Abyast1
Abyast1
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@TheTWDFan said:
I made some comments about the solo queue experience in another thread about killer anxiety, but I thought it might be interesting to put some of my thoughts together in one place. These are just my experiences and observations as someone who's still relatively new to Dead by Daylight, both in terms of playtime and how often I actually get to play.
I started playing Dead by Daylight in July 2025 after The Walking Dead DLC was announced. The Walking Dead is my favourite TV show of all time, and although I usually avoid multiplayer games because of the toxicity and overly competitive atmosphere that often comes with them, I couldn't pass up the chance to play my favourite characters in a horror game. So I bought Dead by Daylight and started the long process of getting every survivor to Prestige 1 so I could unlock their perks for Rick and Michonne.
I currently have around 462 hours in the game. I know that's not considered a lot by Dead by Daylight standards, where many players have thousands of hours, but I do feel reasonably confident now and like to think I have decent game sense. I know not to group up on generators unnecessarily, I try to take chase for people on death hook, and I'll happily take protection hits when needed.
One thing I quickly realised, though, was that there were a lot of unwritten rules and pieces of community terminology that I had no idea about. I vividly remember playing against a TTV who referred to my team as a "SWF." I genuinely didn't know what that meant, so I asked in their chat afterwards. They assumed I was trolling and immediately banned me. At the time I only had around 50 hours in the game, so I was completely confused. I hadn't understood what I'd supposedly done wrong, either during the match or in their chat. After looking it up, I discovered it simply meant "Survive With Friends." Learning that term made me notice a pattern.
No matter what lobby I'm in, people often assume we're a SWF. The funny thing is, I haven't played in a party a single time since installing Dead by Daylight. Every one of my matches has been solo queue, yet I've still been accused of being part of a coordinated group countless times. It seems like if survivors repair generators efficiently, spread out, take protection hits, or generally know how to play the game, they're automatically labelled a SWF. If generators get completed quickly, it's because they're a SWF. If everyone loops reasonably well, they're a SWF.
I know this might sound dramatic, but sometimes it feels like solo queue players don't actually exist in the eyes of some killer players. We absolutely do exist, and I'd argue there are probably more of us than people realise. It often feels like assuming every competent team is a SWF becomes an easy explanation for a loss: "Well, of course I lost, they were a coordinated group." Sometimes that's true, but a lot of the time it simply isn't.
After watching a variety of content creators to improve at the game, I've noticed this is a common discussion point. People often talk about how difficult it is to face coordinated SWFs, but I rarely see anyone discussing how rough the solo queue experience can actually be. When I'm matched with duos or trios, I often feel like the random player is treated as an afterthought. I can get every unhook, spend the match healing teammates, contribute to generators, and still be left to reach struggle stage or abandoned during the endgame, even when I'm running Kindred and everyone can clearly see it's safe to rescue me. It's almost like you're viewed as less important because you're not part of their group. You may as well have a bot icon next to your username.
I've even watched streamers' VODs afterwards and heard them talking down about me simply because I was the random Rick player in the lobby. What's wrong with playing a character I genuinely love?
The character prejudice in this game is honestly bizarre to me. It's never something I think about when I load into a lobby, but I've noticed certain characters, especially Sable and Meg, seem to receive an unfair amount of judgement before the match has even begun.
I've even had people make assumptions based on my username. My name is "ThatTWDFan," and I've had streamers scoff at it as though it somehow means I'll be a bad teammate. I've had that username for years because it genuinely reflects one of my biggest interests, and I actually think it looks quite clean. Yet people still use it as a reason to prejudge me before the game has even started.
As a newer player, that doesn't exactly feel great. There's already so much to learn in Dead by Daylight, and it's a game that's constantly evolving with perk changes, balance updates, and new mechanics. Expecting newer players to instantly know everything feels unrealistic.
Something else I've noticed is that the community often has a "damned if you do, damned if you don't" mentality. If I take a protection hit or sabotage a hook, I'm sometimes labelled toxic by the killer, which can lead to being tunnelled, bled out, or repeatedly humped on the ground, a behaviour that's a fascinating topic in itself. On the other hand, if I don't take the hit or don't sabotage the hook when I have the opportunity, I'm suddenly considered a useless teammate by my own team, and sometimes even by the killer.
I play against a lot of TTVs for some reason, and I've lost count of how many times I've heard people criticise me over things that were completely outside my control. It often feels like you're expected to play perfectly, predict everyone else's decisions, and never make a mistake. If you don't, you're apparently the worst player in the lobby. That creates a surprising amount of pressure. There have genuinely been evenings where I've chosen not to launch the game after a long day at work because I'm tired and convince myself I won't play as well as usual. Instead of relaxing, I'm worrying that I'll end up in a streamer's lobby and spend the next ten minutes being criticised in front of their viewers.
I've always seen video games as a way to switch off from reality and escape for a while, but Dead by Daylight doesn't always allow me to do that. It feels like you constantly have to be "locked in," otherwise you're opening yourself up to criticism from one side or the other.
Despite all of that, I do still enjoy the game. A huge part of that is because of The Walking Dead characters and my goal of getting both Rick and Michonne to Prestige 100. They're currently both Prestige 98, so I'm almost there. Honestly, though, I'm not sure I would've stuck with Dead by Daylight if they weren't part of it. The solo queue experience can be so inconsistent and mentally exhausting that it sometimes doesn't feel worth queuing at all.
This isn't me asking for people to play with, I actually enjoy gaming by myself and have always been more of a lone wolf. I just think the solo queue experience is often overlooked.
I wish more players took accountability for their own mistakes instead of immediately blaming the random teammate. Likewise, if one or two survivors are being toxic or BMing the killer, I'd rather see the killer deal with those specific players instead of taking their frustration out on everyone else. More often than not, it feels like solo queue players end up as collateral damage simply because they happened to load into the same lobby as a group of friends.
I know this might sound dramatic, but sometimes it feels like solo queue players don't actually exist in the eyes of some killer players. We absolutely do exist, and I'd argue there are probably more of us than people realise. It often feels like assuming every competent team is a SWF becomes an easy explanation for a loss: "Well, of course I lost, they were a coordinated group." Sometimes that's true, but a lot of the time it simply isn't.
A lot of killers are told, not only here, but out there too, that any level of efficiency is impossible because of the brainlets of soloqueue. I remember having this exact dillemma in my head multiple times. You are not alone here, the issue is Soloqueue is often talked down to, to the point where any level of co-ordination seems swf. Doesn't excuse it, but its often the shield a lot of people hide behind when downplaying certain aspects of the game.
People often talk about how difficult it is to face coordinated SWFs, but I rarely see anyone discussing how rough the solo queue experience can actually be. When I'm matched with duos or trios, I often feel like the random player is treated as an afterthought.
Far from it, sadly. Soloqueue is often acknowledged to be a bloodfest, hoping you get even slightly self aware survivors who can help you escape from the trial. But yes, queueing in and being put with a 3 man swf can either be a saving grace or make you hate the game on a new level. I've played with 3 man swfs (myself not part of it) who have done everything they can to be efficient and left me on hook to die because the killer was proxy camping. I've also played with some of the most godly 3 man swf's who put me to shame, and carried my ass through the trial. Its a 50/50 which ones you get.
The character prejudice in this game is honestly bizarre to me. It's never something I think about when I load into a lobby, but I've noticed certain characters, especially Sable and Meg, seem to receive an unfair amount of judgement before the match has even begun.
The funny thing is, its often underserved. However, its always a meg or sable, but not every meg and sable. They get their stereotypes because the people who gravitate towards meg want to be chased and have the flashlight saves at the ready (which nicely aligns with her perks and outfits), and sables have invocations a lot of the time they waste half the game on and become broken, which is often a liability.
I play against a lot of TTVs for some reason, and I've lost count of how many times I've heard people criticise me over things that were completely outside my control. It often feels like you're expected to play perfectly, predict everyone else's decisions, and never make a mistake.
Oh absolutely, people love to blame anything other than themselves, and since your not in the 3 man your the target. I generally avoid going into TTV's chats unless I enjoyed the game and are ready to hear the insults. They expect a level of co-ordination and skill from you that isn't a god given ability, and that they have because theyre in a swf. Calls that make sense because theyre in a swf arent always possible to you, because you don't have their info. Take it on the chin or don't go into their chats, because sadly thats what most the ttvs will do.
I've always seen video games as a way to switch off from reality and escape for a while, but Dead by Daylight doesn't always allow me to do that. It feels like you constantly have to be "locked in," otherwise you're opening yourself up to criticism from one side or the other.
And your playing the role that has time to switch off. But yeah, any mistakes/bad games can and will be criticised by the other players. Its horrendous, and im sorry you have to go through that. Its why I don't just play dbd. I play league of legends, I play TLOU, I play darkest dungeon and I play skyrim and switch whenever it gets too bad. Dbd and league arent my chill games, I play them when I want to win/concentrate and are ready for the criticism. I'd advise you try and find other games to loop in when your feeling like relaxing.
I wish more players took accountability for their own mistakes instead of immediately blaming the random teammate. Likewise, if one or two survivors are being toxic or BMing the killer, I'd rather see the killer deal with those specific players instead of taking their frustration out on everyone else. More often than not, it feels like solo queue players end up as collateral damage simply because they happened to load into the same lobby as a group of friends.Ooh boy, Sadly do I have to both agree and disagree with this take. In the perfect world, when Bmed the killer would shrug it off and move on. In a perfect world, teabaggs and tunneling wouldn't exist. Sadly , this is dbd. A killer who is tea bagged might take the kids gloves off and tunnel anyone who they can to kill the offending party, because sadly they might need to get rid of the weakest link to get to the actual BMER. And if a survivor who has been hit on hook/tunneled out next game goes and teabaggs the killer, its a vicious cycle. Both sides do it, both of them feel entitled to it, and whilst it feels bad as someone who doesnt bm (I too avoid bming until another side does it, and I certainly don't take it into the next game) it sucks. And as the newer player, you might end up being the "weakest link" a lot more times then you'd like.
