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Sarrif

Sarrif

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Sarrif
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  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939017#Comment_3939017

    I don't think that average players should have to have slow queues to cater to the small percentage of players at the top. Let the people who have boosted their mmr with swfs or Blight streaks have the slow queues while they sweat their butts off so the rest of us can have normal queues with normal games.

    If they address matchmaking, then I'm all for removing tunneling, camping, slugging, etc. But if they're going to regularly put a player like me with 1k hours against players with ten times that amount, then they need to give me "crutches" to close that gap.

    Yeah I agree with you that the mmr should change, but tunneling and camping should just be removed for the most part in every bracket. Slugging I'm iffy about since that's actually something fairly easily countered by survivors if they aren't really dumb.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938746#Comment_3938746

    Then they should tighten up matchmaking. Yes, these 40k hour 4-stack squads that can slam gens in four minutes or less are absolutely better than me and my only hope of drawing/winning is either tunneling someone out or getting a lucky snow ball. Otherwise, I'm likely getting 2 hooks and bags at the gates.

    If you're going to take away literally all of my "crutches" to even hope to compete against these people, then I should never have to face them in the first place. If that means they sit in matchmaking for 20-30+ minutes before they get a 10k hour comp blight that's "on their level," then so be it. However, queueing me up to get my teeth knocked in, with no hope of competing, is not okay.

    As matchmaking stands now, I could lose 50 matches in a row to "get to my proper MMR bracket," but still be put up against these players if there aren't any comp Blights or Nurses available. I remember my FIRST WEEK of DBD, when I had like 20 hours in the game, getting put up against multiple teams that had a hundred times the hours I did.

    Your appeal to "they're out of their MMR bracket" is a joke. MMR is useless, because matchmaking just grabs a random person if the survivors are in queue for more than a couple minutes.

    Combative tone aside, you are right to an extent. They should improve matchmaking to avoid your situation or let people pick if they want fast or accurate matchmaking as a setting.

  • No, he's 100% overpowered. They removed Chucky's scamper but ghoul has a much stronger version of it. Furthermore he has both insane map mobility and chase power. Most killers with such incredibly oppressive and strong abilities like spirit or nurse have lower movement speed to somewhat compensate but nope, ghoul is just a regular movement speed killer.

    Furthermore he is so fast, many times his attacks are totally unavoidable, he can fling himself so quickly it does not matter if his terror radius is 40 meters he can simply be next to you in less than two seconds. Killers like Billy can also do this but lack the auto win button of ghoul that instantly damages a survivor which removes any form of counterplay. Even perks like sprint burst don't matter since he literally forces survivors to stop. Essentially no killers have free 1st hits, even legion you can try something at a pallet to counter his power. Stealth killers that try to sneak up on you, there's the ability to either hear them or run perks to help. Ghoul? There's nothing besides sheer luck and the deck is heavily stacked in ghouls favor.

    Even his ability to vault pallets is stupidly broken. Look at Wesker, his is long enough that if a survivor pays attention they can do something about it, with ghoul he essentially looses nothing from vaulting a pallet and can instantly catch up. It's a no win situation against the ghoul.

    TLDR, if they want to make him balanced remove his powers ability to hurt survivors to get rid of his ability to get free injures with no counterplay on survivor side OR make it so his powers in chase are dogwater and reduce his base movement speed so he actually needs to put in some effort to get the down.

  • @I_Cant_Loop said:

    What is your proposed solution? There is already basekit anti facecamping and basekit borrowed time. What else do you want?

    There's several methods one could do but ultimately the thing worth noting is that if a killer is camping then odds are they are out of their MMR bracket and should be loosing matches to go against survivors at their skill level. As it stands camping and tunneling is so effective killers can easily go thousands of matches without losing if they use these sorts of tactics.

    Easy solution, make kindred basekit to help soloq survivors coordinate better. Part of why camping is so effective is that if two or even all three survivors come to save it's a massive blow to survivors due to all the wasted time. If people can see no ones in chase or the killers aura at hook that would let survivors know they need to do gens and at the last second trade.

    Another solution is to gradually increase the anti-camps radius over time and disabling all killers powers if they linger around hook for more than a few seconds so they just become an m1 killer. This would effectively solve the issue of how it's impossible to save against instadown killers like leatherface.

    One last possibility would be to remove the endurance off hook and simply make it that the unhooked survivor is completely undetectable and invulnerable for 15 seconds or until they do something. This would drastically improve survivor game play and only punish killers who are in the wrong MMR bracket for their current skill level which in turn helps killers who don't understand basic fundamentals and rely on crutch mechanics.

