Omputin
Omputin
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- Omputin
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@Aphy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954579#Comment_3954579
This. I came to rant about this very thing and searched incase there were other posts about how insanely small the maps are. Been playing since 2017 and this isn't fun anymore. This is game is a freakin joke. I play Michael and it isnt fun as killer. No chance to use strategy or skill. You can see all the way across the map like its 40 feet away while standing at the opposite side. Meaning you can literally see everything and everyone. I have no idea why the devs cater to these crying little ********. Killer is too easy to play. Playing as surv is just irritating. Your aura is shown most of the time so its just a game of running. Just pure running.
Micheal and too easy in the same sentence. If you keep playing you will reach higher mmr and better survivors to adequately challenge you.
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@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967500#Comment_3967500
It's pickrate… And really low mmr excuse when you see he has a total of 19k matches and 84% killrate?
What do you mean? He has 84 hours in this month and only 4 of those on killer thus little less than 5% of his gametime. We have no way to know how many matches he has played but quessing from P5 mayers no where near 19k.
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@cogsturning said:
I play both and I still think the game is super killer-sided. The issue is you can be a garbage killer and do okay or good by being cheap, but there's no similar out for bad to just okay survivors. If a survivor team isn't solid and team-minded then they're usually screwed.
I spend more time on survivor currently, am better at it, and genuinely try. I regularly get killed by absolutely terrible killers who panic at the end of the game and start slugging or tunneling. Egregious, multi-person slugging happens in at least 1 out of 5 of my surv matches. Since the change to be able to mori the last surv, I encounter almost no fun or merciful killers.
On the flipside, I put pretty much no effort into killer. I play super duper fair. No camping, no tunneling, swerving on recently unhooked survs, lots of mercy/hatch-giving, and only slugging if there's shenanigans. I still steamroll people much better than me. I've been playing as Micheal, who I have like no experience with, for the last couple days. 4ks almost every match with no red add-ons. I legit feel bad and sometimes apologize to people. They're better than me and I'm just crushing them.
I'm never going to feel like I have to play dirty. If people are better than me than they deserve the win, but people seem incapable of taking a deserved L. I'm all for killers getting hooks and kills as a surv when they earn them, but a massive chunk of my deaths are undeserved.
For example, here are some of my monthly stats. Note the insane difference in hours played versus how things have gone for me. My survivor is a p100 just barely being average. My Micheal is like a p5 lol
https://us.v-cdn.net/6030815/uploads/VFNLOA7Y45GL/screenshot-20250719-233002.jpg
https://us.v-cdn.net/6030815/uploads/MYT34CQA1PYG/screenshot-20250719-232936.jpg
How can you say the game is super killer-sided if less than 5% of your playtime is on killer? Also those matches w/ Michael are obviously very essy when playing a new killer against lower mmr people.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963580#Comment_3963580
Nah killer is easier. I'm a super fair killer. No tunneling and no camping. I also give unhooked people time to heal and will swerve if I stumble on them on accident. I give hatch a lot. Even being chill and merciful my kill rate is average at 60% and I still manage to get 4ks regularly.
I'm significantly better at survivor and do much worse (below the 40% survival rate). I take breaks from surv solely because I get tired of losing.
Aren’t you contradicting yourself a bit there? Of course playing killer is going to feel easy if you go out of your way not to tunnel or camp, and even give survivors a free escapes. By doing that, you’ll stay in easier lobbies, consistently stomping players who are a lot worse than you.
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That sounds like a straight up nerf to killer instead of an actual solution to tunneling.
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Currently getting around half as many cakes as last year. Not a good change.
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Seems to be the same for low level characters as well. Getting a lot less cakes compared to earlier years.
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A lot less cakes overall this year. Hopefully a hotfix is coming.
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For some reason you get significantly less cakes compared to earlier years on both.
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I'm getting a lot less cakes compared to last anniversary on low prestige/new characters also. For 2 prestige I got just over 120 cakes on a killer. Now for the same I got just under 80. Both manually and prioritizing cakes.
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Good suvivors and teamplay can already counter tunneling.
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Seeing that nurse game made me realize that some people are quite literally playing completely differnet game. This might also explain some of those crazy post here on the forums.