Now my other peice of advice is, if you want to not be targetted out because of the SWF you get put against are bming. Theres only one thing you can reasonably do, and thats become not the weakest link. Keep playing, watch videos on how to loop certain tiles on each map, what perks to cover your weaknesses, and decision making throughout the trial. Watch other high tier survivor mains and how they play, and become the monster that you can be so the killer cannot afford to waste time taking it out on you.
But yeah, soloqueue is rough bud, I really hope you stick it out and continue to improve so that you can enjoy the game, and whilst you'll have bad games, you'll have unsatisfying games and youll have games that make you want to pull your hair out, Just keep a positive mentality and don't let it affect you. Become impervious to the tilters. Thats all I can suggest.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099250#Comment_4099250
The UK is not the world. You're limited experience on your own server guesstimating queue times is just not something I'm going to entertain. At the time I play, killer is usually instant. If I use only that extremely limited experience, I'd have 1% of the picture. You lack context.
So we can finally understand that just because people are willing to queue for a role doesnt make it okay/bearable
Are you going to misconstrue everything I say? For one, survivors aren't waiting in a line. Second, I literally said I stopped playing because of it. With queues hitting 20+ minutes I proabjly wasn't the only one. Do you think survivors would play if every match was a god Nurse? If killer was consistenly terrible, and they consistently lost, they wouldn't play. Is your argument "killers occasionally lose and the role is therefore bad"?
"Are you going to misconstrue everything I say? For one, survivors aren't waiting in a line. Second, I literally said I stopped playing because of it. With queues hitting 20+ minutes I proabjly wasn't the only one. Do you think survivors would play if every match was a god Nurse? If killer was
consistenlyterrible, and theyconsistentlylost, they wouldn't play. Is your argument "killers occasionally lose and the role is therefore bad"?"- oooh this is an olympic level strawman. lets see if you can get it this time.Firstly survivor queues in singapore are 1min 47 in event rn, so by definition are waiting in a queue.
Secondly:
You said the event must be ok because killers are willing to queue for it.
I said that Hex jason must be ok because survivors are willing to queue for it.
You say thats not whats happening all the time so whilst that things not ok, It doesn't make the thing unbearable "Frequency is what makes a broken thing unplayable."
So let me lay out what the survivors can do in the event, and what killers find unfun, and then we can discuss the "frequency" of it. Unbreakable pallets, repeated teamwide heals, perma haste, invis+ portals, mini sb and resetting pallets. Now then, that seems incredibly unfun if spammed, I think we'd agree. Now the frequency:
I've had soloqueue survivors spam the tables to get heals and remove my pressure, which has massively hindered my fun on the less impactful killers in the event (essentially when im not playing my jason, legion, huntress or springtrap). This happens (effectively), in maybe 1/5 of my games. Now I can win these games depending on the killer im playing and the general skill level of the survivors (even if they use tables well, doesn't mean theyre good in a chase ect) but its still incredibly unfun winning after slogging through what have been 15 minute games sometimes. Now this stat may be different for others, but my point is it doesnt require a 4 man swf comp squad to be able to abuse this event and get the most unfun result for killers, like hex jason for survivors. It isn't every game, but its common enough that Im off the bat sweating and overall ruins my fun in the casual games because I might have to deal with table spamming. Decent survivors can pull this off in soloqueue. Thats what makes it unfun, Its not unreachable in the slightest.
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"If your desire is to win then a 3k is a win and slugging for the 4k is inefficient, you could get more wins in that time. If you define a win only as a 4k then that is on you and you maybe need to think about why you specifically need a 4k so badly."- Maybe you need to think about why you need a hatch stand-off so badly. Im fine with either personally, but to act like you deserve and are owed this hatch standoff is ludicrous entitlement.
"I DID STOP. Despite all the bull claims about killer being miserable I swapped over to basically only playing killer now and you know what happened? "- And there you are, pivoting again. You said if you don't have a chance at hatch why would you see a match through. I said If your not willing to see a game through, dont queue up. Thats your incentive. You queue'd up to a multiplayer game, you chose to play, so you should see it through to the end.
"Anyone that thinks the killer experience is miserable is clearly expecting to win every single one of their match, they don't want a fair match just winning every match and many like you can't stand that even a single survivor might escape, its the true entitlement in this game. You are not worth any more of my time."- LMAO, the strawman is real. Pretending its not entitled to repeatedly cry about not getting a hatch stand-off because the killer decided they wanted the 4k when you aren't owed a hatch stand off. The killer isnt hacking. They aren't entering the mainframe to stop you getting the hatch. If your not willing to play a game out, gtfo. The game is better off without people like you.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099245#Comment_4099245
doesn't mean I cant see the literal queues.
usually a game or two a day weekdays, weekends can smash out 4+ hours depending on queue times.
Ok so you have no idea what the queue patterns are. The visible timer was only even added during the last 2v8. So you're using a limited amount of play time on one isolated server with a very new set of in-game data to make these hard statements about the whole state of the game and the queues.
Whats their queue times look like normally
Queue weren't regularly over 5 mins until recently and even that was the extreme end. I don't know why you're so deadset on arguing this when you've clearly never monitored the times before.
And Singapore's queue time for both modes are equal right now.
Thrill must not be that bad
Not every match is Hex Jason. I played 35-40 survivor matches the other day and I not only didn't see one hex Jason but not even a single Jason at all. Very few totem builds either.
But no, its not okay. The Jasons with hex builds are why I took a two week break from survivor, the longest I've ever taken since picking up the role. But now that it's gone down, it's bearable. Nurse is also not fine but she's also not every match. Frequency is what makes a broken thing unplayable.
I can look at a timer, I can sit there watching videos and see how long it takes. I don't need the game to tell me how long I've waited for, given I've played both roles since 2018.
"queues weren't regularly over 5 mins until recently"- They have been for easily the past year. Consistent 5 mins+ killer queues have been the norm since knight (2022) for me and everyone I've talked to irl about dbd (might just be UK servers, but you've yet to show how UK servers are some huge outlier at the other servers peak times).
Also singapore survivors have over a minute wait on the event, whilst its instant on the event, they arent the same by your standards.
"Not every match is Hex Jason. I played 35-40 survivor matches the other day and I not only didn't see one hex Jason but not even a single Jason at all. Very few totem builds either.
But no, its not okay. The Jasons with hex builds are why I took a two week break from survivor, the longest I've ever taken since picking up the role. But now that it's gone down, it's bearable. Nurse is also not fine but she's also not every match. Frequency is what makes a broken thing unplayable."- So we can finally understand that just because people are willing to queue for a role doesnt make it okay/bearable. But its only understandable for survivors, for killers it must be fine because they queue for it. Gotcha
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099240#Comment_4099240
I think you need to go look up the definition of efficient as well because that is not what that means.
Ya, this is a disingenuous argument, anyone that thinks getting the exit gates powered with two survivors left with more than a single generator left either misunderstands the game or is being intentionally delusional. I never said it was a failsafe for escaping, it is a failsafe for ending the match, otherwise what incentive does the survivor have to continue playing?
Hiding and doing totems and the like will fail and either way you are forcing two players to wait for your personal satisfaction. Its clearly just you wanting an easy 4k instead of actually having to work for it as intended. There is nothing fallacious about my argument, the killer feels entitled to a 4k and slugs to get it, wasting everyone's time in the process.
Your interpretation is meaningless when taken against the actual facts of the game. When three survivors escape through exit hatch spawns, how did all four survivors end up on hook if you slugged for the 4k? Your entire argument boils down to "I'm not entitled its you your entitled" with zero substance behind it. You just think survivors are entitled and cannot stand me using that argument against you when its the actual logical statement when talking about slugging for the 4k. Besides we have actual statements from the developers about hatch.
https://forums.bhvr.com/dead-by-daylight/discussion/390790/is-escape-through-hatch-fair
https://us.v-cdn.net/6030815/uploads/L0M7IEI1SJU1/image.png
All of your arguments about touching other things while waiting for bleed out fall directly under the "all the killer has to do is patrol." You have already won and just want a 4k win instead of a 3k, that is entitlement, trying to turn the argument around doesn't change that and is frankly nonsense that isn't worth real engagement. For the record, I would be in favor of an endgame rework because I think the entire endgame is silly in most cases but until then asking that killers not slug for the 4k is just asking for basic respect and sportsmanship from my opponents.
"Efficient describes a person, system, or machine that achieves the desired result with a minimum of wasted time, energy, or resources."- the desired result of killer is killing all 4 people. it prefaces that you have to achieves the DESIRED RESULT with a minimum of wasted time, energy or resources. It doesn't say to change the desired result to make it easier to achieve/take less time to achieve. I'm glad I understand definitions because you sure as hell dont.
"Ya, this is a disingenuous argument, anyone that thinks getting the exit gates powered with two survivors left with more than a single generator left either misunderstands the game or is being intentionally delusional. I never said it was a failsafe for escaping, it is a failsafe for ending the match, otherwise what incentive does the survivor have to continue playing?" - The survivor has the "i queued up to play a game and so have to see it through incentive". Its why we punish leavers, because by entering a game, your agreeing to see it through unless some out of control circumstance forces you to leave (in which you take the leaver penalty and it only happens once). If you don't want to see a game through, DONT QUEUE UP. Its that simple.
"Hiding and doing totems and the like will fail and either way you are forcing two players to wait for your personal satisfaction. Its clearly just you wanting an easy 4k instead of actually having to work for it as intended. There is nothing fallacious about my argument, the killer feels entitled to a 4k and slugs to get it, wasting everyone's time in the process."- It won't fail. and its not an "easy 4k instead of having to work for it like intended", its survivors believing they are entitled to remove a killers right to a 4k they earned by stopping the survivors from completing gens and so need the out because how dare the killer get a 4k. Thats why hatch was added, because survivors en masse were like "how dare killers get a 4k, I deserve a chance to escape even if I've messed up all throughout the match, and if I don't get that Im going to hide and hold the game hostage". The hatch is a bi-product of survivors not being able to take a loss. And so killers wanting the 4k, aka a flawless win, is justified.
