as CSGO or League Of Legends or Overwatch, and then it will die. Either it'll be considered a sweaty game with an overly toxic community, or just a trash game. Already, if you ask us what's the most toxic game community, it's DBD, or DBD is in the top 3. Now, I was gonna go on a huge tangent about toxicity in the game, but it always became too "us vs them," so I relent this time. Basically, the toxic survivors (not saying all survivors) think they're validated in being toxic to killers by default, because the nerfs against certain strategies like gen defence or slugging coincided with their belief that anyone using those strategies were being 'toxic,' and couldn't possibly be doing it just to win. The killers respond by being toxic to survivors by default, and the cycle goes on.

    A simple matchmaking fix would improve the solo survivor satisfaction by leaps and bounds. It'd be like, "Whaaat? Teammates who actually do the objective? Amazing!" Or for the casuals: "Whaaat? A team of learners going against a killer who's also learning? No way!" And, in my opinion, the game's survivor sidedness, because of the base math of the game, would start the be revealed, so killers would start getting buffed finally. Survivors would be happy, killers would be happy, and then we could finally have a discussion on the disparity between solo and SWF.

    But apparently the devs don't want that. They'd rather have players believe that they're each other's worst enemy, rather than the matchmaking that guarantees them a bad and inconsistent experience no matter what role they play. Survivor needs a matchmaking fix to be fun. Killer needs a balance fix to be fun. Let's get it over with already.

    I agree with your take at MMR and Matchmaking completely. The current system puts queue times as a priority, instead of balance.

    The nerf to Pentimento will likely be too much (not sure, don't know the numbers yet), and the Houndmaster nerf depends solely on the numbers. The ideal range should be somewhere between 0,55 and 0,6 seconds, no more. Not back to the slow 0,9 she had originally, but not the 0,45 she has now.

  • @danielmaster87 said:

    The Pentimento and Houndmaster changes were really out of nowhere. Pentimento being worse basically kills the perk, and any builds associated with it like the Plaything one. Now survivors can cleanse hexes with basically no fear. Houndmaster's dog vaulted fast, because if it did it slower, it would be like baiting Wesker's power at a window, where the survivor has control. If it was faster, the killer gets them with the dog basically every time, but now that it's gonna be slower, a survivor can bait window and force the Houndmaster to miss with their dog, because if Houndmaster waits to react, the survivor makes the window. And who was complaining about any of this?

    I don't know what the plan is. BHVR treats players as an inexhaustible resource. "Who cares if our dedicated veterans have had enough and leave? Tokyo Ghoul! More players! FNAF! More players!" They're hoping it'll just go on forever, recouping their losses with new players. But at some point the game is gonna get the same reputation as CSGO or League Of Legends or Overwatch, and then it will die. Either it'll be considered a sweaty game with an overly toxic community, or just a trash game. Already, if you ask us what's the most toxic game community, it's DBD, or DBD is in the top 3. Now, I was gonna go on a huge tangent about toxicity in the game, but it always became too "us vs them," so I relent this time. Basically, the toxic survivors (not saying all survivors) think they're validated in being toxic to killers by default, because the nerfs against certain strategies like gen defence or slugging coincided with their belief that anyone using those strategies were being 'toxic,' and couldn't possibly be doing it just to win. The killers respond by being toxic to survivors by default, and the cycle goes on.

    A simple matchmaking fix would improve the solo survivor satisfaction by leaps and bounds. It'd be like, "Whaaat? Teammates who actually do the objective? Amazing!" Or for the casuals: "Whaaat? A team of learners going against a killer who's also learning? No way!" And, in my opinion, the game's survivor sidedness, because of the base math of the game, would start the be revealed, so killers would start getting buffed finally. Survivors would be happy, killers would be happy, and then we could finally have a discussion on the disparity between solo and SWF.

    But apparently the devs don't want that. They'd rather have players believe that they're each other's worst enemy, rather than the matchmaking that guarantees them a bad and inconsistent experience no matter what role they play. Survivor needs a matchmaking fix to be fun. Killer needs a balance fix to be fun. Let's get it over with already.

    THIS. This is the exact point

  • @SoGo said:

    Nothing works on Blood Gens.

