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Vellioh

Vellioh

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Vellioh
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  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826547#Comment_3826547

    Do you have any examples? I'm really curious what new spots have cropped up.

    wth bhvr.PNG

    This one happened just last month. Funny thing is that this is one of the older ones if I'm not mistaken.

  • Cheaters will always be in the game ever since the Devs thought it would be a good idea to give a copy of the game away for free when it was released on Epic Games Store. This allowed cheaters to make a seemingly endless amount of free accounts to jump to whenever one gets the rare ban.

  • @crogers271 said:

    If existing MMR didn't heavily influence others killers, any time a new killer came out low MMR survivors would get massacred and high MMR would wonder why no one is playing the new killer.

    Thats why I was thinking they could add a heavy weight (+25% MMR influence or something) to matches that are won at the starting MMR.

    Its not like you don't already come across random games where your team gets steamrolled by a killer regardless of MMR.

  • @jesterkind said:

    Have I missed something? I could've sworn all the spots where traps could be hidden beneath terrain were patched out, and there's none of them left.

    There's barely even grass to hide traps in anymore, at least on most maps. Did a few new bugged spots pop up while I was taking a few-month break?

    Sadly no. The problem is that they keep reworking maps and are relying on players to find the new spots their unknowingly adding into the game every time.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825674#Comment_3825674

    Ok, I watched the video, and I agree with what was said in it.

    But, from your response, it seems as though you didn't read the original post, since the points I've gone through are the same as in the video (although the video presents few other issues which I didn't really think about).

    This might be me being unable to read between the lines, ofc.

    I added some points but ended up removing them for brevity sake when I was posting the video anyways. Long story short increased range of teleportation only really works in the beginning of the match and becomes detrimental as the game goes on as you can get pulled away from your control zone. Increased activation range of traps is actually a negative for hag as it makes it difficult to both get hits after teleporting (survivors are further away from center when triggering) and makes it difficult to effectively shut down loops as you'll get triggers from sub-optimal positions.

  • @Aceislife said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825701#Comment_3825701

    I've been playing this game since 2018, I know how high rank/mmr killer matches have always been. The thing about a properly working MMR is that it should fix itself given enough time. Not even saying that you're not good enough here, but with many killers you would struggle against very good players even if you were an extremely good killer. I still think the game looking at your overall killer performance is the way to go, personally.

    That's why I'm saying that a threshold of 70% of your max MMR is far too high. Sure, it should fix itself over time and given enough data from matches. The problem is that if you have a Killer who you main and has a significantly higher MMR than your other killers the skill floor that it starts you out on killers you've never played a single match on before is far too high. It gives no room for familiarization.

    For clarity sake I'll present you with a situation which better explains the struggle that is occurring. Lets say that I get Rank 1 every season with Hag and can stand my own against just about every team I come up against. Now I decide to purchase Mastermind and give him a go. I don't even have a grasp on how his mechanics work yet and I get next to no option to do so. This game gives you nothing more than a text box with a rough summary as your introduction to how a killer works unless you want to do your own homework outside of the game. Now, I'm playing against players who know how to run loops perfectly and how to counter my killers weaknesses. Weaknesses I'm not even privy to myself yet. I'm not even given the opportunity to use my abilities to the point where I can even get a grasp on how they function. I'm relegated to being an M1 killer that waits for bloodlust to kick in just to do anything productive. This teaches me nothing about how to play the killer. Sure, given time I have no doubt that I will have zero issue with this killers mechanics. However, the situation that the game is presenting me with right now is entirely not conducive to improving this familiarization. The game is telling me that I need to spend literal hours failing as a killer to get him to a point where I can even begin to learn how to play him effectively. This is a direct indicator that something in this system is not functioning as the "balancing mechanic" as it should be.

    Reducing the skill floor to something like 50% while also increasing the influence matches have on MMR increases by 25% would result in the same outcomes in MMR to players who can't or choose not to operate at the lower MMR rating while also not making it punishing to players who aren't.

  • To be honest I just thought this was a new mechanic that was shadow added into the game. It seemed so out of left field it didn't seem like it wasn't intentional.

  • @Aceislife said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825682#Comment_3825682

    You'd have to play each killer until with each killer the MMR would reach your level, you'd have to play a ridiculous amount of games and face a lot of players that are likely not as good as you.

