VibranToucan
VibranToucan
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Pallet density is survivor sided: Took 2 months to change it in a major patch.
Pallet density is killer sided: Changed it in the next bugfix patch.
Killers can't have anything lol.
But hey, maybe thirds time the charm and Deathslinger is finally fixed for real.
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@dirizio23 said:
"Anytime you are stunned or blinded by any Survivor (…) Survivors who stun or blind you (…)"
does nottrigger Deathslinger chain break. I think deathlinger chain break like bubba bumping his saw against a wall or nurse after the blinks are not treated like a stun, its not the survivor stunning them, its just them having a resting moment as part of their power. (might be mistaken with something here not an expert)i dont have my game on but game afoot in google says: performing the Break or Damage action which is clearly an action seperate from any killer power.
Then why does chain break work for stun tome challenges and Hubris?
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@kaneyboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034978#Comment_4034978
why is killer queue so long then?
I am in Germany and almost exclusively play in the evenings. My killer queue is usually a few seconds while my Survivor queue is multiple minutes.
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@Ghostofsnow said:
I'm still just baffled it got fully removed, like i get there wasn't too much forum talk on the anti slugging but i thought that was just cause it was overall fine and not worth talking about from the creator i see addressing it.
I don't want anything abusable, i just want something that should have been addressed for a long time dealt with even in a small niche way besides that 'quick with no downside' button and trying my luck the next match that their isn't more f the same. like i said, even a 3minute slug requirement to an ubreakable effect would do a ton to address this and i can't think of a single good argument a killer cant pick a person up for 3minutes1. The Survivor is one of the numerous positions where the killer cannot pick them up.
2. The Survivor has been carried before but due to sabotagibg hooks the killer had to drop them and any attempt to pick them up would result in an instant wiggle free.
3. The Survivor crawled into a corner and the killer cannot find them in a reasonable amount of time.
4. Multiple Survivors went down in an area sparse with hooks (for example downstairs Balham) and the killer cannot reach a hook for all of them.
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I have seen so many people say this happened, but since the Killswitch and adjustment of this mechanic I have yet to see an actual video of it happening.
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@Willish said:
I've seen lots of talk about survivors taking a break, but not so much about killers doing it.. Are killer queues longer?
They have been scaring killers away for 2 years with their survivor buffs, one killer sided patch won't change a general trend.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4032512#Comment_4032512
I mean, not sure how much proof we need how much they really hate survivors lol.
Wish they would sale the game to a new dev team before it's too late. It has potential to be a fun game.
Yeah, the past 2 and a half years really showed how much the devs favour killer.
Survivors have only gotten Basekit anti-camp, basekit longer hook stages, basekit faster mending, basekit longer unhook protection, stronger sabotage all around, Shoulder the Burden, Conviction, Finesse, buffed Resurgence, buffed Vigil, buffed Decisive Strike, most of the strongest and most common survivor perks (for example, Lithe, Sprint Burst, Resilience, Deja Vu, Hyprfocus, Unbreakable) untouched while Pain Res and Pop got constantly nerfed, Skull Merchant nerfed purely because of Survivor complaints, gen speeds + bnp untouched, broken potential energy not killswitched for weeks, broken streetwise not killswitched for one week, hell even stronger chests.
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Edit: Misread, sorry
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@Yoshirama said:
Wonder yourself why killer queues are longer
At peak hours, in my region at least, killer queues are still like 5 seconds meanwhile Survivor queues are multiple minutes.
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Killer gets are already getting more and more complex. This would mean too many more factors that all need to be balanced individually and too many aspects of each killer that Survivors need to be actively aware of.
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From the Terms of Use that you agreed to when you started playing:
"All Virtual Goods remain the property of BHVR. You acknowledge that BHVR may, in its sole discretion, in any general or specific case, modify features, functions or abilities of any element of its Games or any Virtual Goods (which may, among other things, make the Virtual Goods substantially more valuable, effective or functional, or less valuable, effective or functional, more common or less common, or eliminated entirely). You acknowledge and agree that all Virtual Goods represent a limited license right governed by the Overall Terms, and are not redeemable for any sum of money or monetary value from BHVR at any time."
Also, they are adding back the ability to recover while crawling with Tenacity next patch.
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While I agree that the amount of pallets is weighting the balance in Survivor favour too much, DBD is still a mostly skill based game. You can still win with any killer on any map. I have never map dodged in my life.