  • Fully agree with your post. There needs to be a killer ban system to prevent people from going against killers they hate or literally can't go against.

  • It may be better once they remove tunneling and camping.

  • I'd simply make it reveal the killers aura if both the survivor and killer are in the radius, it'd pair well with dark theory and shadow step.

  • @FiveNightAtDwights said:

    There shouldn't even be DC penalties.

    Killer players are not entitled to survivors time. Those survivor players that enjoy going against 2000 wins in a row Nurses and Blight can keep playing against them but the rest of us should either get to DC and go against normal killer players or BHVR should add a killer ban system the same way other games have a hero/champion ban system.

    A killer ban system would be so great. I mean just think of how many killers are walking accessibility issues like Spirit. It would not only improve the quality of life for the disabled but survivors in general. The only real reason to complain would be from killers who play broken and overpowered ones who would likely see their que time increase, but easy solution there to either balance them from the devs so they are no longer so terrible to go against or for the player to pick any of the thirty-ish killers who are actually balanced.

  • Against killers like Nurse or ghoul this idea is actually quite balanced and would take horribly broken killers to somewhat balanced.

  • Great post to show how terrible this change is.

  • @imabakedpot8o said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935574#Comment_3935574

    Comms would fix solo Q without the need for any major buffs, I reckon. Like actual comms, not just info buttons like "killer is chasing me".

    People who disagree because of toxicity etc. can always turn VC off if they're that bothered. I think voice chat would make solo Q feel more refreshing and make collaborating in-game through teamwork (what the devs are aiming to balance the game towards) a more viable option.

    I don't understand how they want survivors to work together with only 2 emotes. It has been stated they want survivors to work as a team to escape rather than only thinking of themselves. Voice chat genuinely feels like the only real way to really "fix" solo Q, in my opinion.

    This requires a lot of extra work compared to just make stuff like Kindred basekit. It's a good idea but I doubt the devs have the time to do that.

  • I understand what you mean, they really need to buff solo Q, there's so many very easy ways to do it that would make it so much more bearable. The only reason I got back is because they said they would fix tunneling and camping which I'm hopeful the devs will actually pull through on.

  • @DavidByDaylight said:

    New killers get nerfed, simply because THEY ARE OP, not because people complain about it.. People won't complain for no reason, man. Take a look at Ghoul. If it didn't get nerfed in time, the player base would decrease immediately.

    I think that is BHVR's marketing strategy to release OP killers to sell DLCs. After they make enough money, they nerf the new killer back to normal.

    Minor correction, people are still complaining about the Ghoul because they are still OP.

  • Bass Drop is potentially broken ngl due to the blinding part. It seems like it's just another flashbang which I'm okay with because flashbangs are funny.

    Outta Sight is interesting as we need a perk that hides breathing but I assume you mean scratch marks vanish retroactively, wouldn't that just tell the killer your crouching nearby and sorta defeat the point of the perk? That said I think it's still decent and could be worth it.

    Crowd control is a great idea but it's percentage needs a big increase if it's just ten seconds. 3% for such a short duration is like maybe an extra meter or two? Assuming you are dealing with a scenario where that matters you'd be better off bringing just about any other perk. I'd make it either 15% haste for 10 seconds or 3% haste for 60 seconds.

  • Wow… it's still hot garbage but at least they tried?

  • Or better idea, what if in the scenario where there's only two survivors left. Something appears in the basement that if survivors interact with it for X number of seconds it spawns the hatch open somewhere on the map. This helps with the reality that if you are the last two survivors you are doomed by giving the killer another place they need to patrol and gives an alternate path to victory for survivors that's not totally hopeless.

  • Or just… you know use a sac ward if you are bothered by it or your own map offering. It's not like there's a shortage of either.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784034#Comment_3784034

    You literally said "items needs buffs" and didn't said "addons needs a rework" but somehow moving the goalpost by pretending you were always talking about addons, "get out of here you basic survivor main, can't even pretend to be here in good faith" as you say

    Better look at the mirror before cursing other peoples like that, I guess

    Also mentioned several issues with items and like you said keys and maps need a buff. If you are going to try and argue against me at least be consistent. Right now it looks like your just a sweaty killer main who can't keep his story straight.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784034#Comment_3784034

    I was tempted to respond to the first one because it seemed off to me, and I think it's worth pointing out overall here now.