    That's why I brought up there being a situation where you start at a much lower MMR but for X amount of games your performance is heavily weighed into MMR changes. This makes it so that if you want to take it slow and get used to mechanics you can take it easy on survivors but if you want to be the devil incarnate you'll get up to your MMR quite fast.

    As somebody who has a lot of time in this game, I can assure you that being high MMR as killer is not something that you want. High MMR as Killer just ensures that you'll likely get matched against survivors that know every weakness of your killer, have comms that are better than any perk in the game, and want nothing less than to make you miserable for their enjoyment. Being a "nice" killer is very incentivized in this game as it means your MMR stays lower than it otherwise would be. Having a long road to get up to your highest MMR would be a massive luxury to people wanting to have an enjoyable game with other players.

    I do get how some people have a concept that there is no victory outside of seeing the entire lobby killed off as soon as possible. Those players can have their high MMR matches all to themselves.

  • @Aceislife said:

    Imagine the insane grind you'd have to do if there was a system like that.

    What do you mean?

  • @Akumakaji said:

    Like @InvadeGames said, its seperated per killer, but your lowest killer will always have 70% of your highest killer, as BHVR assumes that you retain a certain general skill set and game sense, no matter what killer you play. This sometimes feels pretty harsh with new killers, though, as there is basically no grace or breaking in period: if your main killer has reached to lofty hights of the soft cap MMR, then every new killer will be already thrown in with the big fish.

    This is exactly the problem. Even if there was a "grace period" where you start off at a significantly lower MMR but are rapidly increased if you just destroy a team on this new killer would be SIGNIFICANTLY better than how it is currently. This would even give Killers the opportunity to go easy on survivors if it means they have more time to get comfortable with the mechanics. You simply shouldn't be punished for being good at a single killer when there are so many varieties of Killers in the game.

  • As a Hag main her main issues right now are slight and easily addressed.

    1. A triggered trap that is immediately teleported to should result in a guaranteed hit unless the killer makes a mistake. BHVR removed the ability to remove traps with the flashlight which did absolutely nothing for her. Skilled survivors have been able to use mechanics that have been in the game since launch to trigger traps and get well out of range before the killer can do anything. Triggering known traps should not be a zero risk scenario.
    2. Removing traps with the new (While very silly and ultimately pointless) whipping mechanic should provide the killer with an alert or at the very least a sound effect indicating that the action has occurred.
    3. Hag should get some sort of haste after teleporting if they don't immediately receive a hit on a survivor. One of Hags biggest struggles is that a failed strike after teleport results in very detrimental situation where a lengthy chase ensues just to get to the point where you can attempt to strike the survivor again.

    These changes should all be basekit without the need for any addons.

    There is a very good video done by some of the best Hag players in the game which does a much better job explaining some of the Hags current issues as well as ways in which they can be addressed. You can watch it here:

    https://www.youtube.com/watch?v=4pGhPp1ZEvE
  • I think that this was the main issue that people had with the current novelty mode. There simply isn't enough distinction between it and the default mode to justify it having its own queue. I think that BHVR is slowly learning this with the inclusion of the modes that are wildly different like Big Killer, 2v8, and nighttime modes.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824984#Comment_3824984

    Ah, I'm really happy right now!

    I hope it will be a good change. BHVR knows what to they should do to him. It is just a matter of actually doing it.

    That's a bold assumption considering they just left nerfed an entire killer to oblivion and shelved her because they had no idea what to possibly do to her. They also got rid of lightburn entirely for some reason making a whole slew of problems for themselves not least of which being the complete neutering of flashlight utility.

    It seems like BHVR has a mindset at the moment of streamlining the game and getting rid of comparatively complicated mechanics that the community has demonstrated that they don't have the capacity or patience to engage with. My fear would be that Deep Wound is going to find itself in the same place by either getting nixed/neutered completely or at the very least changed to a point where its something different entirely. My guess would be the former as any significant change to deep wound would cause a landslide of balance issues for a number of Killers which I honestly don't think BHVR can appropriately manage at this point.

