Avatar

JustAnotherNewbie

JustAnotherNewbie

About

Username
JustAnotherNewbie
Joined
Visits
0
Last Active
—

Comments

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668957#Comment_3668957

    I'm probably mid MMR and I get pretty mixed games.

    Except on Sadako, I still manage a lot of 3k-4k matches because I still have so many survivors refuse to touch tapes.

    I mean if escape rate is 40% it leans killer sided on average, so I am gonna assume the same is true for mid MMR.

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668916#Comment_3668916

    Hasn't it always been said that:

    "Low MMR is Killer sided, high MMR is survivor sided"?

    I mean yeah, when survivors don't know what they're doing of course killers will 3k-4k endlessly.

    What about mid MMR though?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667510#Comment_3667510

    I genuinely enjoy when survivors outplay me at tiles that fair, but busted setups like this are as brainless as killers hard tunneling and you know it.

    I thought hard tunneling was a legit strategy that killers are forced into because of the gen speeds, which makes it the only way to play the game.


    If that set up is the same as tunneling, then I guess survivors also need busted set ups to win the game.


    Unless you are also up for devs to completely remove the ability to hard tunnel, which btw is not based on RNG and is completely up to the killer whether they want to or not. Unlike the tileset which can either spawn or not.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668611#Comment_3668611

    Matchmaking still has to work with what’s available. While most people fall into low to mid MMR, killers specifically have a much easier time artificially increasing their MMR, whereas survivors have a much harder time doing this. So when a killer sees a lobby they perceive to be difficult (high prestige survivors, certain cosmetics/names/items), they’ll abandon that lobby and leave it to be backfilled by someone else. And when this happens multiple times—because it does—in a single lobby that’s when you’ve got inexperienced players facing experienced players. Matchmaking does not account for backfilling or lobby shopping. The problem isn’t matchmaking per se; it’s people warping it by ######### up lobbies. I could ask you, what about matchmaking makes it the problem? And you’d have to admit it doesn’t work because of lobby shopping.

    I think certain killers while professing lobby dodging is a problem like the control over their games it allows them to have. It's also why their solution often involves nerfs to gen speed to slow the game down , so they basically still have control on how to play out the match. If they see the survivors are bonobos they can adjust accordingly, and if they are playing against sweaty survivors they might have more of a chance to adjust, but they don't wanna allow this much control to survivors and it's why they don't like the idea of survivors knowing. The want the flexinility without giving the other aide anything in return and think survivors shouldn't have control over anything.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668605#Comment_3668605

    I’m with you that there needs to be some way to make the experience more enjoyable. But suggesting that slowing survivors down will achieve this is flat out wrong. Survivors were at their slowest during the Erupt-Over-Brine META. And guess what killers still did? 😏

    It amazes me people still use this argument after that meta. Were they not around? Do they have a bad memory or do they just not care at all but pretend they do? Like that was the meta that gave us basekit BT, so I can only guess how much worse that period after 6.1 and until basekit BT was. I mean I was learning the gMe during that period lol.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666216#Comment_3666216

    In my experience, Meg and Mikaela are far worse than Claudette.

    worst are two swf Mikaelas. If i am paying attention in lobby and not tabbed out i am dodging these.

    *Me who plays Mikaela* ok

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668221#Comment_3668221

    Hm..yeah but for the MMR to correct itself you have to assume it works. And it also probably/normally doesn't require 100+ games to do so.

    This would assume that MMR even works that well. Which to some degree it does but seeing as how far skill disparities on survivor teams can go, I'm not sure that the system works well enough to balance it as fast as it should. I can go into more detail, if my point is unclear but I think you get the idea.

    I can't contribute on the WoO, I don't notice how my teammates play with or without it. I personally use it very sparingly after I have a match where I keep running into deadzones where I expect the pallets to be but they have been used up already.

    Do you typically use Bond by any chance? I do (mostly combined with Open Handed because I find this information to be quite strong) and I can usually tell when someone has it even as a survivor. There is like a short moment where they will pause around a loop or slightly adjust and then run in straight line to the next pallet. It's even more obvious, when they never look behind themself.

    As a killer it's easier to tell because you're closer to the action though.

    I don't know about the comp player, I guess anyone who takes part into competitive matches could count as "comp" despite belonging to the worst team etc. They could also be having an off days, who knows. Or maybe their little brother was playing on their account🤣

    Definitely possible. But from what I've seen most comp survivors at least aren't actually that great in the 1v1 aspect of the game (killers often are pretty good with their powers, which are often anti loop). In most comp games survivors pre drop (no matter the killer) and keep distance as much as possible. It's pretty rare to see them partaking in normal looping. At least that is how it looks to me.

    On both sides it often feels like skillful plays are not rewarded.