    Medkit addons are pretty good across the board, I'm not sure how you're concluding they're pointless. Maybe you could argue the speed addons aren't worth running, but there's only three of those, and the rest are perfectly useful. The skill check increase ones are extremely strong + the ones for making skill checks bigger synergise nicely with them, extra charges are always useful, and both the syringes are very good.

    If all you're hinging your assertion that medkits need buffs on is that their addons aren't very good, I think it's worth pointing out that the medkit addons are in fact pretty good across the board.

    It's also worth pointing out here that while flashlight addons might be a tad underwhelming, the item itself is already very fair and balanced, so flashlights don't need buffs here either.

    Me: Points out that an add-on literally does nothing
    You: It does not need a buff it's fine

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783826#Comment_3783826

    None of that makes those things "weak" in slightest, needs a specialization or outright simplification to make them unique/remove redundant aspect, yes, but a "buff"? definitely none is needed

    addons being weird or uniqueness being nonexistent doesn't makes them weak at all, just makes them redundant, and no, playing survivor doesn't makes this opinion any different

    … I literally pointed out how several add-ons objectively do nothing. Get out of here you basic killer main, can't even pretend to be here in good faith.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783638#Comment_3783638

    Survivor items itself is pretty strong and basically none needs buffs, maybe keys or maps but that's it

    Mhm yes, spoken like someone whose never played survivor. Let's look at flashlights, several years ago the devs removed the effects of brightness which reduced the time it took to blind the killer. Several add-ons including the only iridescent one are based on this ability. They have not been touched for years despite the fact they do practically nothing now. Or how about the handles which… why do they even exist?

    How about medkits and the fact that the only difference between a brown and purple medkit is that if you full heal another survivor you shave off about a second of time. Or the fact that much like the flashlight half the add-ons are practically worthless. Seriously no one's going to use the add-ons that increase skill check zones, anyone with more than ten minutes in the game can get a regular skill check and does not need it to be 20% bigger. Or let's just point out the fact the skill check add-ons which could have been usable don't stack with autodidact and are hot garbage and let's not even mention the fact that all of the healing speed ones save less than a second.

    Lets not forget toolboxes and some of the great things like the fact that mechanics toolbox has no reason to exist since commodious and the basic yellow toolbox are better. And some of the great add-ons like spring clamp which does not reduce the sound of the generator actually running making it worthless. Or instructions? Something that once again is only used by people with less than ten minutes in the game and is an active hindrance to learning the most basic skill for survivors.

  • 100% yes, chests need a buff but they are just a symptom of a larger issue. Survivor items in general need a major overhaul. After years of major nerfs and no buffs survivor items are in desperate need of some buffs and just total reworks.

  • You are 100% right, honestly Blight should have his base movement speed lowered significantly to a bit lower than Huntress. Cuz right now even if he misses his several attempts to hit you with power he can just m1 you because so many maps are dead zones now and his cooldown animation is a joke.

  • Yeah, the only real way to have fun as survivor anymore is be in a swf.

  • I don't like him either, I think that killers that have like 3~5ish chances to hit you with their power and fail on all of them should be heavily punished. Lowering him to huntress speed would be a good idea.

  • Yes* If you were playing the Lich survivors can teleport when hopping into lockers. Don't know why people are automatically jumping to hackers when there are more mundane answers.

  • @HommeBizarre said:

    Seriously

    That gamemode was way more balanced than the game itself

    At least in 2V8 there was no OP build, no infinite chases. Gens weren't annoying for both sides…

    They could at least try to do something, because getting stuck in a chase where you have 2 pallets next to each others (Greenville Square for exemple). That's a no no.

    I'm getting tired of having to play only the nurse to give pressure to the survivors (Ngl, when you can pass trough wall, survivors gameplay is way more different)

    Miss it too but if you can only win with Nurse that's the definition of skill issue.

  • Yeah I got tired of new Billy pretty quick. Before you could outplay him and make real gains but now if he messes up and you outplay him there's no much of a reward since he just uses his chainsaw again.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781859#Comment_3781859

    None of that helps when killers are "losing", if anything those mechanics are "win more" mechanics because the more time killers can get BEFORE they start losing, the easier it will be

    Out of al those things less gens are only thing that can be called catch up, even then if survivors decided to not 3 gen themselves killers are pretty much doomed, you really don't know how the game works

    So… in other words just don't feel like having an actual conversation because there are mechanics in place that help killers catch back up?