"Your interpretation is meaningless when taken against the actual facts of the game. When three survivors escape through exit hatch spawns, how did all four survivors end up on hook if you slugged for the 4k? Your entire argument boils down to "I'm not entitled its you your entitled" with zero substance behind it. You just think survivors are entitled and cannot stand me using that argument against you when its the actual logical statement when talking about slugging for the 4k. Besides we have actual statements from the developers about hatch." - Zero substance. Buddy, you've been saying your entitled to a hatch standoff. I've said neither side is entitled to either. Im saying just as you are entitled to your hatch stand-off, a killer is entitled to sweat for the 4k. Both are equally justifiable. Your the one who can't justify why survivors deserve the hatch stand off outside of "but why would a survivor continue to play".
"All of your arguments about touching other things while waiting for bleed out fall directly under the "all the killer has to do is patrol." You have already won and just want a 4k win instead of a 3k, that is entitlement, trying to turn the argument around doesn't change that and is frankly nonsense that isn't worth real engagement. For the record, I would be in favor of an endgame rework because I think the entire endgame is silly in most cases but until then asking that killers not slug for the 4k is just asking for basic respect and sportsmanship from my opponents."- my arguments do fall under the "all the killer has to do is patrol", your right, and all the survivor has to do is hide. Both can be true. Both can be equally valid statements. You are also being entitled by saying you want hatch standoff instead of being able to take the loss you got handed. YOU LOST THE GAME. YOUR ACTIONS UP TO THAT POINT LOST YOU THAT GAME. YOU DON'T DESERVE CHANCE AFTER CHANCE AFTER CHANCE TO WIN THE GAME AFTER LOSING. THATS NOT HOW ASYMETTRICAL HORRORS WORK.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099229#Comment_4099229
but right now due to the queue times being consistently lower than their average even before jason dropped
This is just not true. I check the queues in all regions multiple times a day. You didn't even seem to know Dead by Queue existed before this conversation so you probably aren't used to the wait patterns that shift by region and time of day. You seem to be only using what you've seen on your server as an example, and I don't even know how often you play, but I'm usually on almost everyday and the times are much higher than normal, and that's even with it being split between two modes. They're going to shoot back up even higher once the event is over.
Fundementally killer role has to be less popular unless you want abysmal queue times
Killer is the role that sells the game. It's the role the CCs all pitch. It's the role designed to win more. Most people who didn't join to play with friends probably started playing to play killer. But, once again, if you play both, you'll just play survivor if the killer queue is too long, thus keeping killer queues from being astronomically high and just moderately high. There's a reason there's an option to play survivor while waiting for killer and no vice versa option. They want to push people out of killer and towards survivor (without actually making survivor more enjoyable.) There was a time years ago when survivor had long queues. You had an argument then but those days are over.
The fact there isn't a queue time in the event (or its incredibly small) means killers aren't waiting.
https://us.v-cdn.net/6030815/uploads/PERWR3P3HDLP/screenshot-20260713-182812.jpg
There are waits to play killer in the event on almost all servers right now. A ten minute wait in Singapore is crazy and you're saying killers aren't playing the mode. There were no 10 minute waits 2 months ago.
Does that not saying anything to you?
That they prefer regular mode but will still wait in line for the event? Again, people don't wait in line to get punched in the face. If it was that bad they wouldn't be there at all. They'd play survivor or wait in the longer queue—or just play something else. I'm sitting at a 75-80% KR in the event and even I'm unwilling to wait for 3 minutes for my easy win.
"didnt even seem to know dead by queue existed before this conversation"- doesn't mean I cant see the literal queues.
"I don't know how often you play"- usually a game or two a day weekdays, weekends can smash out 4+ hours depending on queue times.
"There's a reason there's an option to play survivor while waiting for killer and no vice versa option. They want to push people out of killer and towards survivor (without actually making survivor more enjoyable."- BECAUSE IT REQUIRES YOU TO HAVE 4 SURVIVORS TO EVERY KILLER. THEY NEED LESS KILLERS BECAUSE EVEN HAVING ONLY 30% OF THE PLAYERBASE PLAYING KILLER WOULD BE TOO MUCH BECAUSE THEY NEED IT TO BE NEAR 20% FOR THE QUEUES TO FUNCTION. HOW MANY TIMES DO I NEED TO REPEAT MYSELF.
"There are waits to play killer in the event on almost all servers right now. A ten minute wait in Singapore is crazy and you're saying killers aren't playing the mode. There were no 10 minute waits 2 months ago."- In singapore its 7am my dude. Thats your example? Whats their queue times look like normally? As in the normal mode?
"That they prefer regular mode but will still wait in line for the event? Again, people don't wait in line to get punched in the face. If it was that bad they wouldn't be there at all. They'd play survivor or wait in the longer queue—or just play something else. I'm sitting at a 75-80% KR in the event and even I'm unwilling to wait for 3 minutes for my easy win."- so when we had forever freddy ect it wasnt that bad because survivors were still queueing? Thrill must not be that bad because killer queue times are (in the servers that arent asleep right now/just waking up) pretty low so survivors must be queueing. Got it.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099226#Comment_4099226
In what universe is searching the map for 4+ minutes to find the last survivor efficient? You could be in another match by that point. Not even remotely efficient, if you already know where the last survivor is then sure go for it but that isn't usually what happens.
The intended way is clearly a hatch showdown in the matches the killer won, trying to claim otherwise is ignoring hatches existence as the failsafe for ending the match that it is. No one is asking for an escape, we are asking that hatch showdown occur as clearly intended.
When the killer slugs for the 4k the 4k becomes guaranteed 99 times out of 100, that's not working for it in any sense, hatch showdown is you actually doing something. Again no one is asking to be given hatch, just for it to be allowed to spawn in as intended so there is a real chance. You are just choosing to interpret things in a way that is favorable to you.
"In what universe is searching the map for 4+ minutes to find the last survivor efficient? You could be in another match by that point. Not even remotely efficient, if you already know where the last survivor is then sure go for it but that isn't usually what happens."- efficient in the sense the killers job is to kill all of you. Slugging for the 4k stops 1 of you possibly escaping, so its playing efficiently in the sense of them doing their role.
"The intended way is clearly a hatch showdown in the matches the killer won, trying to claim otherwise is ignoring hatches existence as the failsafe for ending the match that it is. No one is asking for an escape, we are asking that hatch showdown occur as clearly intended."- The intended way is actually for you to come back and escape via gates. Its not a failsafe to get you out, otherwise It'd spawn at your feet after a set amount of time. Your stretching its role to justify your entitlement.
"When the killer slugs for the 4k the 4k becomes guaranteed 99 times out of 100, that's not working for it in any sense, hatch showdown is you actually doing something. Again no one is asking to be given hatch, just for it to be allowed to spawn in as intended so there is a real chance. You are just choosing to interpret things in a way that is favorable to you."- "when the killer slugs for the 4k the 4k becomes guaranteed 99 out of 100 times" thats because they don't hide and do a side objective every so often (like touch a gen for a few seconds, do a totem or open a chest) and stay away. and again hatch spawns when everyone's dead in some games, is that it "working as intended". No, I'm stating how your argument is fallacious and YOUR interpreting things in a favourable way.
My interpretation is: Hatch is a last chance given to survivors in a losing game. There is ample ways for a survivor to hide from a killer whilst they're looking for the 4k, and wait out the other survivors bleed timer to still have said hatch off. However, to act like the killer slugging to try and find you is entitlement in itself is entitlement because the survivor believes they are owed the hatch stand off. You have repeatedly stretched its use/meaning and used broad general terms and avoided being specific because you know the second you do It doesn't stand to scrutiny.
Your interpretation is: Game mechanics are a guaranteed right to every survivor, for a killer to attempt to deny the hatch is entitlement, even though there are multiple instances where you wouldn't be able to get a hatch standoff in which you'd be fine with (a 4 escape, all 4 survivors on hooks ect) . The survivors aren't entitled even though they are expecting the killer to not attempt to fufill their role as effectively and fully as they can (to kill ALL survivors, is the killers role. Not just 1 or 2, their role is to kill all of them) and the killer attempting to fufill their role to the full extent is entitlement.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099221#Comment_4099221
You don't seem to understand the nuance at all here and I'm not sure how many different combinations of words I can use to say the same thing. I pretty much stopped playing for a couple weeks when Jason came out. There was a small window around midnight then the queue was acceptable and I i could play a few matches. Long queues simply make people not play at all if the role they want is too long. You are approaching this as though 1) everyone is a main at a role and 2) all players are always in line at all times, making the numbers an accurate reflection of where the game is at. You're not accepting that some people just play whatever queue is shorter or that some people (like me) play SWF or killer depending on other people's availability. The queue times won't tell you how popular a role is if most people play both, but they are currently telling you that enough people are willing to wait in line to play killer when they could just play survivor immediately. It is that simple. If you choose to wait in a line instead of not waiting in a line, you like the role enough to do so. I don’t know why there is such a desperate desire to make the role look like it's in a bad place when reality says otherwise.
You don't seem to understand numbers and I don't know how many different combinations of "for there to be no killer queue times there needs to be a balance of 1 killer to 4 survivors, so the role can be less popular whilst also having a queue" I need to say before you get it.
I'm not approaching this as if everyones a main. Fundementally killer role has to be less popular unless you want abysmal queue times. That is fundementally a part of dbd, as it is a 1:4 ratio needed to keep queue times running. So, even if there was 30 people playing killer out of 100, that would have a queue time on killer. AND STILL BE INCREDIBLY UNBALANCED IN POPULARITY.