    I get what you mean about MMR and I witness it too in the mornings I play or when I change servers (I play a lot on Geforce and although I'm in Europe I sometimes change my server to US so I can skip the queue due to the timezone). In the mornings the MMR is all over the place.


    I do use chance, but I still don't pay attention, I'm more pre-occupied with checking where the killer is or healing teammates who are injured, so I can't say I can guess when someone has WoO unfortunately.


    Hm..yeah maybe. But I feel like this goes back to the state of the game. You don't have to be an exceptional looper to win, you just need to have good teamplay, which is very difficult for solo. That's why I personally wish survivors individually were stronger so the best looper had more impact etc. It feels like looping keeps getting nerfed and you have to win through other means that are beyond solo's control. At least my looping I can control and I can work on it instead of the random chance of what teammates I get etc. That's what I'd like more about the game, I feel it doesn't reward individual skill enough, like even when it comes to pips, you could loop for 3 gens and maybe die or get hooked and you don't get enough BP or even a guaranteed pip despite having a lot of impact in the game and ofc it still doesn't guarantee you a win for obvious reasons. It feels like you have to be significantly better than the killer to outplay them and not just a tad better to make a difference, which makes no sense cause you're supposedly playing against a killer of about the same skill.


    Running 4 slowdowns/regressions also feels the same way. It's just buying enough time to make the game a guarantee win for the killer, because you can make it last 20+ mins. It would be nice if the survivors also had a come back so killers couldn't rely on drawing the game out and instead would have to close a game around 15 mins and at most 20 mins and then risk having the game turned around. Just my opinion.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668201#Comment_3668201

    I started a few weeks before the Halloween event of 2022. I'm sitting at just about 3200 hrs in the game. 2000 of those were during 2023. So I definitely got really into the game and have a ton of experience with every meta from then until now.

    Like I said earlier. I'm mostly being facetious but I still find it preferable because at the very least the games were intense.

    Some of the most fun games I've had on this game were breaking 3 gens against sweaty killers with my friends in a swf.

    The meta now, while more balanced and arguably less frustrating, is a lot more boring because of how watered down survivor skill expression is.

    Most every survivor game at a certain MMR bracket plays the exact same, chase extension has been thoroughly gutted.

    So now it's just:

    Pre-Run - Predrop unsafe pallet until bloodlust hit/Loop safe pallet twice - Get downed - camped until trade - tunneled until dead - repeat.

    These things still existed during Eruption meta but even still, survivors had equally as strong things to fight back with. Now all we can do is cling to old perks for a meta since survivor will definitely never get an MFT level perk again until those perks inevitably get nerfed too(Andrenaljne), while also waiting for more basekit nerfs.

    It's boring.

    I think the explanation is that the game was more fresh for you back then, that's why I asked when you started playing cause usually people's first few months into a game are the most exciting since they are just discovering the game. So it's less about the game and more about your experience imo. It's expected that after this many hours you might start finding DBD stale/boring.

  • @HINGIRIK said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668228#Comment_3668228

    I agree that Background Player is good when it comes to sabotage and flashbangs. But it is difficult to say the same for flashlights. If you're behind the killer and you're not a super good flashlight user, by the time you focus the light on the killer, he'll have his head up. If you are in front of the killer, you do not need to use this perk anyway.

    Yeah but that is not Background Player's fault. It's a skill issue in that case. Flashlights need practice, the won't aim themselves or position you right in front of the killer and neither can Background Player do it, it's up to you. Same thing with misusing SB or Lithe etc.

  • @SimpleSage said:

    I'm hesitant to add any perks to base kit but there are lots of other things that can be added that won't be too advantageous for survivors and wouldn't add anything that a SWF wouldn't already know. For example:

    • Inner Healing and Plot Twist displaying a healing icon on the HUD when a survivor is using it.
    • Perks like Built to Last, Flash Bang, Head On, Lucky Star have icons on the HUD to indicate what the survivor is doing.
    • Anti-camp meter being visible to other survivors.
    • Hooked survivors with Deliverance active have an icon visible on the HUD.
    • Icon or effect on the HUD for survivors under the effect of Reassurance on Camaraderie.
    • Fix aura display priority (especially with gens). For example if I have Deja Vu on and a Killer with TOT kicks it, the gen stays displayed as Red not Yellow, Same with Blast Mine, Wire Tap, ect. Loud Noise Notifications should not block Auras, this completely negates the Aura reading aspect of a lot of perks for both survivor and killer.
    • Add more Aura colors for perks so there is less guesswork behind figuring out why a gen has an aura.
    • More perk icons are displayed to other survivors, for example, if I have Power Struggle and am downed on a pallet, a survivor approaching me will have the perk icon show up on their screen.
    • Downed survivors with Unbreakable and Soul Guard available show up on the HUD.
    • Endurance and Exposed showing on the HUD along with their timers.
    • Seeing Healing, Cleansing and Chest Opening Progress on the HUD.