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@cogsturning said:
I've had 3 people DC in my last 25 killer matches. That's 3 out of 100 players. 3%. So him saying he has them every other match or so seems a bit abnormal.
It's also not "entitlement" to give up. It's feeling worn down and hopeless. I've had a horrible string of survivor matches the last few days. Multiple hard tunnels, multiple toxic killers hitting people on hook, multiple people going second stage on first hook—even two in a single match—and tons of slugging. I was left to die on my first hook one match. That stuff wears you down, and when it seems like your next match is heading that same way, sometimes people just break.
And you don't see killers giving up as much because it's never over for killer until the very end. You can turn a 0k into a 2k-4k in end game. For survivor, some situations are unwinnable. Four gens ain't getting done by two players.
1. If you are feeling like that, don't queue again or if you do play it out. Don't make the other 4 people in the match worse just because you are upset. Thinking the killer should cater like that, and the other Survivors should just accept it, that is entitlement.
2. Hens literally made a video where he tried that. He made the other two Survivors instantly give up and the other two not touch gens until they were dead. They managed to perform extremely well, even escaping against a meta ghoul player. You absolutely can always come back as Survivor.
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Seemed nice at first, but it's just completely wrong. I distinctly remember playing Blight with my friend last 2v8, even have a few clips, but the stats say I never played Blight in 2v8.
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The Bloodlust is borderline useless, only like 3 to 5 killers can consistently use that to it's fullest and even then it's just like 0.75 seconds worth of distance.
The anti-slugging is not going to affect your average match, but it's going to be a pretty big buff for SWFs who play into it, for example sabo squads.
The new unhook boni are going to make contesting unhooks much harder for the killer, idk how it will end up, 30 seconds of 10% haste is a lot.
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Undone, Bloodhound, and No Quarter come to mind.
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you can just go to the stats website, that should show the map
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As a killer I, and I believe most other killers do this as well, don't go into a match with a gameplan. I adjust my gameplan with what helps me win the current game. If you want to unhook someone last second I'm not afraid to come back to defend the hook and potentially tunnel of the hook. If you want to sit on gens injured all games I am going to slug when it's convenient. Etc…
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@Emeal said:
But DCs would affect my stats in a non accurate way, so why should they track it?
Been with this game for 8 years and I know all games with a DC goes nuts.If the killer kills the other 3 Survivors, downs you and then you abandon during the mori, how would counting that as a death not be accurate?
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@CrossX2 said:
dear behavior,
please do something about the slugging and tunneling. Over the last 20-30 matches I can count on one hand in how many matches at least 1 survivor made it out of the game. In almost every match I have either all lose because the killer slugs them all when he sees he loses the game especially the last 2 survivors or he tunnels every single one of them.To be honest I’m not even having fun anymore as a survivor. It’s not normal that 17 out of 20 matches, every single survivor loses.
This does not seem remotely true to me.
If 17/20 matches were 4ks, even if the other 3/20 were 0ks, the escape rate would be roughly 15%, when official data shows it leans more towards 40%.
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@Alicia_Tried6041 said:
Because survivors deserve more pallets to defend theirselves against todays broken killers.
Most "broken" killers have an easy time against pallets. Nurse can teleport through them. Blight, and Billy can instabreak. Singularity can teleport through them, break faster and sometimes instabreak. Ghoul and Krasue have really good scampers. Dracula can insta break in wolf form, hit over them in vampire form and fly over them in batform.
Of course a pallet is more inconvenient for a Blight than no pallet, but it's going to hurt the pig way more than it does Blight.
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DeadByDaylight.log
Seems like there was an issue uploading my logs, here they are again.
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It would make camping much easier. Knowing the Survivor can't be unhooked for the first 30 seconds means the killer can do go pressure something else for 30 seconds, with no risk of them being unhooked, and then camp for what is essentially a 40 second hook stage. It would also allow for much more aggressive camping since you don't fill the Resolve Meters for the first 30 seconds. It would especially help the high mobility killers like Blight since they already have no problem coming back to hook fast.
Also, I am not saying this would be busted, but with monstrous shrine there would only be a less than 30 second window to rescue a Survivor.
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Breaking a pallet mid chase with carnifex is so much faster than manually breaking it. Making it even more convenient AND allowing guards to continue chasing in the meantime would not be ok.
