Magnafiend
Magnafiend
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- Magnafiend
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1: Hire a PR department. Seriously, saying things like 'I don't give a **** about DS' or 'Go play Civ 5' is an embarrassment and horribly unprofessional. The fact that these comments keep happening to the point it's basically become a meme is proof some PR is desperately needed.
2: Implement voice as a standard feature. One of the big issues is that SWF with coms provides a HUGE advantage if used properly. Giving all survivors the capability of voice communication means you only have to balance around voice comms, so instead of ignoring the fact that SWF is a thing and being blissfully ignorant that despite OoO's stats being underwhelming it is far from balanced, you can actually start balancing the game around a single playerbase.
3: Put a limiter on DS. DS is necessary, but it needs some kind of turn of condition to keep it from being a 60 second god button. Jumping on a gen, healing yourself or another survivor a full health state, basically anything you couldn't do while being chased, turns it off. If you can safely sit on a gen, you're not being tunneled. It still helps as an anti-tunnel perk since if you are legitimately being tunneled it'll still work, but now you can't just safely make progress while the killer sets one of 4 kitchen timers to keep track of your DS.
4: Make sure the balance team isn't so out of touch with the game that they can't explain simple questions about balance, like why a certain thing is getting nerfed. Not trying to throw shade at Almo here, he's a chill dude and all, but as someone who actually wants this game to succeed and do well, it physically hurt hearing him say "Freddy's getting a nerf because he's OP, Idk why he's OP, but he's OP". If you're going to nerf something, you should at least be able to explain the basics of why when asked. Maybe not all the stats and numbers, but at least the basic premise. Even something as simple as 'He's a bit overtooled right now, and his ability to teleport, lay traps, and make you oblivious in the dream world is just a bit much compared to other killers." would be much better than just flat out admitting you have no clue why something is OP, but you're nerfing it anyway. If it was just kind of a one time blank, ok sure, but it seems like these kinds of things happen constantly.
5: Stop balancing the game around the lowest skill level and reimplement skill gating mechanics. Old ruin was strong, but it made sure survs learned how to hit great skill checks, or skill checks in general. Old nurse while definitely a bit too powerful, at least required survivors to learn how to mind game, which helped with looping more traditional killers as well and juking. Now red ranks are basically a participation award and the one thing the matchmaking is currently based off of is actually completely useless at determining skill level.
6: Buff a lot of the low tier perks and killers to bring them in line with some of the better perks. This is the only game I've seen where the same stale meta has been in play for 4 years. There are characters in games that are generally always going to be strong, or abilities, but outside of maybe that one, there's usually at least some variance in the meta over the years. Nope, not with DBD, DS/UB/Adren/BT has basically been the standard for 4 years running. Combine that with the fact that whenever something is meta on killer side it gets gutted (ruin, undying, pop just to name a few) you can see why people have finally had enough. Now the only reason M1 killers aside from freddy and the chainsaw bois are pretty much unplayable is because the survivor skill level has dropped so low that I've managed to adept nurse first try, after a 3 month break, and not being a nurse main. I actually felt bad for them, and it was a r4,6,9,12 I was up against to, so it wasn't like a bunch of brand new r20's.
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@Vetrathene said:
https://forum.deadbydaylight.com/en/discussion/comment/1809131#Comment_1809131
I have to disagree here. A major change to something that’s been bothering people for awhile should get more then a byline in a horrid patch. Every change to items or offerings that where hotly debated got warning and information and transparency about it. But not this. Why?
Exactly! BHVR taking the path of least resistance again just slipping it in there with complete disregard to the message it sends to the killer side of the game. Its no wonder the survivor queues are going through the roof, BHVR is driving away the killer playerbase and killing their own game. There's a reason I haven't played since the new chapter dropped.
Also I love how everyone saying that you can still Mori to deny 3rd hook conveniently forgets UB exists all of a sudden. DS+UB+SB+BT is pretty much the same stale meta we've seen for years so why WOULDN'T they be running DS and BT. There goes the 'just slug' argument.
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Mods, I know you have no control over how the devs work, and good lord I do not envy you right now trying to control the absolute hell this nerf has unleashed.
With that out of the way, the REAL issue with the mori nerf, the way I see it.
Moris needed a nerf, plain and simple. So do keys, both provide too much of an advantage in their own right, and feel like a 'cheap win' from the other side's perspective. The issue is twofold.
1- Since many players pair the two together (both are very power addons that allow games to be ended early or more quickly), nerfing moris without any kind of announcement while saying 'oh keys will come later... sometime... maybe' basically lets survivors blow through all their keys, driving killer frustrations even higher since survivors get extra time to play with their keys while for killers its just 'SURPRISE THEY USELESS NOW!'