    And I know base kit Kindred is pretty popular, honestly I'd be down for something similar. Like all survivors see each others auras for 5s after another survivor is hooked. This way Kindred still has a place in peoples load outs for the Killer aura and the unlimited survivor auras, but the effect is still super helpful.

    Tbh, those are all great ideas. They should have been implemented by now if we're being honest. It's taking a little bit too long.

  • That's a pretty niche game, I personally would prefer a game like Clock Tower or Haunting Ground, which might not be impossible as they were developed by Capcom. Or some of the Hunters/Killers from chinese dbd called Identity V. (I would love Sculptor but I am not sure she's popular enough, or maybe Bloody Queen)

  • Smash Hit is only a strong perk against killers who want to eat pallets (Spirit Fury users) and actually can bamboozle your team if you go around throwing every pallet trying to get Smash Hit speed. Also if you get chased late in the game where there are no pallets left you actually cannot use it at all. At least Lithe, BL, and SB don't have that problem, I mean if you load into a map with heights for BL that is.


    I only use Dramaturgy when I am trying to scavenge items and yesterday I actually kept getting the other effects and never the item and like others said you need to be healthy.


    I feel you're underestimating Background player as you don't have to use it only with flash lights, but Flashbangs too and you can actually use it for sabo build(sabo, MoM, breakout). It's more of a supporting exhaustion perk instead of a chase extending perk.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667678#Comment_3667678

    It's not just those that play every so often but even regular players. Sometimes players with hundreds or thousands of hours. If you play so little, then of course you won't learn the game. But you can't expect to have an easy time getting into the game and get your few wins out of it, when it's so obvious that you are hopelessly outmatched (something that MMR will correct eventually but not immediately).

    For the last 5 years, looping has been agreed upon to be the most efficient way of delaying a killer. Yet, how many people with thousands of hours have you seen that could not play beyond pre drop and Shift + W? I played against a supposed comp player (that's what they wrote on their steam profile) a while ago and I was honestly very disappointed. The first mind game around shack gave me a hit because they couldn't use check spots. That's something even I, a pretty bad survivor player, can do. The same happens around jungle gyms and sometimes even main buildings like on GoJ. When you have so much time to wait and react. It baffles me.

    I have also observed what I call WoO syndrome. If it doesn't glow yellow, then it doesn't exist. Survivor players that are affected by blindness sometimes run straight past strong pallets and go down. Because the entire map is a dead zone. The GoJ main building is a dead zone and the entire The Game map is one large dead zone. At least to players who absolutely cannot play without their favorite crutch. This again, affects players with more play time than me.

    Hm..yeah but for the MMR to correct itself you have to assume it works. And it also probably/normally doesn't require 100+ games to do so.

    I agree that a lot of hours played doesn't mean the player is good. People here use it the same way they use "high MMR". It doesn't prove anything, in league there was a notorious case of a player who had many hours (like they played daily over 2 hours) and they were still stuck in bronze (lowest rank), so playing a game a lot won't necessarily make you better.


    I can't contribute on the WoO, I don't notice how my teammates play with or without it. I personally use it very sparingly after I have a match where I keep running into deadzones where I expect the pallets to be but they have been used up already.


    I don't know about the comp player, I guess anyone who takes part into competitive matches could count as "comp" despite belonging to the worst team etc. They could also be having an off days, who knows. Or maybe their little brother was playing on their account🤣

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667888#Comment_3667888

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667896#Comment_3667896

    It was terrible, and I'm mostly being facetious. But even still, at least it wasn't bland.

    Also no Skull Merchant.

    The problem I have with current DBD is that it feels bland. Survivor has been watered down heavily.

    Uhh Knight walked so SM could run. Knight was one of the most notorious 3-gen killers. It's just that at first people here were shitting on him and calling him failed. He was also the first to keep a match hostage for an hour.

    https://youtu.be/Vv3I9hHLblE?si=Yi6UEFYm7AaYK6Zr


    How wasn't it bland. Every killer was running at least 2 gen regression perks and maybe aura reading. Sure there were a couple who ran some off meta build but those were the exception not the rule. Pain res was also popular and proc'd every time you hooked someone regardless if you'd hooked them previously.


    Did you perhaps start playing around that time so the game was still fresh to you?

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667896#Comment_3667896

    People set the standard to the current time as long as it fits their motives.

    I just find it funny people consider THAT time better than the current one. If that's when they started playing though it makes sense, cause the game was still new for them. I also started playing just after patch 6.1 but I was also around this forum to see a lot of mental gymnastics over Eruption CoB and more slowdown perks, as well as having played against it myself. I guess it's like some people saying now that killer is weaker than it has been etc. although the stats prove them wrong.