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So much this. If knight can’t use his power in loops or in chases then when exactly is he supposed to use it?
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@Aven_Fallen said:
The grind looks worse than before because you get less BPs than before since there is no Bonus to BBQ or WGLF anymore. So it feels worse. But once you bought the RE-DLC and you can play the characters with a real Build because you have unlocked almost all Perks on them, you will see that it is better than before.
But that’s only if you already have prestiged everyone else 3 times which is gonna take a long while in this new system.
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There just no competition in this genre. That's why dbd can remain so medicore.
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@AcelynnBen said:
https://forum.deadbydaylight.com/en/discussion/comment/3103434#Comment_3103434
from the stand point of every damn survivor they are, for me personally, they are really good but a 3k hours nurse is unbeatable no matter how hard u try
I would argue good SWF team with equal experience can still beat that nurse.
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The problem is that the new grind is significantly worse.
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@Splinterverse said:
This game should NOT be balanced around SWF. You need only go on the official Discord server to see that there aren't that many players playing SWF. (Yes, I know there are private servers, but still the number is low.) There are far more players playing solo. Also, you shouldn't have to buy a game and then get on different software to experience what it is balanced for. If it is going to be balanced for SWF, that should be built-in to the game so that everyone is given the option.
Also, balancing against SWF is silly because a lot of SWF teams suck or are filled with toxic folks. Assuming that every SWF is well coordinated is not good.
If BHVR wants to make SWF less of thing, incentivize players to play solo. Give them bonus base perks. Give them bonus BP. But, don't balance for SWF. That means people can't buy the game and just have fun out of the box as a survivor.
If you balance around soloq then even decent SWFs would completely stomp most killer even harder than now.
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Becasue the didn't actually want to reduce the grind they just wanna say they did.
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@Evil_Goblin said:
https://forum.deadbydaylight.com/en/discussion/comment/3092866#Comment_3092866
I have never lost a game yet as killer. I can't get into all the specifics and run through every scenario. All that matters, is that it is way to easy to catch and kill people now. Looping is impossible due to killer's new speed + recovery + nerfs to survivor perks and also nerf to survivors speed. The 50+ extra seconds of time required to finish all gens is so much that you have more than enough time to waste chasing someone a bit longer to make sure they're down. Once the game becomes a 3v1 it's next to impossible for the survivors to win. 1 person on gen, 1 person being chased, 1 person saving the person who just got hooked means when there are 3 survivors left, most of the time only 1 is sitting on a gen. When it takes 1 person 90+ seconds to complete a gen the game isn't going very well for them. Like I said, for killers it's baby mode super easy. Tunnel, camp, slug. For survivors, it's be in a SWF, bring the absolute best possible items, maximize time + trading to the extreme. This is why killers should never lose if they're actually trying and care
If it so impossible how am I still seeing killers who play this game for a living and are way above average at the game still losing games as killer?
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They wanted to gut bloodpoint gains so they can fix their queue times with role incentives instead. It sucks.
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@ad19970 said:
Survivors will surely need some compensation buffs. Camping and tunneling are now just too effective, seeing as how killers got nice buffs that make their fair skillful gameplay more viable.
But 28 games in a row kind of seems like you seriously got screwed over by matchmaking. Or you still have a lot to improve.
I do think that survivor right now can be problematic. But I definitely still have escaped some of my matches. Never even had nearly as much of a losing streak as that. And I am no survivor pro or anything like that.
I don’t think we need to buff survs a role. It’s mostly a soloq problem and swfs are still doing fine.
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@Taxman232 said:
https://forum.deadbydaylight.com/en/discussion/comment/3086581#Comment_3086581
Yes but the game needs to balance for solo q because that is the survivor base and the entry point for most new players
But those 2 are separate issues. Soloq teammates doing poorly is not a balance problem, it’s a just a soloq player problem and you can’t really balance around players playing badly.
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Probably mmr thing. Against competent SWFs game are definitely not too easy now.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3084827#Comment_3084827
Yeah, that's not even close to what is happening here.
Balance is so out of whack that a killer doesn't even have to perform well, and can still win.
Balance is is not out of whack it’s just soloq. Competent SWFs are managing fine.