    No perk, add-on, power or item. Both killers and survivors cannot use gen related stuff to get the upper hand.

    they dont even count as repairing a gen, you get 0 points from them

  • @danielmaster87 said:

    The Pentimento and Houndmaster changes were really out of nowhere. Pentimento being worse basically kills the perk, and any builds associated with it like the Plaything one. Now survivors can cleanse hexes with basically no fear. Houndmaster's dog vaulted fast, because if it did it slower, it would be like baiting Wesker's power at a window, where the survivor has control. If it was faster, the killer gets them with the dog basically every time, but now that it's gonna be slower, a survivor can bait window and force the Houndmaster to miss with their dog, because if Houndmaster waits to react, the survivor makes the window. And who was complaining about any of this?

    I don't know what the plan is. BHVR treats players as an inexhaustible resource. "Who cares if our dedicated veterans have had enough and leave? Tokyo Ghoul! More players! FNAF! More players!" They're hoping it'll just go on forever, recouping their losses with new players. But at some point the game is gonna get the same reputation as CSGO or League Of Legends or Overwatch, and then it will die. Either it'll be considered a sweaty game with an overly toxic community, or just a trash game. Already, if you ask us what's the most toxic game community, it's DBD, or DBD is in the top 3. Now, I was gonna go on a huge tangent about toxicity in the game, but it always became too "us vs them," so I relent this time. Basically, the toxic survivors (not saying all survivors) think they're validated in being toxic to killers by default, because the nerfs against certain strategies like gen defence or slugging coincided with their belief that anyone using those strategies were being 'toxic,' and couldn't possibly be doing it just to win. The killers respond by being toxic to survivors by default, and the cycle goes on.

    A simple matchmaking fix would improve the solo survivor satisfaction by leaps and bounds. It'd be like, "Whaaat? Teammates who actually do the objective? Amazing!" Or for the casuals: "Whaaat? A team of learners going against a killer who's also learning? No way!" And, in my opinion, the game's survivor sidedness, because of the base math of the game, would start the be revealed, so killers would start getting buffed finally. Survivors would be happy, killers would be happy, and then we could finally have a discussion on the disparity between solo and SWF.

    But apparently the devs don't want that. They'd rather have players believe that they're each other's worst enemy, rather than the matchmaking that guarantees them a bad and inconsistent experience no matter what role they play. Survivor needs a matchmaking fix to be fun. Killer needs a balance fix to be fun. Let's get it over with already.

    Until we know the strength of each stack of penti its hard to say if it was killed or not.

    If its like 5% each stack yea, stupid as hell.

    10% no its fine. And would need a hardlimit as 50% would be … absolutely insane lol

    Just have to wait to see what numbers come out with it.

  • @ForumPikmin said:

    Here yall go, doomposting about how Killer is dying for the 1914648164241541984525th time again, and using (checks notes) a time limited mode to prove your point.

    @Darkest_Night said:

    At this point it very much seems like BHVR is trying to drive away a good portion of their player base with these reworks, mainly killers. If you want people to stick around besides flocking back to a new chapter it would probably help if you stop gutting one side's perks and ability to do things, while also giving the other side to openly circumvent the mechanism in place that made something viable.

    8 gen kick limits, revealing hexes, gutting perks that are barely run to make them more appealing..... You're taking away aspects of fun that will kill the enjoyment. This event is a pretty good example. Survivor perks work on the blood gens, but killer perks and add one don't? That's ridiculous. So long to the fun game we used to have and say hello to new and improved slog fest where nobody is happy

    It's made worse with the context of having survivor having the blood point bonus (as in, the rewards for playing the side with the smaller queue) for the last 4 days. I haven't been able to get into a lobby as killer for up to an hour, meanwhile survivor queue doesn't have ENOUGH players forcing me to wait until enough people join until the match starts.

  • well, the game already has the reputation of having one of the most toxic communities... so... we're on the right track

    reply to @danielmaster87

  • @danielmaster87 said:

    The Pentimento and Houndmaster changes were really out of nowhere. Pentimento being worse basically kills the perk, and any builds associated with it like the Plaything one. Now survivors can cleanse hexes with basically no fear. Houndmaster's dog vaulted fast, because if it did it slower, it would be like baiting Wesker's power at a window, where the survivor has control. If it was faster, the killer gets them with the dog basically every time, but now that it's gonna be slower, a survivor can bait window and force the Houndmaster to miss with their dog, because if Houndmaster waits to react, the survivor makes the window. And who was complaining about any of this?