  • I mean you are speculating, we can't really know what percentage of suicides happen. Like should me letting go on hook to give last survivor a chance at hatch also count as suicide?


    And what if even when you take out the suicides certain killers still have like 65% killrate? You'd need for BHVR to remove all the games where suicides occured and maybe even then it would also remove the games where the result would be 3k+ regardless of suicides from the sample.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667810#Comment_3667810

    Eruption was worse even with Medkit not nerfed and maps werent changed.

    Gens blocked are not regressed. But old Eruption had 9sec instantly lost, 25sec of Incap, and 6sec regression. Total of 40sec lost, per Gen.

    Maybe they werent around as much during that part of the meta? Cause I find it unbelievable anyone who lived through that time to be reminiscing about it. But they do mention survivor perks so they probably mean the first iteration of reworked DH and maybe maybe pre nerf CoH and medkits. Though those still didn't matter much because killers knew to wait out DH, especially of they saw you use it once (and they could wait it even in my MMR). And to heal you'd need to lose the killer before going down and activated eruption on your unsuspecting teammates.


    Stll this version of DH was certainly strong and fun to use.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667862#Comment_3667862

    Yeah they don't say what side wins using which perks, just win rates and perk usage.

    WoO is popular but only to tier survivors make it strong hence why things should be taken as a loose guideline.

    Sure but if a killer has 60+ % killrate across low and high MMR, I think it's irrefutable that they are in a good spot.

  • I want a perk like red Herring but with aura. As in if your aura is read, you are shown on the opposite sid of the map or something like that. Or reverse STBFL, where if the killer hits you, their attack recovery takes twice as long. Would be a nice combo with mettle of man.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667757#Comment_3667757

    Yeah and nurse is worse then Freddy somehow?

    Devs said take stats with a pinch of salt. Here people using them as holy scripture.

    Funny, because killers use the same stats to ask for survivor perks to be nerfed. If they're in the top 10 they think they need to be nerfed. I remember when Prove got nerfed and we were going through one of the strongest regression/gen kick metas.


    So the same could be said about all the people asking for WoO and Adrenaline to be nerfed on account of them being top 10 perks, despite the stats having no associated escape percentage.

  • I just think it's easy to be outraged. I am grateful the rift actually gives you back your auric cells when you complete. Other game passes hardly give you back half the value of your money or nothing at all.


    Also a majority of cosmetics are obtainable with in game currency which is imo great. And the shrine, although sometimes it fails miserably is vital for those who cannot afford DLC perks


    Also they have good sales imo, albeit they are a bit rare.

  • I got back after a hiatus so I might not be as knowledgable as the others, but it doesn't feel that different from when I stopped playing. The old perks just rotated out so new ones can be in the spotlight. The results feel the same. Maybe I would feel the difference if I got to play one of those 20+ min games.


    I feel like BHVR nerfs certain very fringe situation, when a lot of people are asking for more general nerfs/buffs. So basically they can say they addressed something without really addressing it in the end.

  • @North85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667798#Comment_3667798

    A good survivor doesn't need meta perks to beat 90% of the killers out there. I don't need DS + DH + OTR + SB to waste a killer's time, unlike you.

    If pick me's where in DBD they would sound just like you. Still waiting on your stats btw.

  • @North85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667796#Comment_3667796

    I'm sorry you don't know how to loop or predrop. Sure, I go down fast against a cracked Nurse/Blight/Billy, who doesn't? If you're not being chased, saving, healing, or DOING GENS, you're the problem.

    You're really evading my question there. I asked if you can consistently last 3 mins in a chase. It's something that can be analyzed, not concerned with how good you think you loop because you had that one game where you lasted 3 mins. I also have those games, but I also have games where I last 30 mins or less, so I don't claim only the other survivors are part of the problem.

  • @North85 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663854#Comment_3663854

    LOL

    Have you EVER played solo queue survivor? Half my teammates are mouth breathing window lickers who wouldn't sit on a gen if you dropped it on their heads. There's a reason I run Sole Survivor + Clairvoyance + Windows + Red Herring, I call this build Bad Teammate Insurance.

    I also call it bad teammate insurance, cause it means those teammates are always onsured to be bad and selfish. Very good name

  • @North85 said:

    As solo queue, the game itself is fine. Its the majority of my teammates that are the problem. I run the killer for 3 minutes and 1 gen gets done??? ######### ARE YOU EVEN DOING???

    I really think BHVR should change survivor MMR so that it increases the more time you spend in chase, or on gens, and decreases the more time you spend not doing either.