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That’s not how it works. BPs rewarded from other sources than playing do not count for the cap. So you still have less than 2 mill total BP from playing and can continue to earn more until you hit that cap.
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@Roaroftime said:
They're really not "just as possible" though if you get hooked after the last gen pops, you're as good as dead in solo queue.
I don’t think you can use soloq as a reason that those saves are impossible when talking about balance. Cordinated team can still easily get those saves.
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Soloq is fine. At least it’s not a balance question. Since in most soloq teams there is almost always one or two weak links that completely throw the game but at point they deserve to lose so I don’t see the issue.
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/3079287#Comment_3079287
They literally said why they removed the BP bonus. Because perks should be picked in regard of their effect to the match, and not by the BP reward you get afterwards. And that makes totally sense. And this is not contradictory to "we want to reduce the grind" how many say. Also as said, they reduce the grind so there is not the need anymore to pick BP perks for being a BP perk. You restrict yourself to 3 perk slots by being forced to pick a BP perk, and to remove this need, they reduced the grind hard enough to not depend on the BP part of the perk
The problem on hand is they actually didn't reduce the grind like they promised. The grind currently is way worse than before.
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I agree it’s horrible for any new player. Having to spend extra 500k bp per character on top of having reduced bloodpoint gains makes any kind of progress unbearably slow.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3079658#Comment_3079658
There's pretty well established psychology that disagrees with you. Devs for any game like this need to think about pacing the content. Unlocking everything all at once doesn't keep us playing as long.
I'll use myself as an example to show that even knowing about the psychology doesn't change it. I play much more when I have an incentive than when I just want to have fun. I played like a madman during anniversary event to get 2000 or so anniversary flans, stockpiling them and thinking "After this, I'll take it easy". Then the update came, and I played hard to P3 everyone so I could have perks. But even in the last 2 days, I'd see a random perk on a survivor (I'm a killer main) and think oh crap, if I hurry I can still level Adam and unlock his perks!
Now the update is here, and I played a ton of survivor the first day because of BP incentive. Now that there's no incentive, I'm playing killer to enjoy the new changes, but only in a relaxed way, enjoying being able to do any build I want, but still steering away from the killers who don't have flans. Basically, even when I'm full aware of what they're doing, I chase my points and play harder when I've got something to achieve instead of just enjoying the match.
That's why they do it. Also, not to be harsh here, but you said anything that gets removed is going to FEEL like a penalty. That's on you. They were shrinking the blood web by giving us all these perks and honestly I am SO, SO happy BBQ is gone. While I loved getting more bp, I felt like a hostage for that 4th perk slot. Now I can actually play the full build (i only use BBQ on Sadako right now and I enjoy the info) and design perks based on my goal for the game. For this patch, I basically got millions of BP of unlocked free perks and I got to use 4 perks of my choosing instead of 3. And I don't even need the bp. They're just for slowly and passively increasing prestige now. I couldn't be happier.
What about people who didn’t have anyone prestiged or started playing after the update? For those people the new grind is unbearably slow maybe even gamebreaking.
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3079658#Comment_3079658
There's pretty well established psychology that disagrees with you. Devs for any game like this need to think about pacing the content. Unlocking everything all at once doesn't keep us playing as long.
I'll use myself as an example to show that even knowing about the psychology doesn't change it. I play much more when I have an incentive than when I just want to have fun. I played like a madman during anniversary event to get 2000 or so anniversary flans, stockpiling them and thinking "After this, I'll take it easy". Then the update came, and I played hard to P3 everyone so I could have perks. But even in the last 2 days, I'd see a random perk on a survivor (I'm a killer main) and think oh crap, if I hurry I can still level Adam and unlock his perks!
Now the update is here, and I played a ton of survivor the first day because of BP incentive. Now that there's no incentive, I'm playing killer to enjoy the new changes, but only in a relaxed way, enjoying being able to do any build I want, but still steering away from the killers who don't have flans. Basically, even when I'm full aware of what they're doing, I chase my points and play harder when I've got something to achieve instead of just enjoying the match.