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I like the change. It still protects you if the killer tunnels of the hook, but it makes using it aggressively to take hits much more awkward.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010820#Comment_4010820
Telling survivors to stop playing isn't going to fix anything either. That's a surefire way to kill the game, and that's the last thing we want.
The people we tell to stop playing, are already harming the game by constantly ruining matches with their DCs. I'd gladly take longer queue times on both sides if it means less DCs at 5 gens.
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I played daily. Finished the rift like 3 weeks ago. For a lot I'm not even half way there. They made the rift grind depend on daily play, which I don't think is good.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007734#Comment_4007734
Are you sure about that:
https://us.v-cdn.net/6030815/uploads/C24ASN60DFXV/image.png
Coz its still like that. This is one of the rare days the extra server is on too
I am sure. If you keep checking at the same time of day, it's going to stay the same. In the late evening for example killer reguarly goes down to 6 seconds.
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I'm going to be honest, I don't see you having spend time polishing this chapter.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007774#Comment_4007774
The post has said this. And by saying that you think the devs did say they do Killer sided patches you admit that you believe that too. Based on two perks being changed.
No, based on Peanits saying 'we're balancing in favour of the killer'.
Could you provide a source for that quote?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007672#Comment_4007672
Do you think Matthew Cote walked into the meeting room and said "you know these anti-tunnel and anti-slugging changes we proposed even tho we only cater to killers? Well the community didn't like the execution and wanted different kinds of changes to help with these issues, so while we work on these we should hyperbuff slugging and tunneling and lets do that by keeping the rework of two perks we reworked for the PTB, and further adjusting one two weeks later?"
I know it sounds really stupid and outlandish, but this is a legitimate approximation of what happened.
They put out anti-tunnel/slugging changes, shifted the core function of two counter-perks over to the basekit of these changes, got backlash, removed the changes, and then consciously made the decision to not restore the core function of these counter-perks. And they haven't committed to reversion, either, just making some vague mention of 'changes', which notably aren't even in the first patch.
Again, this patch was supposed to help survivors deal with tunnelling and slugging, and instead wound up deleting two tools they have to deal with it.
Just as a reminder, you said this:
If they had playtested this patch without the anti-tunnel changes and had listened to those playtesters, it probably would have gotten reverted.
But we have tested them now and so far, in their communication, they haven't made any mention of a reversion. This isn't some 'oopsiedoodle' by the dev team, they consciously decided to gut these perks.
This is still one patch. Yeah this one is Killer sided. That doesn't mean there is a trend for Killer sided updates.
I don't think I said that.
Devs kinda did though.
"But we have tested them now and so far, in their communication, they haven't made any mention of a reversion. This isn't some 'oopsiedoodle' by the dev team, they consciously decided to gut these perks."
There is a difference between PTB, and live. There is a reason they put Clown on this PTB instead of just adding slower yellow activation time to live.
"I don't think I said that.
Devs kinda did though."
The post has said this. And by saying that you think the devs did say they do Killer sided patches you admit that you believe that too. Based on two perks being changed.
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@Rokku_Rorru said:
https://us.v-cdn.net/6030815/uploads/E400AFBGCG4K/image.png
This the queue times on the servers I usually play on, if this isn't enough of a sign that on a WEEKEND it's like this, IDK what is.
To be clear the left is killer queuetimes.I am on the same servers. These times can vary very quickly. The website has social media where they leave a log. On Dublin for example, just 16 hours ago Killers had 6 seconds and Survivors 3 minutes. Just one snapshot doesnt show the general trend.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007647#Comment_4007647
Take the entire thing in context, though. The changes to tunnelling and slugging were a follow-up on an issue that's nine years old at this point. 9.2.0 was originally supposed to disincentivise these strategies. While the patch was poorly received and a revert could be understandable, taking a patch that was supposed to alleviate a problem and then turning it over to utterly gut two perks that help keep the problem in check is, I'm pretty sure, unprecedented.
Context is also important for the killer nerfs you are referencing. Pain Res having copped 4 nerfs over its lifespan isn't that remarkable when it's still the most-picked killer perk in the game. Pentimento, also, didn't get a straight nerf, becoming easier to use and get value out of, even if that value is diminished, and this is a few patches after it got an indirect buff due to the boost to Thrill of the Hunt.