2- This is the last straw in a LONG LONG LONG line of what killers have perceived as slights against them in recent months. POP gets nerfed for giving killers 'too much time', yet DS remains as is when the same argument can be made against it and people have been complaining about how abusable it is since its introduction into the game. This on top of patches that were almost entirely killer nerfs with survivor buffs, most likely based on stats of kill ratios that were HIGHLY inflated by hook suicides because once the DC penalty went kaput, guess our immersive mash space to not die turns into a convenient 'press space to keep from unofficially DCing the match). Then comes the new chapter, which gave us 3 killer perks that did literally nothing because they were broken, a new killer that held himself hostage more often than not by consistently getting stuck in terrain, but most importantly fundamentally breaking multiple killers completely unrelated to the new content (Legion mains STILL are waiting for his frenzy speed to work properly).
Now, imagine killers reaction when a new patch hits. Oh, did they fix the things making so many killers unplayable? Fix the numerous other bugs? No, Mori nerf. And to add salt to the wound when something on the survivor end is nerfed and it only affects survivors it gets hotfixed pretty quick (see DS taking 2 days to hotfix).
This basically sends a message that survivors are the only ones that matter, the devs just cater to survivor's whines and complaints about killer being OP and how they shouldn't be the power role, even though survivor has the number advantage to make up for it, and that the devs have severe survivor bias. Whether or not this is true I can't say, I'm not the dev team, but the important thing is this is how the it is being PERCEIVED.
Unless some serious care is given to implement some QoL patches and more consideration given to the health of the entire playerbase and not just survivors, you'll have a game full of survivors and no killers, and these days of 30 minute survivor queues will sound like absolute paradise in comparison.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/207260/one-glaring-issue-with-the-bloodlust-test
Sometimes we just can't win - if we did it this way, we'd be called unethical for making that change without first giving context to it. People would be furious that we'd done this without informing them first.
Yea, true, I get that. Maybe just allude to running some tests on how bloodlust works without actually informing as to what (or whatever mechanic is being tested in the future) that way you're informing the community something will be tested without knowledge of specifically what? It's a bit of a tricky situation for sure, but unfortunately it still leaves a glaring flaw with the experiment.
Also just realized how cold and emotionless my initial post came off as, Jesus, this is what I get for posting after finishing a med school paper -_-
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1671840#Comment_1671840
Yeah I get it, I too desperately want something to be done about the current DCing situation. I doubt though that it will be something that could serve as a temporary solution.
I came to this conclusion because when I asked Peanits why Killer lobby lock was still a thing, he answered that it would be too much effort they would have to put into reverting this since ultimately they still want to implement MMR.
It wouldnt´t be too far fetched to assume they are approaching this issue with the same amount of effort (not meant as an insult, it´s just how they do). My guess would be an all-or-nothing solution with no steps in between.
Definately appreciate people looking for solutions, we need them, so I hope this doesn´t come off too douchey on my part.
Nah not at all, I get where you're coming from. Makes sense from a dev standpoint to a degree in terms of the MMR (if it's still in the works, why risk breaking something by reverting it back for killer swapping). Just hoping that fixing the security problems is relatively high on the list of things that need to be done (as opposed to minor collision bugs and the like being handled by that team).
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@Slashstreetboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1670400#Comment_1670400
But what would that be? If a punishment for DCing in any way was implemented we would be back on square one. Before any action can be taken, some form of protection against hackers needs to be added to DBD.
Fixing against hacking would be ideal but if they can't figure out how, adding bots as Neko mentioned to at least kind of soften the blow in terms of balance, or put in some kind of DC'er lobby where after enough DC's you start getting put in with other frequent leavers or against bot killers or something? Not sure exactly WHAT kind of alternative there might be, was more a worst case alternative if they can't get the hacking problem resolved.
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@Slashstreetboy said:
I agree that the widespread DC epidemic needs to be addressed. I may have missed it in your rather long post, but are you aware why it was disabled?
It´s because the sick amount of hackers. Many people were forced by them to DC, even some content creators on stream, resulting in extended ban periods. To prevent this, it was disabled for the time being.
Until the DEVs figure out how to protect their game from hackers, DC penalty won´t come back. I wouldn´t hold my breath if I were you, as sad and embarassing as that is.
Oh yea definitely aware. Just saying that fixing it needs to be made a priority since the DC epidemic is getting worse... or at least some alternate solution that isn't as exploitable by hackers.
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While it's a good idea in theory it'll probably just end up severely limiting things even more and won't have much impact. We'll still mostly see all the same perks, it's just going to be a slightly different loadout. DS is still going to be in every game because its the anti-tunnel perk that punishes everything but legit tunneling, and it'll punish people who rely on lesser used perks or oddball builds that just might have overlapping categories. For example I usually run info builds so I can improve on my core game play skills and not rely on crutches to get me out of screw ups while looping and such. Also even though perks have different 'categories', their uses are VERY different. self care is a healing perk, but only works on you, but something like autodidact works on others. If someone is going an altruism build with a little self preservation would locking them out of both those perks simply because they took something else with healing (say UB) really fix the problem?