That's why they do it. Also, not to be harsh here, but you said anything that gets removed is going to FEEL like a penalty. That's on you. They were shrinking the blood web by giving us all these perks and honestly I am SO, SO happy BBQ is gone. While I loved getting more bp, I felt like a hostage for that 4th perk slot. Now I can actually play the full build (i only use BBQ on Sadako right now and I enjoy the info) and design perks based on my goal for the game. For this patch, I basically got millions of BP of unlocked free perks and I got to use 4 perks of my choosing instead of 3. And I don't even need the bp. They're just for slowly and passively increasing prestige now. I couldn't be happier.
What about people who didn’t have anyone prestiged or people who start playing after the update? For those people the new grind is unbearably slow maybe even gamebreaking.
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Isn’t that more of a soloq problem rather than killer/perk problem? I bet competent swf would still easily overpower them.
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@JibbyNeutron said:
https://forum.deadbydaylight.com/en/discussion/comment/3078550#Comment_3078550
Im at the highest MMR, I verse the sweatiest SWF troups constantly and the same cheaters in my Lobby. There is no better opponents.
There is just no way you are constantly getting 4k against the best players playing demo with no slowdown. There just isn’t enough time when good player don’t go down fast.
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@Sumnox said:
I see many "ifs" and "providing that"... I played solo Q mate, there's nothing in my control when everyone goes down in 10 seconds and I have to choose between finishing 1 miserable generator in the whole match or let everyone die within 2 minutes.
If survivors are going down in 10 seconds it is kinda on them and deserve to lose the game. You can’t really fix bad players nor balance around them.
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These incentives were supposed to replace BBQ/WGLF bonuses but they are already most likely nerfing them.
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Having long queue times but no incentives on ether side. Did they already remove them?
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/3073338#Comment_3073338
We have the same situation as with freddy back then, forever builds are back. And they take no skill, it's straight facts. If something is very easy to play it shouldn't be strong, that's a fact from any game balance and everyone with experience will agree
But legion isn’t strong so there is no reason to complain, right?
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I don’t think that soloq can ever be balanced as long as SWF stays.
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I would assume this is intended. They said they would recude the grind after all…
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It’s bugged. Killer queues were instant last night while survivor queues still took multiple minutes but the incentive didn’t change accordingly.
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@ZVom said:
It's sad how OP exposed and debunked all myths spreaded by the devs and literally the community forgot about it after not even a week.
It really is sad. But it’s clear that BHVR doesn’t actually want to recude the grind. These changes are really just a bait-and-switch to make people shut up about the grind.
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I don't think that's a good idea. Audio is pretty big part of the game after all.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3065738#Comment_3065738
The notion that the game isn’t balanced around comms is a myth. The devs intended swfs to be part of the game from the beginning and they often use comms themselves when they play. Comms are even a built in feature on consoles. Playing on comms isn’t “cheating” or abusive like some people claim, it’s something the devs are totally fine with. There are balance issues in the game where solo survivors are at a disadvantage compared to survivors on comms, but that’s an indication solo survivors need buffs, not that swfs need nerfs.
I think it goes SWF < Killer < Solo in terms of strenght. I would say that swf is bit too strong comapred to killer.
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In most game you are gonna have to trade 2 to 3 gens for the first hook. But you gotta realise that even in that point game is nowhere near over and it only gets easier to defend gens when fewer remain. Also you gotta abuse SWF's alturism the best you can.
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Also you now get 2 extra perstige levels per exsisting prestige so P1 -> P3 after the update.
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Do characters also keep their level when the catch-up prestiges are applied? Going for P0 lvl 50 to P3 lvl 50 for example or are they gonna reset to level 1 (P3 lvl 1)?
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Same here. I really wished they would just add a FoV slider to the game.
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@Foxphor said:
Hello!
I wanted to unlink my epic games and steam accounts from my bhvr account.
But I've heard about people's progress being deleted after doing so. (I know my steam account has to be unlinked last so my stuff gets transfered there btw)
Are users still having this problem?
And if i unlink my steam account last, does the progress i made there (exp) gets saved?
I didn't have anything other than some shards on the epic games account and it is still empty, I'm just worried about steam.
I appreciate every comment!
What even is bhvr account? Doesn't the game automatically save to steam only?
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I quess they balance for little over 50% kill rate since selfish and uncordinated solos tend to slightly inflate kill rates more than swf can bring them down.