While OTR can be argued (With difficulty) to be deserving of a nerf, there was nothing to put Tenacity on anyone's radar for a gutting, and the nerfs they have received are far more extensive than any of the ones you mentioned, with both of them having lost their core components entirely.
- I am not sure what you are trying to say. Do you think Matthew Cote walked into the meeting room and said "you know these anti-tunnel and anti-slugging changes we proposed even tho we only cater to killers? Well the community didn't like the execution and wanted different kinds of changes to help with these issues, so while we work on these we should hyperbuff slugging and tunneling and lets do that by keeping the rework of two perks we reworked for the PTB, and further adjusting one two weeks later?" Like, Tenacity didn't deserve to get nerfed, Off the Record didnt deserve to get reworked, yeah so what? That doesnt show that BHVR is "giving (Survivors) crumbs every update."
- This is still one patch. Yeah this one is Killer sided. That doesn't mean there is a trend for Killer sided updates.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007638#Comment_4007638
It is going to be incredibly difficult to argue that the nerfs to OTR and Tenacity were anything other than intended. They didn't 'forget' to revert them and it's not like they weren't aware that they would normally require reversion.
This isn't oversight, this isn't them being unaware, this is a conscious decision to demolish these two perks, as further evidenced by the fact that they aren't getting fixed in 9.2.1, and they haven't committed to a revert. We're going to see 'changes' to OTR in 9.2.2.
This is not, in any way, comparable to bugs. You could try and argue that it's a case of them not listening to the testers, but the difference here is that in the case of Streetwise, they weren't listening, and in the case of OTR, they are listening, but they just don't care.
Okay, lets assume your position is 100% correct. So what? Killer perks get changed and nerfed all the time too. Sometimes those nerfs destroy them or make people unhappy. I think they should be reverted, but "They reworked 2 Survivor perks" is not a good argument for them favouring kilelrs. Literally DMS got nerfed in the same patch. Pain Res got nerfed 4 times over its lifespan. Quite recently Pentimento got reworked to be way worse than it used to be.
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007635#Comment_4007635
The stuff that benefitted the Survivors were bugs that were almost immediately fixed. The needless nerfs Survivors got this patch and every other patch were intentional.
And you know what, let's talk about bugs, shall we? When Springtrap had a bug that made him invisible when he exited his doors, BHVR dragged their feet - this was after quickly fixing Streetwise. The difference? One benefitted Killers and the other benefitted Survivors.
We can all cherrypick examples. They killswitched Nemesis PWYF faster than they killswitched Streetwise. Last Year Potential Energy was allowed to be bugged for insane gen speed for multiple weeks.
And about your examples: Streetwise got to stay in the game for like one week. The springtrap glitch was fixed after 9 days. That is not a big difference. -
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007635#Comment_4007635
No, OTR and Tenacity getting gutted was not a bug.
When did I say it was? They tested the new changes with the anti-tunnel changes, saw they are fine under those conditions, so they pushed them out even without the anti-tunnel changes. If they had playtested this patch without the anti-tunnel changes and had listened to those playtesters, it probably would have gotten reverted.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4007622#Comment_4007622
"Infinite item charges with Streetwise for Survivors, Insanely fast vault speed with Last Stand, a new Survivor who's screams are not directional, etc.."
Those were bugs, not intended changes
So? They are both a symptom of the same problem. Not testing enough and not listening to the playtesters who they did have.
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I could say the same about the last update. Infinite item charges with Streetwise for Survivors, Insanely fast vault speed with Last Stand, a new Survivor who's screams are not directional, etc..
Yes, Krasue is too strong. Yes, OTR should grant endurance. But the reason these changes were pushed it is because BHVR sucks at playtesting, balancing and listening to their community. Not because they hate Survivor.
Hell, they intended to push out insanely Survivor sided anti-slugging/anti-tunneling changes, and only depayed them when 90% of their player aye yelled at them what a terrible idea it was. They also put pallets every 5 meters this patch, which was added to live.
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"But oh, Killers don't like gen rushing? Buff and add more and more gen regression perks."
Over the past 3 YEARS we have gotten TWO new gen slowdown perks. And both are them are widely considered to be pretty bad. And yeah, they buff terrible perks, including terrible regression perks. Ruin and Oppression both got buffed this patch, but that's because they were bad perks, not because the Devs hand killers free regression. Dead Man's Switch was also nerfed and Friendly Competition was buffed.
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Slaughtering Strike is a pain to turn as well. This is the worst rework I have seen from BHVR tbh.