"You're not accepting that some people just play whatever queue is shorter or that some people (like me) play SWF or killer depending on other people's availability."- I AM. I'm saying usually people are willing to brave the queue times for killer because they find it fun enough, but right now due to the queue times being consistently lower than their average even before jason dropped there either needs to be some hidden influx of survivors coming out of the woodwork which we've never seen before even when jason dropped which would point to people being more willing to play survivor than killer, or it means that people are less willing to play killer shortening the divide between both. Some people are willing to play whatever is a shorter queue, which will always be survivor, because the queue times for survivor are always instant, since there needs to be 4x the amount of survivors than killers for it to be balanced.
" The queue times won't tell you how popular a role is if most people play both, but they are currently telling you that enough people are willing to wait in line to play killer when they could just play survivor immediately."- The fact that theres a queue time has been a fundamental truth since the creation of the game. Killers have dealt with these queue times anyway. The fact there isn't a queue time in the event (or its incredibly small) means killers aren't waiting. There isn't anywhere near as many killers waiting for the role because they cba waiting over a minute to get into an event game. They'll wait that for the normal queue. Normal queue times are 6 mins. But they won't for the event queue. Does that not saying anything to you?
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099222#Comment_4099222
Are you ok? No one mentioned tunneling, we are talking about slugging for the 4k. I don't think tbagging in exit is toxic either, just a waste of everyone's time, thus the comparison to slugging for the 4k. There is nothing entitled about wanting a match to play out in the intended way and that includes hatch whether you like it or not, trying to circumvent that is by definition entitled. It cannot be the survivor being entitled because it is not their choice, the killer has decided that they deserve the 4k. As you said, that's not how games work.
Slugging for the 4k isn't a waste of everyones time though, by definition its the killer playing efficiently.
" There is nothing entitled about wanting a match to play out in the intended way and that includes hatch whether you like it or not, trying to circumvent that is by definition entitled."- What is the intended way? If it was intended for the final survivor to always get the hatch why not spawn it under them as soon as the last person goes down? Its not. Its not intended for every game to have a hatch stand off either, otherwise It'd be hard coded into the game in a way to allow them to have it spawn under them before the last guy dies. The hatch is meant as an alternate escape wincon, its not guaranteed and expecting every game to be allowed it is also entitled.
" It cannot be the survivor being entitled because it is not their choice, the killer has decided that they deserve the 4k. As you said, that's not how games work."- it absolutely can though. Saying you deserve the hatch standoff is entitlement. The killer isnt forced to give it to you, so acting like they have to is entitlement by definition.
Entitled: "Informally—and often used disapprovingly—it describes someone who behaves as though they deserve special privileges or things without having to work for them. [1, 2]"- The killer still has to work for the 4k. They still need to down you. They still need to catch you before the other person bleeds out (which if you stealth and do side objectives its incredibly hard for killers to find you).
In contrast, you don't need to work at all to get the hatch standoff, in fact you could do little to nothing all game and still enter a hatch standoff. You are being arguably more entitled by expecting to get hatch than someone slugging so they have the opportunity to deny hatch.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099218#Comment_4099218
No man, I just don't see any point in having this conversation again with another person that is clearly lacking empathy and respect for their opponents. If you can't understand what an awful gaming experience it is to be forced to sit on the ground so the killer can get their 4k win because the 3k win they have already secured isn't enough for them (entitled) then what's the point? Go look up the other thread we had on slugging for the 4k recently.
"No man, I just don't see any point in having this conversation again with another person that is clearly lacking empathy and respect for their opponents. "- says the guy who said I deserve toxicity because I dared to see your argument to the logical conclusion. Just because you debate like a 10th grader doesnt mean I don't have respect or empathy for survivors who get tunneled. In fact I've made multiple posts as of late surrounding how anti-tunnel and camp should be implemented in an attempt to casualise the game, but also that will mean efficiency on the survivor side needs to be looked at.
"if you can't understand what an awful gaming experience it is to be forced to sit on the ground so the killer can get their 4k win because the 3k win they have already secured isn't enough for them (entitled) then what's the point? Go look up the other thread we had on slugging for the 4k recently."- Its is equally entitled to expect the killer to give you the hatch showdown as it is for the killer to expect the 4k. These are equivalently entitled. And in fact, I added that the survivors should be able to abandon so they don't have to sit there. But you shouldn't be given carte blanche to a game mechanic just because its there. Thats not how games work. You don't get every gun at the start in tlou, you aren't owed extra money in csgo to purchase whatever weapons you want, you aren't owed an automatic farm bot in league to farm for you, these mechanics are all there, but they can also be denied.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099021#Comment_4099021
The simple fact is you have to wait in line to play killer. You can want it to be the sad, sad suffering role all you want but there aren't lines to go get punched in the face. No one is required by law to play killer. They are choosing to wait in a line to do so.
Your math is too black and white anyway. If there's a line for killer, people like me just won't wait in it. We'll play survivor or we just won't play at all, which is the option I'm currently going for. There's currently a 6/4min 1v4/event queue on my server and I'd like to play killer but I'm not willing to wait in the line.
"Your math is too black and white anyway"- Awhhh does someone not like me using logic to determine my argument. But in all realness, for the queues to be low for killer, there has to be around 20 killers to every 80 survivors. Even a slight wait could be shifted if theres 25 killers or 30 killers. The closer it gets to 50:50, the more catastrophic the queues (like the 20 minute queues when jason came out). My math is black and white because its pretty black and white. You need 4 survivors for every killer. So queue times would be incredibly long if there was 45 killer to every 80 survivors instead, sadly thats just maths. Basic at that.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099212#Comment_4099212
Are you seriously trying to conflate playing the match out with going out of your way to deny hatch? And people wonder where the toxicity in the game comes from. You deserve all of the exit gate tbags you get.
LMAO, has no argument so resorts to being petty.
Your argument was "X is in the game, so Team A deserve to use it. Denying team A the ability to use X is entitlement"
I then mapped that onto " powering the exit gates is in the game, by your logic they deserve to use the gates every game. Any attempt to deny that is entitlement".
If you want to flesh out your argument more we can have an actual back and fourth. Or have you realised how much of a dumbass a stance like that makes you look. You can change your stance, or flesh out your position and provide an alternative reasoning as to "its in the game" as to why survivors are automatically more entitled to hatch than the killer doing their job. Ill wait.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099206#Comment_4099206
And you aren't owed a 4k, the one making the decision in the moment is the killer. Wild entitlement to arbitrarily decide an intended game mechanic doesn't apply to you.
I'm not the claiming entitlement on one side. Im saying if your definition argues that a killer deciding to slug to allow them to not reach the end game is entitlement, then any action the killer takes to prevent you reaching endgame is also entitlement since thats an intended game mechanic that apparently doesnt apply to them. Can you not see the fallaciousness of your own argument here.
Just because a mechanic is in the game doesn't mean you have carte blanche to use it, for example the end game gates. You have to power the gens to get the access to the gate. This doesn't mean your owed the ability to open the gates just because theres a scenario that you can.
The scenario where a killer slugs for the 4k is just as entitled by your definition here as defending generators or bringing slowdown perks to try and stop you getting to the end game, its just entirely unreasonable.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099029#Comment_4099029
To highlight two things I said in my own post that you quoted
Though its not really worth nitpicking the difference between 'complained about a lot' and 'complained about slightly more than a lot'.If we want to to discuss the whole history of the game on what side gets called out for having cheap tactics its going to get to be a long list on both sides.The post I was responding to set up bodyblocking vs tunneling/slugging, I'm pointing out limiting it to that is leaving out a lot.
You also say
"incredibly broken stuff"- I don't know what you are using quotes for as I didn't use that phrase, the discussion was about cheap, which is related to broken but different.Anyway, to go against my own advice on the nitpicky side, I could point to thinks like fog vials that if someone was on a short vacation they could have missed the initial version of (and this being bigger than most nerfs as it was the first new gameplay element for survivors in a long time). Additionally, on the killer side, how long facecamping was allowed to exist and, of course, that tunneling is still very much in the game so its clock is still running.
I was using quotes there because I personally don't see a lot of stuff as incredible broken, people complain about the slightest strong items in the game. Im using it because thats what the community are defining it as, sorry if that caused a miscommunication.
I'd argue that tunneling is just the killer playing efficiently, and is the end result of the objective being kills. Thats not something thats incredibly broken, and has been nerfed multiple times (basekit bt, ds , off the record ect ect). Even old DS being a thing should highlight that nerfed.
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@KingOfGhost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099035#Comment_4099035
The problem with creating a soft lock against tunneling is that it would not work. As you said, the advantage of turning the match into a 1v3 is simply too significant.
There are only two realistic ways to change the tunneling mindset. The first is to punish tunneling as much as possible. However, the 9.2 and 9.3 PTBs showed that this approach does not work well, because survivors can weaponize those systems and make the game frustrating for killers.
The second option is to give killers stronger rewards for hooking different survivors. This could include additional Bloodpoints, such as 2,000 Bloodpoints for each unique “golden hook,” or killer-specific benefits similar to what the developers attempted in the 9.2 PTB.
Obviously, the second option is better, but it would require a lot of development time and effort. The developers are unlikely to invest that much work into it, so there is no simple way to create an effective soft lock against tunneling.
When i say softlock, I mean doing everything possible to stop tunneling outside of outright making it impossible (Such as, making it waste the killers time, be innefficient and balance around the more efficient option (which would end up being not tunneling)).
My examples would be both incentivising hooking other survivors AND implementing like a 10s incorporeal form where survivors cant do anything but also cant be seen/heard. On top of this, maybe boost their speed, whilst slowing the unhooker a tiny bit making them an easier target. This would be what I do.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099036#Comment_4099036
Slugging for the 4k is the definition of entitlement. You are going out of your way to deny an intended endgame mechanic and forcing one player to have to wait with nothing to do all because you feel entitled to a 4k win instead of the 3k win you already have. Have I gotten them up and managed a two out before, yes but we are talking like twice in thousand of game. The survivors that wait in the exit gate to make you watch them leave are being equally idiotic, both are a complete waste of everyone's time.