  • @Prometheus1092 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3823406#Comment_3823406

    Killers slugging isn't taking the game hostage... Huge difference between 4min bleed out and 1 hour server end time

    It is when the Killer is so hell bent on getting a 4k that they refuse to let the game progress to the end game state. When there are two survivors remaining and multiple gens remaining there is a literal zero possibility that the other survivor will be able to make up the difference before the downed survivor bleeds out. The game is over. The downed survivor cannot speed up bleeding out. The game is effectively being held hostage until the downed survivor bleeds out or the other survivor gives up and lets the killer kill them.

    Sure its not as dramatic as cheaters literally holding lobbies hostage for an hour but that is another issue entirely. That's an issue with anti-cheat and the devs not considering that allowing people to make an infinite amount of accounts with each getting free copies of the game was in no way a good idea.

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805514#Comment_3805514

    Traps already can't down a survivor on their own unless certain purple addon is used. This means killer still has to come and land the hit on trapped survivor for a reliable down.

    Trapper is extremely basic killer. The problem with him is he poorly fits in current meta where only killers who have high mobility can thrive and compete where others have to rely on pressuring survivors by eliminating someone early. Apparently he won't be able to be everywhere but at least he should be able to apply some pressure earlier.

    Although traps cant down players by themselves a survivor triggering a trap while not in chase can find themselves in a lengthy escape loop which gives the killer ample time to walk over and take a survivor from full health to dead with a single swing. No chase. No counterplay. No gameplay. You failed to see the trap that was placed within the terrain so you forfeit your right to playing the game.

    This is my main point of conjecture. Compare the Trapper to other trap killers like Hag. Like Trapper she is focused on laying traps and controlling the map. However, unlike Trapper the gameplay still exists. Because triggering a trap doesn't mean that your entire gameplay is limited to rolling an RNG machine. Triggering a trap doesn't mean that you forfeit both health states and go straight from full health to downed without even having an exposed effect. Even if a killer is inflicted with the Exposed status effect the Survivor has options available to them to still work within the confines of the game to attempt to survive. The same cannot be said for Trapper.

  • @Green_Sliche said:

    He is already one of the worst killers because he has no supernatural power and his tools are are spread all over the map in deactivated form. Without proper addons he is the best example of perkless M1 killer.

    Two things could make him more viable and enjoyable -

    1. All his traps spawn on the map armed unless he uses addon where he has them all in the bag from the beginning.
    2. His Red Addon that re-arms random placed trap every 30 seconds needs to be a basekit.

    With how quickly gens can be repaired and map sizes being quite large, this killer often has no time to ''strategically'' place every trap everywhere. Often half or more of them are either disarmed, never picked or are placed in area with completed generator, making them less likely to capture anyone. The changes I suggest will allow him to start chases early and have the benefit of his traps from the beginning and with auto-rearm he will get some more time, especially if there's a survivor who keeps disarming his traps 24 / 7 by following him at distance.

    My focus has been to move away from the mechanic thats built into him where you can go from full health to dead without any engagement with the killer. Making all traps on the map active from the start and having the re-arming feature basekit would exacerbate these issues. Survivors would be getting killed by traps that the killer hasn't seen or even knew were there. That's not what anybody would describe as compelling gameplay.

    I get that having to get around the map as a trap killer is difficult. I main Hag so I deal with the same issues. Part of playing a trap killer is doing what you can to put pressure on survivors while also preparing the map for a 3-gen situation. You can't be a killer that can both lockdown a specific corner of the map and be able to apply pressure map wide. You just can't have it both ways.

  • On A Side Note Why Are We Capitalizing The First Letter Of Every Single Word In The Sentence? This Is A Very Weird Way To Write And Takes Exceptionally More Effort Than If You Were To Just Write The Sentence Out Normally.

  • @ShanoaLegendaryPlz said:

    Currently you can gather up with your slugmates and make a whole bunch of slug patterns like a square or a + sign etc. Or you can follow the killer around in a slug trail, or if hes standing still crawl around him in circles. But whatever you do, dont have fun.

    pretty much.

  • Eh IDK. Anywhere around the basement if the killer is sitting there you're gaining the ability to escape yourself. If the killer isn't anywhere around you, you should be able to rescue from basement. If the killer comes back as you try to rescue from basement somebody is getting hit and that is the penalty of the basement. Its meant to be exceptionally difficult to escape from compared to other hooks. That's why its the basement.