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Not really. A big reason why killers like Blight or Billy or Ghoul are so good that they can tunnel AND apply pressure. Their mobility allows them to quickly get back to hook. Sure, this might stop killers like Skull Merchant from tunneling as effectively, but that's not really the issue imho. If they were hard camping that was free gen time and a guaranteed Survivor win anyway.
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Wait we kept the removal of endurance from Off the Record?
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I really wish they'd just put a hook in the downstairs area if basement isn't here. Even if you move in an effecient path to the closest hook, one bodyblock/sabo is enough to ensure the wiggle out.
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The ration of Survivor to killer is roughly 1:4. Only Survivor perks would realistically get buffed.
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The dailies contribute a lot, if you don't play daily its going to take a lot of griding.
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@ReverseVelocity said:
They are probably going to increase the turn rate too, I'd imagine.
People told me they believe that clown fast yellow bottle activation time doesn't hit live or that the new UI colours don't hit live. Unless they confirm it, I'm not believing it.
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@Alicia_Tried6041 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001432#Comment_4001432
We are talking solo q survivor not a SWF. You can't expect to beat a well coordinated team easily. Slugging is unfair because it bypasses hook states. Case closed.
The anti-slugging would also kick in against SWF lol.
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There absolutely are reasons to leave a Survivor slugged for over 90 seconds.
They go down in a pallet with a teammate nearby, you manage to scare the teammate off, but you know from earlier they have have power struggle flip flop. They sabotage all nearby hooks so you have to drop the Survivor, but they have so much wiggle progress they'd instantly wiggle out if you did. You get a down across the map from where you are with Nemesis Zombies, Knights Guards, Victor, Huntress Orbital, etc... and when you arrive at that location you can't find the Survivor. They bring ebony hook offering as a sabo/flashlight squad (or are all in the same area for other reasons) and you snowball into a 4 people slug, but you can only reach 2 hooks from there. Hell, against sabo/flashlight squad it might happen naturally that someone lied on the ground for 90+ seconds total. Etc...
Sure, it might not happen much currently, but these are all scenarios created by Survivors, and will become more common if these anti-slugging changed were to be implemented.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000719#Comment_4000719
On the subject of you could say the same about anything
It's a strategy. Sometimes you win because you tunnel, sometimes you win regardless of if you tunnel, sometimes you lose because you tunnelInfinites, old, old Dead Hard, MFT, old Dead Hard, WTP+BU, etc were all strategies. As is gen rush, conviction, looping builds, sabo teams, etc are all strategies. Sometimes you win with them, sometimes you would win without them, and sometimes you lose.
The fact that something is a strategy does not mean it is too easy, too powerful, harms the game, or, as is the case with tunneling, all of the above.
That is my whole point. Your argument against tunneling could be applied to so many things, it wasn't a good argument.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000528#Comment_4000528
if you NEED to tunnel then you are playing out of your skillset and playing against people better than you. That is going to happen. You are going to lose at some point. Yall need to except the loss and allow mmr (which noone can see, so ego wont be harmed), to drop to a level where your natural skillset is viable. Thats what mmr is for, pairing players of similar skill against each other. By tunneling for that desperate cheese method of a win, you are artificially inflating your mmr which forces you to continue to tunnel. An actual self-fulfilling prophecy. The comp kid desperation for a win is the only thing keep the myth "tunneling is necessary" alive.
You could say that about anything.
"if you NEED to take hits then you are playing out of your skillset and playing against people better than you. That is going to happen. You are going to lose at some point. Yall need to accept the loss and allow mmr (which noone can see, so ego wont be harmed), to drop to a level where your natural skillset is viable. Thats what mmr is for, pairing players of similar skill against each other. By bodyblocking for that desperate cheese method of a win, you are artificially inflating your mmr which forces you to continue to bodyblock. An actual self-fulfilling prophecy. The comp kid desperation for a win is the only thing keep the myth 'taking hits is necessary' alive."
You act like tunneling is some exploit that breaks the game. That killers are like "damn it, I only have 1 hook at 2 gens, I need to press the tunnel button now" and then all survivors instantly turn to dust.
It's not. It's a strategy. Sometimes you win because you tunnel, sometimes you win regardless of if you tunnel, sometimes you lose because you tunnel. Needing to tunnel to win a game is no different than needing to take hits to win or or to prerun to win.