    Let's be real here. Do you run the killer 9/10 games for 3 mins or a measly 2-3 games/10 and only remember the one game where your teammates were wasting time?


    I am tired of this rhetpric. You probably run the killer for 3 mins rarely and not consistently, which probably also makes you "that" teammate some games for the other survivors.

  • @Ariel_Starshine said:

    The unknown has a very scary look, it's perfect. It's power on the other hand is a bit odd. It's chase music sounds like a broken washing machine 🤣

    Sable is neat. I never thought they'd release a survivor with my hair style/color and same clothing style. I just don't think her voice fits her, it sounds too old for her.

    The map is neat, but has too many unsafe pallets.

    I actually felt the opposite about her voice. I want a more mature voice for her.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666222#Comment_3666222

    The lack of willingness to learn. The same goes for killers. If you want me to provide a list for killers, just ask.

    We have a lot of people in this game that want their hand held in every situation. There are people that think the shack isn't a good loop, pre dropping is the only way to play, killers using their powers to guarantee hits leaves them with no counterplay (when they should have avoided that situation in the first place), aura reading to find survivors is overpowered because it's a hide and seek (which has not been the case for as long as I have played), killers are too fast... You name it.

    In other games they'd just be told to "git gud" (not very helpful but it does have some truth to it) but in DBD we have 2 hive minds that will just jump on whatever one sided argument is in their favor and try to defend it.

    I get that DBD is a hard game and it doesn't help that the tutorials don't teach you about proper looping and even playing safe but it's not like you can expect to play without putting any effort into it and still win all your games (at least it shouldn't). You see how popular WoO is and you can tell as a killer who uses it. The worst part is that Blindness makes these survivors run around like headless chicken.

    I don't think the people who play one a week or a month when their friends play are in this forum to complain. I would assume most people who are here care somewhat about the game, but it is the nature of games that woth every meta shift the players might have to re-learn the game etc. And that doesn't always mean they can adjust just as well. It's true in every game and it's also why some pros might become "washed out". It's a darwinian principle in practice evolve or begone. So to claim people don't wanna learn etc. is short sighted. I think the game just changes too fast for the people to manage to learn, especially when now they might actually go to work and not able to play Dbd for 3+ hours at the time.


    So people who learned how to play back in 2019 might have trouble adjusting for various practocal as well as personal reasons (maybe they are bad at adjusting etc.). I think this conversation could do with a lot more nuance as I don't think it's just DBD players who might have trouble. I think in any game people will think their opponent is hacking or scripting, heck once even I was accused and I am average at best.

    BHVR's stance also doesn't help. They say one thing but do another. They say it's a party game but balance mostly for high level.


    I also think that BHVR is not always transparent but which company is? I do think they are more concerned with retaining killers than vice versa, because I would assume a large percentage of survivors play more rarely, since they might only play when their whole squad is available, which can be hard to co-ordinate, and not play solo. So yeah those two populations are playing with very different mindsets. But I do think survivors who play solo are probably a lot closer to killer players in mindset imo.

  • I feel they need to add more ways to interact with your teammates besides pointing and crouching. I wanna make friends godammit. The game feels very isolating if you play solo.


    Other than that, it feels the same I guess? Regression is still strong, same killers arw as strong as they were last year (Nurse, Blight). Survivor's solo power keeps getting diminished despite maps becoming smaller.

  • @C3Tooth said:

    Chat wheel

    Some perks need infos, like teammate with Headon activated should have their locker shows yellow aura with Headon icon on top of it. Or showing Deliverance icon on top of the hook...

    Its just that.

    I am also a supporter of that, I don't understand why so many people are resistant to it.

  • @Sandt1985 said:

    I keep hearing that solo que players still need more help in DBD, but I got to ask..........Really??

    I'd like to point out how many buffs solo que got in the past 2 years. Anti face camp, basekit BT, the new gen regression rework to prevent three gens, nerfs to gen regression perks across the board, a way for all survivors to see when another survivor is in chase, showing all survivors what specific action another survivor is doing at all times, the visual heartbeat, STBFL was nerfed, mangled is being gutted in the next update, solo que has gotten a lot of help over the years. The one other thing they tried was basekit unbreakable, but that PTB it was tried in showed why that should never be attempted again.

    I gotta ask, what more do you want?? Basekit 5 second DS? Basekit Kindred? When will it be enough? At what point will they be satisfied?

    You jave to remember that those buffs happened after the biggest nerfs all around to perks for survivors and certain basekit buffs to killers. So the buffs were probably to stabilize survivors. But they had been stronger initially.


    If i lose my leg tomorrow and I got a wheelchair, it would be better than being one legged. But not better than when I had both legs initially. It's the same thing for survivor. The buffs survivors get are essentially tweaks, not real buffs. Because the state pf the game remaina the same. If the killrate is still 60% across the board, then the buffs dont really have any effect. The buffs and nerfa are really a meta shift to keep things fresh .