You aren't owed the ability to enter the endgame. Thats like saying "I'm owed the ability to open the gates". Your not. You aren't owed the ability to enter the hatch stand off, thats entitlement. The hatch was added so the last survivor alive had a way out, you are not the last survivor alive if the other guys still there.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099038#Comment_4099038
I should be clear I'm not opposed to anti slug in general and would not be opposed to your solution
but the 2v1 slugging I have a issue with is slugging until the bleed timer is almost done then dribbling to forced them to get up and then refusing to slug them until the other person is found. I had one where team mate came to me, pointed at hook then at me. I could of dragged it out longer but went to killer for them, because they could not leave but killer was refusing to down them anymore because they where almost bleed out and assume they where not slugged as much as other two team mates who did bleed out so he could not abandon.
killer was slugging to find me but I was making gen progress and didn't get crows.
That's the sort of 2v1 slugging I think really needs to be addressed with a fix specially for it.Oh ok, So your not talking about slugging for hatch but a very hyperspecific scenario. Ok I can agree thats an issue
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@sonata93 said:
I agree with everything you said.
I get “tunneling” can be viable, and sometimes, a way to create pressure. Say a killer only has 2 hooks and 3 gens have popped, I get it. Or when survivors bring it on themselves and aggressively use endurance, Will to Live, OTR, etc to take hits. Fine.What I don’t get is when killers are clearly higher MMR than the survivors and are stomping them but still tunnel. You have a couple survivors on death hook and only a gen or two have popped, in this instance, tunelling just feels cheap and dirty and an easy way to win.
The response I know will be “get better at the game”, “make tunelling harder for the killer”, “there are anti-tunnel perks” etc. working on that logic, the exact same thing can be said to the killer…
getting stomped by survivors and gens are popping quickly…? get better at the game. Getting gen rushed…? Run gen slow down builds. There’s literally a counter-argument to all killer excuses for hard tunnelling. Let’s not sugarcoat all instances of tunnelling as a “viable strategy” when we all know some killers do it just to be toxic(not all, I’d like to emphasise that).
one final thought on the subject of anti-tunnel perks. When tunelling killers say “there are perks to counter tunelling”, tell them there’s perks to counter “gen rushing” which is why you seem the same perks in rotation constantly (Pain Res, Oppression Ruin/Undying, etc). And yes, I know gen slow down is popular due to “gen rushing” and is essentially a bandaid fix for a core gameplay issue. However, consider why you see so many survivors run so-called “2nd chance” perks (WtL, DH, OTR, etc)… same thing.
The thing is, everything you pointed out does happen.
A killer doesn't like "gen-rushing", theyre laughed at and told its a skill issue, and questioned what killers theyre playing and how many hours they have.
Gen rushing specifically is laughed at in this forum. This is the worst example you could've brought up. Killers are told to bring slowdown, and also harped on for bringing the unfun builds that slow survivors down (the new hex build for example, on any killer, gets the same response (not just jason, although he is much more annoying with it).
Both are both sides playing efficiently essentially. I don't hate either of them, but I will definitely say that tunneling/slugging get a lot more weight on their claims and people band together a lot more surrounding these issues than genrushing, because gen rushing is seen as a skill issue 80% of the time.
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@HoodedWildKard said:
This serious? Smells like bait to me.
Half these complaints are about not being able to indulge in pretty unpleasant and unfun tactics. Old 3 gens were so bad for the game before the gen kick limit. Nothing like being stuck in a 40 minute game with a doctor or legion locking down a 3 gen because they couldn't win a chase. Face camping was a genuine issue, and I almost never see a facecamp self unhook actually trigger because it's a successful deterrent. Is proxy camping not cheap and easy enough?
And the other complaints don't make sense. Diminishing returns affects survs and genrush builds way more than any killer stuff. Who even used deerstalker? NOED is still a huge crutch perk that gives killers cheap pity kills in endgame. And reworking broken add ons that were unfair to play against.
Agree with most of this, except the gen kicking. Gen kicking is a neccessity when your on the last gen, and if you get yourself into that bad of a 3 gen 90% of the time its your fault (except dead dawg, because that has some messed up gen grouping). Yes they were bad, and I'd be fine with a gen kicking limit, but 8 is pretty unforgiving. The fall back to "because they couldn't win a chase" is pretty telling aswell. A lot of the times I have to go back and pressure because 1 gen is on 75% and theyre all focusing it, split up and I have to hit 1 go back to stop it popping.
But yeah the rest of their issues seem to be non-issues.
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@random1543 said:
The game really needs a counter measure was gonna post but found your thread and decided to comment here, but the game really needs anti slugging, especially in the 2v1 situations.
The top tier / high mobility killers are really the only ones that its a issue with combined with certain perks. but something needs to be done weather that be not allow perks to effect the slugged state (so perks cant effect slugged timer to slow it down)
along with something a bit stronger to specifically only work during the 2v1 to counter the killers who will slug till timer is nearly done then dribble so they cant even bleed out useless other team mate just gives up.
in terms of your solution to slugging in terms of being left on the ground by team, I don't like the abandon as its more of a band aid fix but I see no issue with it if its induvial slug time and not overall across two slugs. if you are being left for more then 45 seconds someone should of tried to get you up by then.I disagree with this on the basis your only applying it to the 2v1. Slugging for hatch is fine, You don't "deserve" the hatch showdown in the same sense the killer doesn't "deserve" the 4k. Slugging needs to be addressed in a way that doesn't make it unviable because there are situations you have to slug to create pressure. Maybe an Infinite UB, but it takes longer. E.g, instead of 24s, it takes 30s or 33s. It could also work with antislugging perks like UB/tenacity/powerstruggle to make you get up quicker.
Abandon is there to stop you getting slugged to death, because waiting 4 mins because the killers being a douche is horrendous. But abandon does stop it, and it seems you just want slugging for the 4k to not work? My suggestion would make slugging weaker as survivors wouldn't need a perk to get themselves up, and could do so infinitely, but it would still generate pressure and time, without stopping someone slugging for the 4k in endgame, and without making slugging completely useless.
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@crashout5150 said:
Its not even end game tho thats the thing. There could be just 2 ppl and 4 gens left. I dont think its cool theres no way to counter it. If were in solo q and our teammate isnt picking us up we shouldnt have to sit there and bleed out nor should we be forced to give them the 4k either. They shouldnt be scared of smbdy escaping thru hatch they have entitlement issues lmao. We dont get the option to abandon for some reason if its legit just 2 survivors. When we should get the option. Yet if they slugged us when the other teammates are alive too wed get the option. Thats what i dont understand
Killers have repeatedly been told that they aren't allowed to abandon in the end game (after gates have opened) and have repeatedly been made to force survivors out of the game by the gates for no reason as some sort of bm ritual. This forum perpetuates that message repeatedly.
This is the killer version of having to wait when someones slugging for the 4k. Both of them nothing can be changed as they are right by the exit gates waiting to leave as soon as you appear or you are on the ground with no way up and you just have to wait. Both of them are unfun (even if you still have the small chance to get a kill/hatch if a survivor monumentally ######### up waiting at the gate and you have noed or something) and one of them has been repeatedly stamped on, so this is being given the same birth by the killers.
But no, its not entitlement to slug for the 4k. The entitlement is saying you deserve the hatch showdown because theres 1 person downed on the ground. The killer doesn't have to give you hatch/the hatch showdown, the killer is allowed to slug p3 to try get a 4k, because their job is to kill everyone. And I do think that the "if other teammates were alive we'd get the option" your talking about is the abandon feature when a gen hasn't been popped in 5 mins. You can't just abandon when your on the ground 1st hook with 3 other survivors are alive. And the 5 min rule applies in the end game and in this slugging situation.
Personally, I think the abandon feature should only be used when your held hostage for over a minute. So I'd be fine with "survivor X has been slugged for a minute, they can now abandon rather than wait for the bleed out as a killer wants the 4k". I also want a feature to abandon for killers after the gates have been opened. In the matches they can still get things, they will willingly stay most the time as an extra kill is and extra kill. But give them the option to dip rather than sit there waiting for the teabaggs.
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@KingOfGhost said:
In my opinion, Dead by Daylight needs several core system changes to make matches more interesting and less repetitive.
Hooks
The first change I would make is to give all hooks a basekit version of Monstrous Shrine. Hooking a survivor should create more pressure by default, especially when the killer is not camping and is actively moving around the map.
I would also bring back the old BBQ-style Bloodpoint bonus. For every unique survivor the killer hooks, they should receive a 25% Bloodpoint bonus at the end of the match, up to a maximum of 100%.
Hook grabs should also return because they make hook rescues feel dangerous instead of turning them into nearly free trades.
I would remove the Safe Hook Rescue score event as well. It made more sense in the past, before Borrowed Time became basekit. Back then, it rewarded survivors for avoiding rushed and unsafe saves. Now that unhooked survivors already receive 15 seconds of Endurance, the safe-unhook requirement feels outdated.
In most cases, when a survivor goes down immediately after being unhooked, it is because they either want to leave the match or the killer is playing a character such as Bubba.
Generators
If the killer has fewer than six hooks, all four survivors are still alive, and the survivors have completed 270 total generator charges—the equivalent of three full generators—then all remaining generators should receive a 32% repair-speed penalty.
However, this slowdown should not be permanent. Every regression event applied to a generator would reduce that generator’s repair-speed penalty by four percentage points. This means that the more often the killer kicks or regresses a generator, the weaker the slowdown on that generator becomes.
For example, if a generator has the full 32% penalty and the killer kicks it four times, the penalty on that generator would be reduced to 16%.
If only two survivors remain alive and more than one generator still needs to be completed, those survivors should receive a 40% repair-speed bonus.
Limited Survivor Actions
Killers already have a limit on how many times they can damage a generator before it becomes blocked from further regression events. I think survivors should have similar limits on certain repeatable actions, especially healing and blessing totems.
For healing, each survivor should be able to heal from the injured state to the healthy state up to six times during a match. The seventh time that survivor becomes injured, they should become Broken for the remainder of the match.