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780757#Comment_3780757

    can i ask what those natural comeback mechanics are without mentioning bubba trickster and huntress (facecamping)?

    Pallet depletion, the ability to camp hooks because the anti camp mechanic is a joke and literally any killer can guarantee a trade at minimum, less areas to patrol as gens are completed so less places survivors could be, gen regression from kicking gens, even if you only killed one survivor the game gets exponentially easier for killers and the only gen that matters is the last one, I'd say NOED but that's a perk not a basekit feature.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780112#Comment_3780112

    Not a direct solution, but an indirect tool to mitigate both this situation, and tunneling/genrushing:

    Repair speeds scale based on the number of survivors sacrificed/number of gens repaired.

    Each sacrificed survivor increases repair speeds by 10%.

    Each generator repaired decreases repair speeds by 5%.

    Values may need tweaking, but the gist of it is that either side 'stomping' the other instigates a snowball-dampening effect. Genrush = the last couple gens are harder. Tunnel = the last few gens are quicker.

    This would make repairing gens when you're down to the last 2 survivors more feasible, particularly if one of them can distract the killer.

    It's not going to eliminate immersed and selfish survivors, but it'll provide a viable alternative for survivors who don't want to play this hiding game but feel they have to.

    Values would need to be massively improved for two survivors to have a chance. Would also recommend making it that gens can no longer regress to prevent the equally awful play style of killers holding a match hostage with three gens for a half hour even with the 8 kick limit it's awful.

  • Not really? Don't get me wrong it could be cool but it's pointless from a survivor side without knowing who the killer is. Like Lery is awful from a survivor side if the killer is a stealthy one but actually is one of the few maps where Nurse comes close to being balanced on due to all the LOS breaks.

    Map balance is mostly dependent on who the killer is, while there are some maps like new Haddonfield that are horrible for survivors no matter what, map bans would need to reveal who the killer is before hand to be relevant.

  • That's the thing though, the game is objectively killer sided. Ignoring even the killer streamers who go on thousands+ kill streaks which would be a sign of a game being horribly unbalanced in any other game we have the devs stats saying that on every level even against 4 man swfs at the highest level killers are winning more often than not.

    The division is because killers refuse to accept the objective reality of the game and survivors just have to deal with it.

  • People will say you are wrong but let's be honest, dbd is not really fun outside of 2v8 if you are a survivor in 2024. Sure there's still SWF and that will be fun since it's with friends but really just the survivor experience is ass. Like how hard would it be to make sure hits are validated by the server instead of a laggy killer?

  • @Efrost said:

    They had a solution to this ages ago, but removed it because it removed agency from the killer. When Hatches spawned based of players remaining count and gen count. It encouraged players to continue to do them. As there was a possibility of escape. But now if you have multiple gens and its down to 2. There is no reason to touch them. Behavior has in their constant need to make sure killers have agency. Have severely hampered survivor agency. This can be viewed in alot of killers losing the risk in their power kits. EX, Huntress getting a ton of hatchets, Billy being having almost no down time on chainsaw with no overhead and way faster handling, Bubba had his stun from hitting a wall reduced and collision reduced, Doctor is getting cds on all his abilitys especially if they miss, the list goes on and on. Then add in the reworks for maps are getting crazy, Haddenfield is absolute garbage, basically every vault is unsafe because there is an opening somewhere right near it. And they keep shrinking the maps to be smaller and smaller, Again haddenfield is small enough you can stand in the middle and see both walls from opposite sides, making things like watching both doors form a single spot, (Which again is a 0 survivor agency situation) But people just shug and are like oh well its bad rng. Which is incorrect. Its bad design that, that can happen. They have stated both side should feel like they have agency but survivors can easily be placed in multiple situations of no agency.

    If they simply add something to force survivors to be revealed then again you are stripping survivors of their only option at that point of the game, the hatch. If you remove the hatch. Then you will see survivors give up even more then they do now because once a game looks like it isnt survivable. People arn't going to stick around which in turn makes it worse for any remaining survivor. They could look at having something like sole survivor add 25% gen repair per player killed. This would allow survivors to gain benifits to try to do stuff even with 2 because by then the gen will only take 45. Instead of 90 seconds as the issue is even if you had 6 gens left a killer can check them all well before you can finish one by yourself. But even that isnt great because it requires a perk slot instead of an in game system that could give survivors a chance of escape. If you want survivors on the gens you need some sort of system that either speeds up their ability to complete them, or something that will distract the killer so that they can finish the full 90 seconds. But without anything like that in place. There just simply isnt a reason to get on a gen, when you are behind and its down to 2.