    When people ask for buffs, whether that is killer or survivor, they rarely adk for shifts. Instead what they ask for is different results to what is going on now. When people were happy about the anti-camp mechanic, thry thought camping in general would become weaker. Not that camping would remain as strong or that the advantage camping gives killers would shift to a different strategy (say tunelling).


    On top of rhat map changes etc. hurt solo survivors who can only rely on themselves, not SWF. So basically you get constant nerfs to solo survivors, that barely touch SWF. It's expected that solo would bleed as a result because most of their tools are taken away so the survivor's gameplan has to shift to a more team oriented one, thereby encouraging SWF.


    Perhaps the only way to give strengths to solo survivors is to buff players who play solo. I think in league when you played duo rank, you'd get somewhat better opponents MMR wise because you're supposed to have an advantGe as duo. Maybe they could do some thing similar for solo's where they can get extra info, such as whoch killer they are up against and the teams loadout. SWF's wont get those benefits for obvious reasons


    Posted from my phone, so lots of typos.

  • He seems like an amalgamation of other killers. Visually he looks super creeepy, great design, reminds me of a horror game I play the Crooked Man. But his playstyle is sort of boring and I don't feel it brings much to the table imo. Knight and Singularity were way more uniqueimo.


    Can't wait to play the new survivor though!.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666917#Comment_3666917

    If 30% of survivors are super bad then the same is probably true about killers.

    Generally, yes, there is no reason that one player pool or the other would have better players. As a game though there are 2 issues

    1: Only one survivor needs to be below the level of the killer to basically decide the game. In a 5 v 5 style game bad/good players will balance each other out. In DbD the easiest path to killer victory is finding the weakest survivor link (this is why the greatest strength of a comp SWF is the ability to ensure everyone on the team is really good).

    2: The roles have differing levels of difficulty to learn. While some disagree, I've always found killer to be remarkably straightforward and very simple in terms of mechanics.

    It's only on this game where people claim one side is bad and every killer here is high MMR somehow.

    It is one of the strangest things about this game and community.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666828#Comment_3666828

    It's always funny when killers ask for survivors nerfs to maps/ structures/perks and then they post proof and 9/10 times they have at least a 3k. 🤣

    I'm at the point I think we're all being massively pranked (ala "Chess" Merchant). This is a frequent enough occurrence where there is a post about the game being killer sided accompanied by evidence of a survivor massacre that I feel like people have to know that is immediately what is going to get pointed out. Like the games that usually accompany posts like this aren't even just close, they are totally one sided.

    Yeah M1 killers are pretty simple mechanically, so it always surprises me when people want them buffed etc. Since usually in most games those types of characters are limited by their mechanics while the more mechanically demanding ones can achieve more.


    Mechanically simple and buffed usually means OP, maybe it's also why Sadako was so strong for a while as she's not as demanding as Wesker, Huntress, Nurse etc.

  • I think Pulsar has a good point about sunk-cost. A lot of people have invested/wasted a lot of money on cosmetics and DLC and it might be hard to give up on a game (it happens to me with LoL).


    And maybe some people like to be outraged/take it out on others. I mean if you've been online enough you know twitter...people there are bothered by everything but they still somehow refuse to touch grass.


    Also certain people take this game way too seriously. Idk if it's lack of control in other aspects of life (I've felt this) that they feel the need to have control in a game and they get super grumpy over it.

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666943#Comment_3666943

    I don't think it's intentional. I think the devs had no idea what this game was going to become when they built it. They don't want to commit to overhauling the game to fix it's fundamental problems, and are more happy just selling perks that address issues that the game has.

    It is true that the survivor role is balanced as though everyone is playing at the highest level possible with a team on comms, which leaves everyone else in the dirt. The game just keeps getting less and less accessible to survivors who want to play solo (or don't have a choice), and haven't put in the mandatory one thousand hours needed to be considered competent.

    When I say intentional I mean, they are scared to add them I believe. Not doubting it is a challenge probably, but I think they over-estimate survivors and under-estimate killers imo.


    But I have experience having played some chinese DBD (it's super similar to DBD) and communication can only do so much for survivors. Even there I still have afk survivors, survivors who go down in 10 seconds (literally) etc. Although certain aspects of it are more brutal, as both killers and survivors have unfair strengths (survivors are a lot more varied and have a unique identity and strength as well as cost less than killers🤣). Still you can use certain canned phrases and ping your location as well, as well as communicate traits/perks a killer might have brought (ex. Bamboozle). I do believe it would be an overall improvement and obviously there will still be survivors who will fail a lot regardless because decision making is also a skill. But at least we might stop having to deal with stupid bullshit strategies where it takes the team 3 gens to realize what the killer is going for.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666893#Comment_3666893

    I agree with you.