    I don't know what the plan is. BHVR treats players as an inexhaustible resource. "Who cares if our dedicated veterans have had enough and leave? Tokyo Ghoul! More players! FNAF! More players!" They're hoping it'll just go on forever, recouping their losses with new players. But at some point the game is gonna get the same reputation as CSGO or League Of Legends or Overwatch, and then it will die. Either it'll be considered a sweaty game with an overly toxic community, or just a trash game. Already, if you ask us what's the most toxic game community, it's DBD, or DBD is in the top 3. Now, I was gonna go on a huge tangent about toxicity in the game, but it always became too "us vs them," so I relent this time. Basically, the toxic survivors (not saying all survivors) think they're validated in being toxic to killers by default, because the nerfs against certain strategies like gen defence or slugging coincided with their belief that anyone using those strategies were being 'toxic,' and couldn't possibly be doing it just to win. The killers respond by being toxic to survivors by default, and the cycle goes on.

    A simple matchmaking fix would improve the solo survivor satisfaction by leaps and bounds. It'd be like, "Whaaat? Teammates who actually do the objective? Amazing!" Or for the casuals: "Whaaat? A team of learners going against a killer who's also learning? No way!" And, in my opinion, the game's survivor sidedness, because of the base math of the game, would start the be revealed, so killers would start getting buffed finally. Survivors would be happy, killers would be happy, and then we could finally have a discussion on the disparity between solo and SWF.

    But apparently the devs don't want that. They'd rather have players believe that they're each other's worst enemy, rather than the matchmaking that guarantees them a bad and inconsistent experience no matter what role they play. Survivor needs a matchmaking fix to be fun. Killer needs a balance fix to be fun. Let's get it over with already.

    Famously dead game League of Legends

  • You claim that the event is a good example of driving away killer players as if survivor didn't constantly have a bloodpoint bonus. If you queue as each role a couple of times you will realize that there's very few survivors playing the event. As killer I get at least 10 minute long queues and I'm usually matched against the same people I played against one or two matches before. As survivor I get almost instant matches and I face a variety of killer players. I will concede, however, that most of the survivors playing the event are probably among the most "competitive" ones, who don't mind facing the millionth Kaneki in a row, which means that the event ends up being rough as killer because good survivors + no slowdown = 2 escapes at minimum.

  • @TotemsCleanser said:

    You claim that the event is a good example of driving away killer players as if survivor didn't constantly have a bloodpoint bonus. If you queue as each role a couple of times you will realize that there's very few survivors playing the event. As killer I get at least 10 minute long queues and I'm usually matched against the same people I played against one or two matches before. As survivor I get almost instant matches and I face a variety of killer players. I will concede, however, that most of the survivors playing the event are probably among the most "competitive" ones, who don't mind facing the millionth Kaneki in a row, which means that the event ends up being rough as killer because good survivors + no slowdown = 2 escapes at minimum.

    almost like behaviour has ruined the experience for survivor with their greedy bs and now significantly less folks want to play? 🤪

  • @Rifandoleches said:

    https://forums.bhvr.com/dead-by-daylight/discussion/442619/can-we-stop

    Pues si señor pero parece que nadie lo que quiere ver. Acabo de salir de una partida contra una Singularidad prestigio 100 que sabía jugarlo, en el Templo de Yamahoka. Partida injugable, pero injugable de absurda. No se ha podido hacer nada, literalmente. El jugad@r era muy bueno, pero no lo justifica. Es una de estas partidas donde te das cuenta de la mierda de equilibrio que hay en el juego, y por supuesto lo mucho que se aprovechan de los fallos de equilibrio los jugadores que sí que saben de qué va el juego.

    Dicho esto, como las ventajas son genéricas y no están limitadas entre sí de ninguna manera, te puedes encontrar builds que destruyen la mecánica del juego absolutamente. Ya lo comenté ayer: no hay mayor ciego que el que no quiere ver. Lo que no es normal, para empezar, es que no se ajusten las habilidades para cada asesino. Para hacerse una idea, la mayoría de jugadores, al ver el 5 % de las ventajas de velocidad, ni siquiera entienden el sistema de movimiento, ni cuánto corre un superviviente, ni lo que representan estos números (100, 115) realmente. Y como la propia empresa parece que tampoco se entera ni del clima, pues bueno... el juego está como está, la sinergia está como está, los mapas están como están, y el equilibrio general entre killers y habilidades está como está: que da pena, pena de penoso, no de triste.

    Vamos, que pocos juegos donde hay una competencia entre alguna de las partes, la que sea, están tan mal estructurados de base como DBD. Un 5 % de celeridad representa básicamente un 33 % de aumento de velocidad sobre la ventaja de velocidad base, y como en su mayoría se basa en tiempos/distancias: gg ez. Cuando básicamente la mayor protección de una de las partes se basa en controlar las distancias y los tiempos, y la otra parte puede variar toda esa estructura sin que la otra pueda verdaderamente percibir/contrarestar de manera efectiva tal cosa, es absurdo.