    And if you unfortunately don't like that. Well Killers tunnel and camp and claim its perfectly fine strats, so I would argue the same about hide and waiting out hatch. Both strats deny players the ability to play the game to try to gain an edge at winning it.

    You really just summed up all the major issues with recent dbd in one comment. Well done.

  • Honestly seems a bit weak for a killer perk, injured survivors aren't hard to track and if you lose them in 5 seconds that's… well there's no shortage of aura reveal perks for killers. Unless this is a survivor perk in which case that's incredibly bad.

  • The best thing they could do is make hits server validated. It's objectively the most fair and what should happen. Unfortunately when devs did this killer mains complained that the game was not rigged in their favor so they reverted it.

  • Yeah it's what I've been saying for awhile now. There needs to either be a catch up mechanic or alternate win condition when it's a 2v1

  • Largely yes, they made the map smaller without adding more pallets or windows to compensate.

  • Hopefully a nerf, he's busted af right now.

  • @DragonMasterDarren said:

    I would rather they scrap the idea of reworking her again entirely and dedicate the time and resources that would take to reworking a killer that actually needs it

    You are not washing out the stink of SM's release version without completely removing everything about her and replacing it with something else entirely

    For real, focus on reworking nurse already.

  • … You do realize there's a massive survivor shortage because of how easy killers have it in 2v8 right? Like to the point where not even a 400% bp bonus is making surivors want to play it? If anything they should keep the 8 gens needed to repair but add more generators to prevent camping one corner of the map.

  • @I_Cant_Loop said:

    @Sarrif - dude, what's the deal with your crusade against killer players? Honest question for you - do you play killer at all? If "no", then maybe you should and you might just get a little bit of perspective. Literally every single one of your past posts has been about how OP killers are and how they need to be nerfed into the ground. If the devs did everything you want, including this terrible idea you are suggesting in this post, nobody would play killer and the devs would have to replace human killer players with bots. Is that what you want?

    Because I enjoyed this game drastically more in the past before a lot of the killer buffs and map reworks. And yes I did play killer for awhile but I got bored of it after the tenth game in a row where I killed everyone before the final gen, switched up to scratch mirror myers after that and it was fun and I did actually lose a few games playing like that where I only got like two kills.

    Either way your argument is simply wrong, in the past killers were much weaker but people still played them. And sure I'd take killer bots at this point. I think it would be genuinely more enjoyable to play since it would improve variety of killers and builds since you can see more than the same four or five killers every match.

    Like… dude, I'm sorry but when there's tons of killer mains that are getting thousands+ winstreaks there's no real argument that can change my mind that killers are not broken and are in need of serious rebalancing.

  • Nah, it should be turned into a base feature of the game. We should have always been balancing for hooks instead of kills, the bug helps make the game more fun by punishing killers who tunnel one survivor out because of how easy it is.

  • So… you know that objectively your wrong? The devs have released numerous stats that show the game has never before been so heavily killer sided. Not even four man swfs are beating killers on average.

    Like, I can get wanting your side to be more powerful but I don't understand the need to just make stuff up like that when the developers have come out and showed hard evidence that killers routinely and easily beat survivors.

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765280#Comment_3765280

    No. There would always be hiders regardless. The ones who know how to loop don't all of a sudden want to hide. They'd do that vs Nurse, but she doesn't care how many pallets there are anyway. The hiders can stay in low MMR, because that's the only place that play style can exist. You can't simultaneously balance the game for looping but also stealthing.

    You can't balance it, don't assume others have such… limitations.

  • Who would have guessed that when games aren't super lopsided and more fun that survivors will stick around longer?

  • Survivors trying to stealth is the inevitable outcome of Behaviors recent design philosophy where they limit the number of pallets and buff killers more and more. Not everyone can loop well so they have to have stealth.

  • Hopefully not, they need to rework their reworks first. Haddonfield is atrocious.

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763617#Comment_3763617

    first 60 seconds? are you in low mmr? Thats not my experience at all, at 60 seconds the game could swing into pretty much every direction most of the time.

    It is due to 4% giving up ofc, that games tend to get very easy for killers, as you are 3 people taking the game seriously and then 1 person throwing because they got hooked first.

    … No, an early down means the killer essentially wins unless they actively mess up later in game. But since practically everyone plays killers where even if they do mess up they don't get punished it's essentially gg.

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