    But from what I observe their mentality is that the game should be balanced around high level survivors.

    Which would have merit if BHVR enforced team play. But they don't, so it makes no sense to treat survivors like they'll always be playing like a SWF.

    TBH the devs do enforce it but in a volatile way. it's just that solo survivors are kneecapped so they cannot respond accordingly.


    Like dealing with 3-genning, tunneling etc. does require a lot of teamwork and some require a lot of co-ordination. Same with certain perks. If you're with your mates you can call out what perks the killer has and maybe mitigate a bit of their strategy, but solo can't. If I have Distortion or OoO and load into the match and see the killer has LP I cannot tell my team to scramble while all 4 of us load into the same tile. It's free pressure for killer and braindead, it's silly to have that sort of spawn but it does happen quite often (spawning as 4 or 3). LP is supposed to save you time finding your first target, but currently it can delay a lot of people from starting their first gen when they spawn together and the killer can immediately disturb them.


    Just one example out of many perks that are a lot stronger vs solo due to lack of communication.

  • @TieBreaker said:

    The role of survivor is the most volatile role in the game. There are so many things that can go wrong purely because you need everyone to pull their own weight to win. Survivors need to work as a team, but the game does everything it can to stop survivors from coordinating. The matchmaking fails to match survivors with teammates of equal experience. This is why survivor matches fall apart so much. I sometimes see killers wishing they had teammates, but that feeling would soon go away after they had lost their tenth match in a row because of their teammates screwing things up for them.

    It's not surprising that survivors are so prone to giving up. Unless they are in a full SWF, there is no consistency. The game punishes them for bad matchmaking and when their teammates screw up. Try playing well, but losing several matches in a row because your teammates were inept. See how it affects your mood and your willingness to play through matches that start of poorly.

    People can get mad at survivors for not having enough mental fortitude to stick it out, but at some point will have to realise that the game's systems set survivors up for failure. The only way to avoid that is to go outside of the game's systems, and that is a terrible solution for the problems that the game itself creates.

    I agree with you. It's a game that keeps becoming more and more team oriented on the survivor's end, and the devs still refuse to implement any co-ordination or communication feature for survivors. The game works against solo survivors and I'm starting to think it's intentional, not that it makes it acceptable.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666898#Comment_3666898

    I think most people on this forum are pretty reasonable. It's just the same 4-5 users who constantly post the same "survivor bad" content. I can't tell if they're serious or if it's some form of elaborate trolling.

    Tbh, he has a point. It's the general opinion here that survivors are bad. Idk, why survivors are more bad than killers. Percentage wise you should have the same ratio. If 30% of survivors are super bad then the same is probably true about killers. Maybe like 50% is just average (now that's a word people never use here). And at 20% you have killers and survivors who do understand the game on a deeper level but only 5% or less is super good. It's only on this game where people claim one side is bad and every killer here is high MMR somehow.


    I'm sure there are killers who play on the weekends only who post here and think they're high MMR and the game is survivor sided.

  • @MikaelaWantsYourBoon said:

    All team is dead at 4 gens left but survivor is op.

    Yeah, sure dude. Let's nerf survivors more. So we can kill them all at 5 gens.

    I think this guy only has 30 mins to play a week. So he wants to be able to cram as many games as he can. If games last 3 mins max, he can play 10 games.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666846#Comment_3666846

    I mean I feel like if you pair RS+A you’ll be in a good spot as solo to make executive decisions on what’s best for the team.RS alone is very mid though. I imagine if you use RS+A+E+D then you really have no excuse for doing poorly as solo and can be very beneficial to your team if played correctly, I’d say you absolutely must know how to loop/counter killer powers though somewhat if you choose those.

    I have no idea what E and D stand for.


    Rookie Spirit is below mid though. It's a wasted perkslot. We'll make it is way more useful for the team. It's also a perk you have to pay for since it's on a licensed character, so it's not even accessible enough.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666825#Comment_3666825

    True that is something I didn't consider and that would be affected, even though I think that is already pretty rare. They could still fix that issue by having the 60 second (or whatever amount) window only trigger after a chase first begins. So for example - chase begins and now for as long as the chase continues and 60 or so seconds after the chase is broken then the window gets blocked after 3 fast vaults.

    Bloodlust wouldn't be affected in anyway. This only would affect the window blocking. Nothing I've said would have any effect on Bloodlust. You can still walk to break chase and stop Bloodlust, it just wouldn't stop the window from blocking. No skill expression would be lost except for the ones built around exploits like the one this thread is about.

    Same thing can be said for this perk/exploit. It's probably as rare if not more than my scenario AND it requires that the survivors is good. It's also the same argument for why hug tech Blights should remain in the game.