    ¿Os imagináis hacer un contraataque en Dark Souls que fuera adaptativo? ¿Que unas veces el mismo golpe fuera a una velocidad y otras a otra? ¿A que no, no? Pues aquí pasa lo mismo. Y lo mejor de todo es que se pueden solapar entre ellas. Y todavía más: ahora también hay complementos/add-ons para cada asesino para añadir aún más celeridad. Y por supuesto, acumulable. Y esto no es RNG, es algo que el juego permite escoger. Y así te pasas por el forro casi todas las mecánicas del juego.

    Pero oye, mira, ahora después de nueve años van a quitar que el generador explote cuando te levantas del generador, la quinta perk. Supongo que cuando lo añadan, para compensar, nerfearán de nuevo toda la curación un poco más o, no sé, igual esta vez nerfearan todos los mapas en los que se puedan hacer persecuciones medianamente decentes.

    Voy a formular una buena pregunta: ¿qué creen que pasa cuando un asesino lleva Acecho Letal y uno de los supervivientes está AFK al inicio de la partida? Yo mismo lo contesto, no vaya a ser que no lo sepan: va directamente a por el que está inmóvil. Qué raro, ¿no?

    ¿Qué demuestra esto? Que al asesino/jugador le importa una mierda el juego en general, solo le importa ganar. Que para muchos esto no es jugar una buena partida, sino el 4K. Vamos, que si pudiéramos hacer 4K apretando un botón, estaría lleno de idiotas que lo pulsarían.

    Demuestra que le importa una mierda el entretenimiento y la experiencia de la propia persecución y todo el duelo que esto conlleva para ambas partes.

    Demuestra que le importa una mierda la dificultad que tiene la captura (esta dice mucho de lo que pasa en DBD)si decides un afk como oponente principal a elección...deja muy claro que lo que es jugar al juego te importa una verdadera y enorme mierda.

    Aquí se ve muy bien la mentalidad: ni hay cacería ni hay nada. También demuestra que le importa una mierda el equilibrio en conjunto, porque haciendo eso sabe que puede destruir la partida. Pero como lo que se busca no es competir si no abusar si es posible, y al precio que sea, que esté igualado da absolutamente igual. El equilibrio es secundario. Para muchos esto no va de competir, va de ganar a toda costa, independientemente de si tienen o no talento, horas, habilidad o experiencia. La mentalidad va de ganar y punto, a cualquier costa, en detrimento de lo que sea, independientemente de si es merecido o no; para que me lo voy a currar y aprender a jugar si puedo zonear hacer intercambios de cuelgues y luego tunelear al más débil, cebarse con el más débil como con el afk dice bastante de la mentalidad de juego actual.

    Es que, claro, ser bueno en cualquiera de las partes es difícil, y ser muy bueno es solo para unos pocos privilegiados. Por el contrario, venir aquí a llorar en vez de practicar y meterle horas y horas es sencillo. La hipocresía es la enfermedad de DBD por parte de los jugadores, y la desidia por parte de los desarrolladores.

    Creo que mi postura está más que clara: por una parte tenemos un equilibrio lamentable que está plagado de descompensaciones y desajustes absurdos por culpa de los desarrolladores debido sobre todo a la generalización en las habilidades, y por el otro una comunidad tóxica e hipócrita que quiere que le toque la lotería sin jugarla. Si eres un manco de superviviente o eres manco de killer, te jodes, practicas y mejoras como el resto. A este ritmo van a quitar hasta la ventana del shack, y añadirán un par de tótems más a las partidas, no vaya a ser que en alguna buena premade sigan saliendo con vida los 4 independientemente de si el oponente se compró el juego la semana pasada.

    Brutal lo hipócrita que es la gente y lo poco que se enteran de nada. Si por algunos fuera, volverían a poner el agarre del gancho... lo triste es que ya ninguna parte está contenta pero no porque no se pueda lograr si no porque el que lo puede hacer posible sigue haciendo las cosas como en el año 1 de DBD.

    Por cierto la singularidad llevaba 3 perk de celeridad y una de motores (sacudida) imaginen la diversión, lamentable.

    Maravilloso está el juego actualmente.

    Ajuste de perks de manera individual ya!

    Better Google Translate that stuff, amigo.