Mending, being picked up from the dying state, recovering from other status effects, or being healed from the dying state would not count toward this limit.
This would mainly help weaker killers who struggle against constant healing and repeated resets. It would not make the strongest killers significantly stronger because those killers usually win through chase pressure, mobility, or instant-down abilities rather than gradual injury pressure.
For boons, survivors should only be able to bless a totem three times. If the killer snuffs out that survivor’s boon for a fourth time, the totem should be destroyed instead.
This would still allow boon perks to have an impact, but it would prevent survivors from repeatedly replacing the same boon throughout the entire match.
Survivor Bloodpoints
Survivors should also be rewarded for playing a complete match instead of focusing on only one objective. I would give survivors a 25% Bloodpoint bonus for each unique objective they complete, up to a maximum of 100%.
The four objectives would be:
- Break or bless a totem.
- Contribute a total of 80 charges toward repairing generators.
- Spend a total of 45 seconds in chase with the killer.
- Heal or unhook another survivor.
This would encourage survivors to interact with more parts of the game. A survivor who only hides and repairs generators would earn fewer Bloodpoints than someone who helps the team, takes chase, completes side objectives, and participates in rescues.
Endgame
The Endgame Collapse timer should begin as soon as all generators are completed, and it should initially last five minutes.
When a survivor opens an exit gate, the timer should be reduced to two minutes if more than two minutes remain. If less than two minutes remain, the timer should continue normally.
When the killer opens an exit gate, the timer should be reduced to one minute and thirty seconds if more time remains. If less than one minute and thirty seconds remain, the timer should continue normally.
Any perk that normally activates when an exit gate is opened should be disabled if the killer opens the gate.
The basekit Endurance duration after being unhooked should also be reduced from 15 seconds to five seconds during the endgame.
When only one survivor remains alive, that survivor should open exit gates 50% faster.
Downed Survivors
After 15 seconds, when only two survivors remain alive, they should be able to fully recover from the dying state without assistance. This would discourage killers from leaving both survivors slugged on the ground.
Hatch
When the hatch appears, every unopened chest on the map should close. The first chest opened after the hatch appears should contain a key.
Overall Goal
Overall, these changes would push both sides toward healthier gameplay. Killers would be rewarded for spreading hooks and remaining active around the map, while survivors would be rewarded for doing more than simply rushing generators.
The goal is not to make one side stronger by default. The goal is to make matches less repetitive and reduce situations in which one side loses too much pressure too early.
These changes are healthy, but there would need to be softlocks around tunneling/slugging outside of that, because this doesn't stop killers tunneling just incentivises not-tunneling (not by making tunneling less efficient but making not tunneling more efficient, which isn't enough because the huge gap when it comes between 1v4 and 1v3 so some or even most might still choose to tunnel to ensure the win and would still be eligible for the bp bonus ect).
Honestly, basekit DS, UB and maybe even a Basekit off the record would be good changes to move in the correct direction with these changes also in mind. Outside of that someone suggested in another comment about an invisibility+incorporeal form sort of thing for like 10s after unhook. Cant body block, can't do actions, but can get away. Stuff like this that makes it difficult to tunnel unless your just unlucky/mindless but also can't be used aggressively.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098997#Comment_4098997
Do you think bodyblocking gets comparably as much hate and demands to be changed by devs as tunneling/slugging?Just bodyblocking? Probably not. Throw in SWFs and shift-W gameplay, sure. Though its not really worth nitpicking the difference between 'complained about a lot' and 'complained about slightly more than a lot'.
I'd also add that a lot of things killers have called cheap BHVR has addressed. FTP+BU, MFT, old DH, old old DH, 80 second OTR, unhookable builds, etc. If we want to to discuss the whole history of the game on what side gets called out for having cheap tactics its going to get to be a long list on both sides.
Yes and No, How long did you have most of these before they got fixed. Broken Things like COH stayed in the game for 6 months before getting touched. DS and DH both were in there for years. FTP+BU addressed instantly. The only things that took comparible length from my memory was old ruin (which was comparitively broken). Unhookable builds still exist to this day, 80s off the record took 3 years to nerf.
Now some killer examples of "incredibly broken stuff" and how long it took to nerf-
Machine learning (18 months), Eruption (from the 2022 patch when it became problematic (7 months)), Ultimate weapon (8 months), pain res (132 days/4ish months), undying (5 months).
My issue is it seems killer stuff gets hotfixed generally within a handful of months when it is seen as problematic (which is still slow, but much faster than a lot of the nerfs that happen otherwise) whilst survivors broken perks take years. The DH/DS discussions were going on since laurie strode came out essentially.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099000#Comment_4099000
I never argued that wasn't the case. I'm saying that even in an event mode that's supposed to be super duper survivor-sided there's a line to play killer. The role is far from unplayable, which is what people often say.
I'm playing it right now and it's a minute wait which means I'll probaly be getting off. That's not much but I usually have no wait at this time. Even a small wait in a less desirable mode shows that killer is perfectly popular.
the line to play killer is because theres more than a 1:4 ratio, it may not be unplayable, but it is incredibly survivor sided and unfun for most.
"perfectly popular"- so your saying that if 1 of 2 roles is only played by 25% of the community its "perfectly popular"? I mean thats a take you can have for sure ig.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098916#Comment_4098916
just because the killer is playing efficiently doesnt mean they don't deserve to be in that mmr
The biggest issue is this word right here:
Deserve.
MMR is not a badge of honor. It's not an achievement or a goal. It's not even visible. It's a matchmaking tool. This word is what makes people act this way. They think MMR is a ladder to climb, like a ranked mode, and a thing to brag about, even though it's all just assumption based.
I shouldn't have been matched to Momoseventh multiple times as survivor. I shouldn't be put against comp teams as killer. It's not a matter of deserved. It's just not where I should be. But if you stay above the goal numbers, as I do, it's where you end up. And you will struggle, as I struggle, if you're not ready for it. This is why there are people who lose on purpose to tank their MMR. I commend them for recognizing that they aren't where they should to be. They have the sense to not sweat for stats or care about invisible numbers.
Just checked, If your checking using Dead By Queue (which I think you are) that doesn't account for the event queue, which is what weve been talking about for so long
Scroll down.
Sorry for replying to this one a third time, Just gonna revisit queue times.
Normal queue:
Killer 7:25, Survivor:24s. This either suggests way too many killers. Or not enough survivors. Or Both at one time.
Event queue:
Killer 2:32, survivor:6s . This suggests that whilst there could be not enough survivors, theres more ample a supply of survivors playing the event than normal mode, whilst theres still too many killers thats a drastic shift in 5 mins between the modes. That means theres a lot less killers playing the event queue than normal queue.
Every queue is showing these stats right now (was using UK numbers). Event queue has lower killer wait with low survivor wait, and normal queue has a slight survivor wait with a High killer wait.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098869#Comment_4098869
"Id argue sadly thats part of it being a 4v1, it doesn't make it any less of a skill issue on the survivor side. Its annoying and less fun, sure, but its still sadly a skill issue here"
It's a matchmaking issue. In a game with a functioning skill-based matchmaking system, there's no excuse for these huge discrepancies. People can, and should, absolutely complain and expect better from a game they put their time and money into. People should be playing with and against people on the same or similar skill level as themselves. The opposite shouldn't be expected or normalised.
And i know the devs are aware that this isn't acceptable, since Peanits has told us in the past that a higher skilled player besting a lower skilled player will result in low or no MMR gains for the winning individual. Yet these discrepancies seem to happen regularly.
The guy I was discussing it with was saying a killer either A) playing worse than the survivors (either because mmr or because they picked a weaker killer) or B) being "forced into a higher mmr bracket than they should be due to tunneling", were skill issues on the killers end. His explanation for this was that whilst a killer being bad is only on him, the survivors in soloqueue (who make up only 48% of survivors by recent stats) aren't as accountable as their teammates due to bad mmr ect. I was being this adamant because bad mmr also affects killer (infact moreso when theres not enough survivors to go around, so they make you wait and you get the first survivors available quite often) and in those cases thats 1 killer vs 4 who could possibly all be above the killers mmr, so them being bad there isn't something they should be held accountable.
TLDR: this was actually me debating against the use of things like this being used as a "skill issue", you just happened to see the latest comment in a string of like 10 comments that got us to that point
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098919#Comment_4098919
If you scroll down it shows the event queue times as well. However in general you can't infer much based on the queue times as they are very much time and region dependent, and vary with your MMR
I mean I'd agree if it was a minor shift, but the trend over the past week and a half has been such a major shift that matches at least what the forum is saying.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098916#Comment_4098916
just because the killer is playing efficiently doesnt mean they don't deserve to be in that mmr
The biggest issue is this word right here:
Deserve.
MMR is not a badge of honor. It's not an achievement or a goal. It's not even visible. It's a matchmaking tool. This word is what makes people act this way. They think MMR is a ladder to climb, like a ranked mode, and a thing to brag about, even though it's all just assumption based.
I shouldn't have been matched to Momoseventh multiple times as survivor. I shouldn't be put against comp teams as killer. It's not a matter of deserved. It's just not where I should be. But if you stay above the goal numbers, as I do, it's where you end up. And you will struggle, as I struggle, if you're not ready for it. This is why there are people who lose on purpose to tank their MMR. I commend them for recognizing that they aren't where they should to be. They have the sense to not sweat for stats or care about invisible numbers.
Just checked, If your checking using Dead By Queue (which I think you are) that doesn't account for the event queue, which is what weve been talking about for so long
Scroll down.
TY XD thats embarrassing.
Yeah, killer queues equal 6s uk, survivors equal 6s rn. Ill check again tommorrow when its not midnight here, but that means theres a perfect 1:4 ratio rn it seems so 20% of current players are killers, which is much lower than the 80% survivors . Killer queue times off event are 1:23 and survivors are 6s. What this suggests to me is theres too many killers on normal queue and A lot less than normal killers in event queue.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098900#Comment_4098900
and vice versa, if a 500 hour killer gets matched against survivors averaging 2/3 thousand hours its not their fault if they lose. That doesn't change the fact that its a skill issue. Just means its more understandable. At this point it seems your content with strawmanning, as im seeing in the rest of your comments.