The real solution is to fix the few problematic perks that have become so powerful that they're auto-includes. If they nerfed POP because it was 'too common' the same can apply to DS in my opinion. It's just become such a massive crutch that the second they touch it everyone will have their torches and pitchforks out.
tl:dr - grouping perks into limiting categories will just change up which 4 perks we always see every game. The core issue is that some perks are just too good NOT to take (DS,BT,etc) and until those perks are either dropped in power or the trash useless ones are buffed to be at least worth the risk of taking and not an empty slot, people will continue taking the 'best' perks available.
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@BastardKing said:
One thing I would like to add to this; it's not just 'the other 3 survivors be damned', it's also killer be damned, and in fact, it is done maliciously very frequently. I have had people admit and even brag about disconnecting because they knew I had perks like Pop and BBQ and disconnecting before I got death hook meant that I couldn't use my perks. They are DCing as a form of cheating. I have also seen it done as a way to 'punish' the killer, so they do not get their BP/emblems. Because the design of the game lets survivors do that to killers.
Players have become entitled enough to think that they can use DCing as a form of punishment against other players, stepping into the place that the BHVR community mods should be.
Great point! I get there were security issues with the DC penalty before but like, fixing it needs to be made a high priority. The DCing is REALLY getting out of hand. Usually I play in a 3-4 man for funsies and just to chill but when I do play solo or duo lately I can barely go 3 games without getting someone DCing on first hook/down/seeing its a Freddy/etc.
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@SloppyKnockout said:
Just open up matchmaking to everyone. No ranks, nothing. Prioritize queue times.
Sometimes you'll face newbies, sometimes you'll face god squads/god tier killers. Who cares? It's a video game that's 2 steps away from being a party game.
The issue is more with new player experience, not people caring too much about their rank/etc. The problem is the newbies (people like myself with under 100 hours) are CONSISTENTLY going against killers with hundreds, if not thousands of hours, and when they switch to killer they get put up against experience survivors instead of the newer players they're supposed to be up against. It's fundamentally broken, and they're looking into a fix.
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Yea, the community can be super toxic at times, but honestly those few times you get a really chill killer/group of survs makes up for it. Some of my best and more entertaining games were against chill killers who ended up just messing about with us after the 2 randos DC'd (was duo'd with a friend).
Don't feed into the toxicity, try not to let it get to you. You'll come across the toxic 4 man flashlight brigade once in a while, and when you do, just know you're either going to have a rough game because they know how to loop and distract, or an awful time in post game chat because they don't, but think they do, and that's somehow your fault.
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If you like the basic concept of the game, it's worth pushing through the god awful new player experience in the end. It's going to suck, but eventually you'll start to get the hang of it. Just know you're probably going to lose..... a lot.... especially with matchmaking the way it is. If you're playing on PC, get some friends together, do some customs to just mess about on the maps, or if you like playing survivor just jump into a lobby with a 3 or 4 man group and just experiment and try to learn.
Also check out some youtube videos and how-to's for beginners (PainReliever has some REALLY good tutorials and in depth breakdowns). The game's learning curve is steep (almost vertical honestly) but if you don't really care much about being 'good' and can have a good time even when things are looking grim, just keep at it and you'll get there.
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@Pawcelot said:
https://forum.deadbydaylight.com/en/discussion/comment/1515832#Comment_1515832
BHVR claimed that it did, though. I don't recall which thread but they claimed that they had already been gathering data for a long time in preparation for the MMR system.
Ah, if that's the case then I'm at a total loss as to why this new matchmaking is so awful. If it had the data collected we should have been getting more accurate MMR from the get go not worse. Consistently getting paired up vs people FAR above my skill level. There have been games I don't even SEE a single survivor until 1 gen left or I go down in the first 20 seconds and the entire group gets steamrolled hard. Honestly makes me wonder if its even worth playing until its all fixed because it's pretty much unplayable for anyone who doesn't have over 1000 hours in the game.
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Systems like these should have been running and collecting data in the background before rollout so they had numbers to work off of.
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Ok so having zero definitions of what the symbols on the HUD mean in game isn't an issue with new player experience, or not actually defining what keywords actually mean? For the balancing sections, yes, I don't have enough experience to really say for sure, but from a pure informational standpoint or just telling players how to play the game and what everything means? I shouldn't be required to research on the 3rd party wiki just to find out what Torment means.
Just because I have a lack of experience doesn't mean I don't make a valid point. The new player experience for this game is some of the worst I've ever seen. When over half the player base drops off 2-3 weeks after a sale, you know you have a problem with retaining new players.