  • This game has a BIG problem that has gone overlooked throughout the entirety of its existence. Voice chat is a strength for survivors that way more beneficial to them than any perk in the game. The more you win as Killer the more you're going to get matched with these teams. And these teams will make your life miserable. Don't even worry about calling them out on it. None of them will admit it because they know how stupidly broken it is. So what's your recourse?

    Just play a friendlier Killer. Play around with surviviors and let some of them escape. Not only will this make your gameplay more enjoyable but letting surviviors our will keep your MMR lower and keep you away from most of those sweaty teams. Just focus on having fun and remember that there are 4 other people in the lobby whose enjoyment is reliant on interacting exclusively with you. In this scenario you want MMR. MMR is the only thing keeping those toxic teams at bay.

  • With the introduction of bots the leave penalty needs to be addressed. 90% of the time somebody who wants to immediately suicide on a hook was doing significantly less in the game than even the worst AI would be able to do. On the same page if there is a leave penalty you have to be able to to exit out of the game on hook otherwise people are just going to afk in the middle of the field and get out of the game that way.

    • Similar to anti-face camping on hooks, if the Killer leaves an explicit radius around the Survivor… A meter will fill up allowing a Survivor to pick themselves up one health state.
    • Alternatively, it can be made base-kit for Survivors to be able to pick themselves up once per trial. Assuming their are only two Survivors left in a trial.

    Both of these will result in the Killer just being forced to sit over the survivor for the same outcome. The exit gates can still not be opened until gens are completed and the hatch is still not on the map. The problem is that the devs have backed themselves into a corner where the survivors are stuck for 4 minutes in the downed state which is a long time but nowhere near enough time to do multiple generators. At the same time hooking the downed survivor immediately puts the killer at a disadvantage because typically they're just waiting at one of the exit gates creating a 50/50 escape situation. That AND the killer has the added task of having to consider hatch being on the map as well. The design of the game aggressively funnels Killers into participating in a behavior that the players collectively agree isn't positive to the overall experience. This is indication of nothing more than bad design.

  • I'd rather just be able to "unalive" myself if the Killer is refusing to to pick survivors up. That is 4 minutes of being literally trapped in a match if you're unwilling to take a deserter penalty.

  • This is a sort of situation that is best remedied with a change in mentality. When you're focusing on refamiliarizing yourself with the game don't worry about doing well. If you don't go into a match with any addons or offerings you literally don't lose anything from a loss. You could lose a million games and be in the exact same situation you are now.

    So, if you change your mentality away from a 4k being the only thing you consider a "win" towards just familiarizing yourself with the mechanics. Anytime you do a clutch play or really take advantage of your perks/abilities they're all little wins. You're learning and getting better.

    Also, play around with the survivors some. Each game doesn't have to be this "me vs them" mentality. I like to think of matches where I'm killer as me being the DM of the match. I have four people in this game who are completely reliant on me for how much fun they're going to have in this match. When you play with survivors and give hatches at the end of the match (I like to reward hatch at the end to Survivors I think tried particularly hard or just got unlucky/screwed over by teammates). Its significant how much doing this changes your enjoyment game after game.

  • The only way they can balance out survivors with solo queue is by introducing voice chat into the game and incorporating communication into the balancing efforts. Problem with that is that a vast majority of the people solo queuing also aren't running any sort of voice communication or are just unwilling to engage in voice chat. This would end up hurting solo queue even more. because balancing would be skewed towards teams.

    On the other hand if they don't incorporate voice chat they're always going to have the problem of just how powerful voice chat is with any size SWF group. Being able to communicate across map is stronger than any perk in the game. There is no way that the survivor/killer relationship can be effectively balanced without taking it into consideration.

  • IDK I disagree. Its a crutch perk. If you spend enough time playing you learn the tiles and can visually know where all the vaults and pallets are. I have over 2500 hours and I still get thrown back after I've been using WoO for a bit too long. It's nice to have to not have to think about one more thing while in a chase but its nowhere near overpowered. Like I said, pure experience gives you the same information that the perk does. The perk also has the side effect of making you complacent if you use it for too long and then try to play a build that requires all four slots. You're honestly better off just not using it.

    TLDR: I believe that people thinking it needs a nerf is silly. Its a perk to help people learn the game but it honestly just becomes a crutch for most which is why its ran so much. Maybe its range can be reduced but I don't see it being at all necessary tbh.