    Also no one has proved at any point whether this exploit is a dependable strategy against good killers, or if it's just a cheesy thing.


    And this is also a paid perk on top of it.

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666834#Comment_3666834

    I ran it for the first time yesterday and i think it does it’s just for what the description is, would I say it’s op or something that should be in every race persons build, no, I think it’s decent though. I can see why most people would think it’s bad though, it would be neat if it did additional things. I agree that alert is better. Alert is easily one of my favorites.

    It's just that it has no unique identity really. Say you get chased and tunneled first. You get no value out of it because you have to activate it by doing a gen and even then its effect is mediocre at best. With Alert you can guess which is the regressing gen and it keeps you safer.

  • @HeroLives said:

    Built to last is a good perk, I enjoy it, and like it. It's useful. 10/10 perk. Rookie Spirit is also really good if you're solo.

    Rookie Spirit is bad (I've ran it). Alert does pretty much its job and more.


    Maybe if it protected gens from further regression it would be good and have something unique going for it.

  • Yes stomps can happen. The even happen in games like LoL where the matchmaking and the pool of players is a lot better. The stomp can happen on an individual level (mid vs mid, top vs top etc.) or on the whole team (every laner of team blue losing their lanes/macros etc.). And that game has ranked in it, so people are around the same level and there are no smurfs/de-rankers. It can happen either due to chance or people having a bad game, or playing against something that counters them.

  • Yeah, there are some. Adrenaline when last gen is done. No Mither. Boon Exponential (blue light) and like the others saidSoul Guard if you are cursed (killer brought a hex totem)

  • It's always funny when killers ask for survivors nerfs to maps/ structures/perks and then they post proof and 9/10 times they have at least a 3k. 🤣

    Really drives home their point.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666773#Comment_3666773

    They could also just make the window blocker not be tied to chases, which is the only really problematic part with this.

    Why not make it so fast vaulting the same window 3 times within a minute or so causes the window to be blocked, regardless of if you are in a chase or proximity to the killer.

    Because I would assume if you fast vault it while not in chase and the chase starts 3 seconds later at shack you only get 2 window vaults now. So effectively you lost chase it trying to be at a certain place fast while not in chase (say you have quick and quiet and gioing for some sort of save. That also feels unfair and it removes a lot of skill expression from survivors who can delay killer's Bloodlust build up.

  • Yeah, that would be a nice idea. i think to incentivize players to pick up the opposite role, it would be nice if the role you don't play gave more BP. The same way it works now for queue, they should apply that to dailies too.

  • @Huge_Bush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666554#Comment_3666554

    You can’t unhook yourself if you don’t bring in the proper perk.

    You can’t heal yourself if you don’t bring in the proper perk.

    You can’t do gens if another Survivor doesn’t take chase.

    You can’t cleanse a hex if another Survivor doesn’t take the chase.

    You can’t solve the Lament Configuration without the killer being distracted by your teammate.

    It is not silly to claim this is a team game. Even with no information, before the active HUD, I’ve experienced plenty of matches with little to no direct communication to where we all did great in a trial due to our teamwork. All it took was a little game awareness.

    SoloQ doesn’t need anything more than a “I’m going for the hook rescue” preset chat option. Even without it, using game sense, you can see when someone lets go of a gen and make the assumption that they’re going for the save.

    The main problem with SoloQ isn’t communication, it’s matchmaking and Selfishness. SWFs main strength is being able to select your teammates and bypass matchmaking. Comms is an added benefit.

    I really don't understand the resistance to giving more features to survivor, so that decent survivors can actually use them.


    Playing against regression/slowdown/3-gen requires more than the co-ordination you do with your solo teammates, at least last time I checked. Delaying someone being tunneled out also requires a lot more co-ordination than you can get from being solo. Knowing how to counter certain killer perks and letting your team know what they have as well, is also beyond the power of solo.


    Like what is the argument here? League has a ping system and an ingame chat. Chinese DBD actually shows you what sort of teammates you're getting and the perks they're running (not 1 for 1 perks as in DBD). You can even try and co-ordinate because you can ping your team your location, ask for help etc. And despite all that killers are still stronger in general imo, because it's easy to ######### up. What is DBD's excuse for not including those features really? And what is your excuse for being against it?

    They either don't know how to implement them or are scared to do so, cause killers do inflate their killrate over survivor's lacking info, which is stupid and there's no skill involved there. The survivors are already at a disadvantage over not knowing the killer. So much information denial that the game refuses to let survivors on the SAME team share amongst each other sounds conspiratorial.


    You don't even have to care for it yourself and them implementing it won't affect you since you're ok with the state of solo survivor as it is currently.

‹ 1 2 3 … 34