I said either role. The imbalance is just more visible on the survivor side. One baby can throw a match out of whack for the other survivors. One survivor with triple the hours can still be beaten if the rest of the team is more on the killer's level. What's the strawman?
But to act like when a killer tunnels because they feel like they can't win is a skill issue vs when a survivor can't handle being tunneled its not a skill issue is ridiculous
We're shifting the topic a bit here. This post was in reference to killers immediately tunneling, not tunneling when they feel desperate. These are people who want to push the "I win" button immediately. If a killer feels like they can't win ever without tunneling then they're in over their head and need to drop in MMR. It's only a proper skill issue if the skill levels are at least marginally equal and their was a fair shot. But if a killer hits someone off hook and then throws poison at them in a deadzone so they literally cannot react or get to anything there's no skill to express. That's just uncounterable cheese, and the killer knows it quite well.
I'm asking killers that cheese their way to the top to just accept it isn't the game, it's thier decisions. These people are the meme of the kid putting a stick in his own bike spokes and blaming someone else. And what I mean by blaming the game is blaming things like perks or pallets. Matchmaking is a genuine concern but that's not what most people default to blaming. They blame the toxic evil enemy side and all its OP handholding. Many people in this community are allergic to admitting that other players can be much better than them.
This is just my most recent example, but mmr can screw killers as much as survivors, so a "killer being bad" may be down to them, but they can also be thrown into the deep end vs the unemployed who have way too many hours/time to play this game
This is the same example as my comp team except I lost. We're saying the same thing. But you're also kinda making my point. A killer can be new and screw up and still beat better survivors. I do this every day. The survivors I play against are almost always better than I am at survivor. It's an easy thing for me to identify playing both regularly. But bad survivors don't really beat good killers, and that's because killer is not in the bad place people want it to be.
Your argument before was killer has a queue time, so people must be filling the role way too much.
My argument is that killer queue times are longer than normal and the role is not undesirable. I have never had to wait in line at my normal play time. Now I do. People are playing killer. That's it. That's the whole point.
The BP bonus is well known to be buggy and erratic. A few months ago I had this happen:
https://us.v-cdn.net/6030815/uploads/PH3JJZVEUXSS/19cf8eb3ffa58-screenshoturl.jpg
Even though there was no queue for killer. I've generally had no BP bonuses on the event on either role at my time despite killer having a small line. That may be because they want survivors to go to the longer 1v4 queue instead. It's much better to use the online queue times as gage than the BP bonus.
Just checked, If your checking using Dead By Queue (which I think you are) that doesn't account for the event queue, which is what weve been talking about for so long
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098900#Comment_4098900
and vice versa, if a 500 hour killer gets matched against survivors averaging 2/3 thousand hours its not their fault if they lose. That doesn't change the fact that its a skill issue. Just means its more understandable. At this point it seems your content with strawmanning, as im seeing in the rest of your comments.
I said either role. The imbalance is just more visible on the survivor side. One baby can throw a match out of whack for the other survivors. One survivor with triple the hours can still be beaten if the rest of the team is more on the killer's level. What's the strawman?
But to act like when a killer tunnels because they feel like they can't win is a skill issue vs when a survivor can't handle being tunneled its not a skill issue is ridiculous
We're shifting the topic a bit here. This post was in reference to killers immediately tunneling, not tunneling when they feel desperate. These are people who want to push the "I win" button immediately. If a killer feels like they can't win ever without tunneling then they're in over their head and need to drop in MMR. It's only a proper skill issue if the skill levels are at least marginally equal and their was a fair shot. But if a killer hits someone off hook and then throws poison at them in a deadzone so they literally cannot react or get to anything there's no skill to express. That's just uncounterable cheese, and the killer knows it quite well.
I'm asking killers that cheese their way to the top to just accept it isn't the game, it's thier decisions. These people are the meme of the kid putting a stick in his own bike spokes and blaming someone else. And what I mean by blaming the game is blaming things like perks or pallets. Matchmaking is a genuine concern but that's not what most people default to blaming. They blame the toxic evil enemy side and all its OP handholding. Many people in this community are allergic to admitting that other players can be much better than them.
This is just my most recent example, but mmr can screw killers as much as survivors, so a "killer being bad" may be down to them, but they can also be thrown into the deep end vs the unemployed who have way too many hours/time to play this game
This is the same example as my comp team except I lost. We're saying the same thing. But you're also kinda making my point. A killer can be new and screw up and still beat better survivors. I do this every day. The survivors I play against are almost always better than I am at survivor. It's an easy thing for me to identify playing both regularly. But bad survivors don't really beat good killers, and that's because killer is not in the bad place people want it to be.
Your argument before was killer has a queue time, so people must be filling the role way too much.
My argument is that killer queue times are longer than normal and the role is not undesirable. I have never had to wait in line at my normal play time. Now I do. People are playing killer. That's it. That's the whole point.
The BP bonus is well known to be buggy and erratic. A few months ago I had this happen:
https://us.v-cdn.net/6030815/uploads/PH3JJZVEUXSS/19cf8eb3ffa58-screenshoturl.jpg
Even though there was no queue for killer. I've generally had no BP bonuses on the event on either role at my time despite killer having a small line. That may be because they want survivors to go to the longer 1v4 queue instead. It's much better to use the online queue times as gage than the BP bonus.
Ah fair. Ok.
- agreed. People blaming the other "side" instead of getting better is an issue.
- The post is about tunneling. I'm mentioning when you might need to hard tunnel. Your response is "if you need to tunnel that badly you don't deserve to be in that mmr". My response will be "tunneling is a tool the devs have given killers to be efficient, just because the killer is playing efficiently doesnt mean they don't deserve to be in that mmr". and we will just go back and fourth because you seem to put a lot more emphasis on the killers responsibility to be skilled/play at their skill level than the survivors whilst also seemingly acknowledging that mmr is ######### and can throw either side in the deep end.
- I made your point (killer has a lot more agency) whilst also making my point (A killer can get thrown in the deep end vs survivors too).
- I've not seen killer queue times being longer on the event. This might be down to regional differences (Im from the UK), but Killer queue times on the event/ blood banquet are 1-2 mins if not instant, down from what is usually 5-15 mins depending on peak times ect. Also, having no BP bonuses when usually there is BP bonuses for survivor must show you theres less killers in the event, because they don't need as many survivors to match with the killers, as there isn't as many killers playing the event. Those queue times might only be for the normal queue, I don't know if however your tracking queue times and how they do it, but it seems like they might only track the normal queues times
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098878#Comment_4098878
If a 100 hour survivor gets matched with a 5000 hour killer you can't say it's their fault. It's impossible for them to meet at that level. In that case, it is actually the game's fault. I got matched with a team of perkless comp players on Badham once that obliterated me. I could say it's also the game's fault but we might well have been in the same MMR bracket, I just wasn't anywhere near their level. But I do have a higher that goal KR. A 100 hour player matching with someone in upper MMR would not be their fault on either side.
If killers who are bad/worse can't complain in a 4v1, you sure as hell can't if your teammates are bad
Lord knows they can and will complain. The problem with this argument is that the killer is solely responsible for themselves, whereas the survivor's teammates can doom them by no fault of their own. Go look in the current killer anxiety thread (or any of the past ones because this place is stuck in a time loop) and you'll see this one common thread that pops up constantly: they're stressed because the responsibility falls on them and them alone. But that's the role, and that's what I like about. And it's also why these serial complainers offend me so much. It's supposed to be the role of personal responsibility but for some reason it attracts people who don't want to be responsible when they lose, so they blame everything but themselves. When I get beat as killer I get angry and frustrated but I don't run to the forum looking for validation for an external source of blame.
I'm not really complaining about survivor either. I personally don't think either role is a in a bad state. The only real issue I have is egerious cheese, like 4man slugging at 5 gens or hard tunneling immediately as a path to an easy win.
doesn't mean killer is the overpopulated role your making it out to be.
It's not overpopulated, it's just not as undesirable as the forum wants to think. Everyday we have posts about how unplayable killer is and how weak killers are and how survivor is braindead and they win every match, statements that not only don't track with my experiences or the ones of friends, but that never seem to have any absyallmy low personal KRs posted to show just how unwinnable it is. The complainers are still winning their matches.
I'm not sure what you're showing me. The bonus goes to the role they need more of, which is survivor, because there a line for killer. These are the current queues:
https://us.v-cdn.net/6030815/uploads/Y5J9ZESKPRD9/screenshot-20260712-150132.jpg
The only line for survivor is in Australia, but they also have a line for killer. So too many SWFs and killers and not enough solos, I guess? Normally the waits change based on time of day. It's not normal for killer to have the line everywhere at all times.
I disagree with Cross Examination being broken. It's popped up a lot in my killer matches and I've paid close attention to it. It's caused me no trouble. The 5s is too short for me not to just find the trial again with basic guessing. Assuming they can even break LoS. Even on Lery's and Trickster's I have no problem. It's extremely situational which, to me, is low value. It was at least an interesting new thing but will be in the trash heap soon.
"If a 100 hour survivor gets matched with a 5000 hour killer you can't say it's their fault. It's impossible for them to meet at that level. In that case, it is actually the game's fault. I got matched with a team of perkless comp players on Badham once that obliterated me. I could say it's also the game's fault but we might well have been in the same MMR bracket, I just wasn't anywhere near their level. But I do have a higher that goal KR. A 100 hour player matching with someone in upper MMR would not be their fault on either side."-
and vice versa, if a 500 hour killer gets matched against survivors averaging 2/3 thousand hours its not their fault if they lose. That doesn't change the fact that its a skill issue. Just means its more understandable. At this point it seems your content with strawmanning, as im seeing in the rest of your comments.
"Lord knows they can and will complain. The problem with this argument is that the killer is solely responsible for themselves, whereas the survivor's teammates can doom them by no fault of their own. Go look in the current killer anxiety thread (or any of the past ones because this place is stuck in a time loop) and you'll see this one common thread that pops up constantly: they're stressed because the responsibility falls on them and them alone. But that's the role, and that's what I like about. And it's also why these serial complainers offend me so much. It's supposed to be the role of personal responsibility but for some reason it attracts people who don't want to be responsible when they lose, so they blame everything but themselves. When I get beat as killer I get angry and frustrated but I don't run to the forum looking for validation for an external source of blame."
Thats sadly the issue with it being 1v4, you have teammates. That's also just part of an asymetrical horror. But to act like when a killer tunnels because they feel like they can't win is a skill issue vs when a survivor can't handle being tunneled its not a skill issue is ridiculous. I'm saying both sides are technically under the "skill issue" complaint because it is a skill issue. As much as you would/have argue picking a sub optimal killer/build or them needing to tunnel is a skill issue, theres a plethora of reasons they could tunnel like bad matchmaking means a new killer is going against strong as hell survivors. For example, I played probably my 10th game of legion ever today, and was met with 4 p100 swf (One was a twitch streamer so found out they were premade) and still somehow got the 4k, even though It was incredibly close to a 2k until the end. I messed up, due to my inexperience with legions changed fov a couple of times, and somehow still won. But had I lost it wouldve been understandable as some of them (2 were private) had over 3000h, and im sitting on just over 1.5k hours on this acc (I used to play on my brothers acc at first) and they were a swf with somewhat decent comms. And I could complain about that game, even though my almost loss was a skill issue. This is just my most recent example, but mmr can screw killers as much as survivors, so a "killer being bad" may be down to them, but they can also be thrown into the deep end vs the unemployed who have way too many hours/time to play this game.
It's not overpopulated, it's just not as undesirable as the forum wants to think. Everyday we have posts about how unplayable killer is and how weak killers are and how survivor is braindead and they win every match, statements that not only don't track with my experiences or the ones of friends, but that never seem to have any absyallmy low personal KRs posted to show just how unwinnable it is. The complainers are still winning their matches.
I'm not sure what you're showing me. The bonus goes to the role they need more of, which is survivor, because there a line for killer. These are the current queues:
Your argument before was killer has a queue time, so people must be filling the role way too much. You've now flipped that on your head to grant the narrative you want. If a longer then usual queue time means that theres too many in one role, its for both sided dude. Your either rage-baiting or being facetious and I genuinely can't tell.
My argument is: Yes the bp bonus signifies which role is needed more, but to go from almost 2x on average to 1.1x means the divide between the huge amount of killers to survivors has shifted down. Its gone from about 1:2.5 survivors and shifted to 1 killer :3.8 survivors in the event. Yes more survivors are needed, but if the imbalance was too high, the bonus would be bigger, and killer queue times would be back to 5 mins. Survivor is always needed more due to it being 1:4 in ratio, so to go from up to 2.25x bp to survivors to 1.1x and insanely short killer queues must be because killers aren't playing the event.
The only line for survivor is in Australia, but they also have a line for killer. So too many SWFs and killers and not enough solos, I guess? Normally the waits change based on time of day. It's not normal for killer to have the line everywhere at all times.
I disagree with Cross Examination being broken. It's popped up a lot in my killer matches and I've paid close attention to it. It's caused me no trouble. The 5s is too short for me not to just find the trial again with basic guessing. Assuming they can even break LoS. Even on Lery's and Trickster's I have no problem. It's extremely situational which, to me, is low value. It was at least an interesting new thing but will be in the trash heap soon.
Again, im not saying survivor isn't the most needed role. You seem to be misunderstanding why I posted that. Im saying that from the usual 5 min queues killer queues have dropped and survivors have extended. Whilst needing more survivors (which is permanently the case when Im on, its a minimum 1.5x/1.75x bp bonus to survivors over the past 6 months) They need LESS survivors than usual, because there is LESS KILLERS and more Survivors in the event.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098869#Comment_4098869
I don't really think it's a skill issue if a randomly assigned team member you can't communicate with is dying fast and that makes it game over for you even if you're amazing. There's also the matter of matchmaking. Pretty sure everyone with thousands of hours has had random baby survivors show up in their lobbies. Those matches are decided before they even begin. It's not hard for a killer to spot a low level player they can prey on, especially more so with profile browsing being permitted.
The game doesn't really have a line of survivors though. There's currently no line on any server for survivor. The only time I see one—and it's comparatively small—is during peak hours when SWFs are on. And I haven't seen one of those lines since Jason came out. I highly doubt many people would wait in a 10min line for soloq.
And this is the first event aside from 2v8 that's somewhat survivor-sided that I can recall. The remote hooking and pallet breaking in the previous events was just ridiculous. But even with this one supposedly being so busted for survivor (my killer stats disagree) there remains a line for killer. Is everyone cheesing with Bubba and Legion? No idea. I'm not, and I didn't play anymore of it then I had to to get the unlocks as survivor. But whatever is going on in there, people are will to wait in line for it. If killer was in a bad state, and even more so in the event, there should be a line of survivors waiting for their free wins.
I want pretty much the same balance you do but I think it's a pipe dream. It would require them to stop churning out endless new content and focus on what they have. They tried step one with the anti-tunnel ptb and look how that went. I've said it many times but this community is it's own worst enemy. They complain about the meta and the state of things but any even minor change is met with resistance. If there can't be a first step there will be no other steps either. Even the last few survivor perks have been met with mass resistance, so the meta just keeps on going.
"I don't really think it's a skill issue if a randomly assigned team member you can't communicate with is dying fast and that makes it game over for you even if you're amazing. There's also the matter of matchmaking. Pretty sure everyone with thousands of hours has had random baby survivors show up in their lobbies. Those matches are decided before they even begin. It's not hard for a killer to spot a low level player they can prey on, especially more so with profile browsing being permitted."-
Its a skill issue because that specific survivor is bad, aka skill issue. Yeah sure you can have baby survivors ect but thats the fault of the baby survivor as per your argument of "skill issue". If killers who are bad/worse can't complain in a 4v1, you sure as hell can't if your teammates are bad. If tunneling/slugging shouldn't be allowed because "just get good bro", then I'd argue that the survivors as a whole are responsible for "getting good" too. Thats the fallaciousness of your get good argument.
"The game doesn't really have a line of survivors though. There's currently no line on any server for survivor. The only time I see one—and it's comparatively small—is during peak hours when SWFs are on. And I haven't seen one of those lines since Jason came out. I highly doubt many people would wait in a 10min line for soloq."- How many times am i going to have to re-iterate this. There needs to be 4 survivors per killer. So even if killer is 30% of the overall playerbase, there will be queues because theres not enough killers to fill the amount of survivors. Just because killers have a queue A) doesn't mean theres more people playing killer then survivor and so B) doesn't mean killer is the overpopulated role your making it out to be.
"And this is the first event aside from 2v8 that's somewhat survivor-sided that I can recall. The remote hooking and pallet breaking in the previous events was just ridiculous. But even with this one supposedly being so busted for survivor (my killer stats disagree) there remains a line for killer. Is everyone cheesing with Bubba and Legion? No idea. I'm not, and I didn't play anymore of it then I had to to get the unlocks as survivor. But whatever is going on in there, people are will to wait in line for it. If killer was in a bad state, and even more so in the event, there should be a line of survivors waiting for their free wins."-
I'd argue chaos shuffle is survivor-sided because theres 16 perks that are rng instead of 4, meaning your guaranteed to get more meta/good perks than killer defacto. Also, 2v8 is a big one that your just bringing up as if it wasnt here for most of a year.
"But even with this one supposedly being so busted for survivor (my killer stats disagree) there remains a line for killer. Is everyone cheesing with Bubba and Legion? " there isn't a line for killer tho. Its a 1 min queue rn for me max, usually 1-2 mins, can be less if peak times like now. Im living in heaven with killer queues to the point if i want to play survivor I have to actually queue it rather than survive as i wait. I shall also attach a screenshot of the bp bonus being on survivor rn. never done it before so idk how itll go. considering usually theres a 1.5x-2x on survivor for me even before jason came out, this is astonishing.
DBD queue times.png" But whatever is going on in there, people are will to wait in line for it. If killer was in a bad state, and even more so in the event, there should be a line of survivors waiting for their free wins."- see point before. There is actually a wait for survivors in my lobbies. Its almost back to 2018 killer queue times and current survivor times are a minute for me (instead of instant). This is insane.
"I want pretty much the same balance you do but I think it's a pipe dream. It would require them to stop churning out endless new content and focus on what they have. They tried step one with the anti-tunnel ptb and look how that went. I've said it many times but this community is it's own worst enemy. They complain about the meta and the state of things but any even minor change is met with resistance. If there can't be a first step there will be no other steps either. Even the last few survivor perks have been met with mass resistance, so the meta just keeps on going."
Mostly agree with this point, just gonna say just because the latest perks have been met with mass resistance (specifically the elusive perk which was beyond broken) doesn't mean every perk has or will be. This is an outlier, last survivors perks werent anywhere near as badly protested en mass, because they were nowhere near as strong as them.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098850#Comment_4098850
The only time I've ever been tunnelled out before 2 gens is if I blew it, because 90% of the time the haste/endurance should get you to a pallet and then you should be able to loop/mindgame a killer for a while
The problem isn't neccessarily you, it's anyone on the team being tunneled. One person being bad at chase can land the killer an easy win and an instant lose for the other survivors. Even if their match isn't over time-wise, it's over success-wise. I find this much more prevalent on survivor. Killer, I've always got a chance to turn it around. I've won matches where I had one hook by end game. There's no sudden turnaround like that for survivors. Time spent isn't necessarily a measurement of quality. Being trapped in an unwinnable match isn't enjoyable for any length of time.
I want every player to have a blast on it, but the consensus (as shown by shorter killer queue times and the forum posts) is most killers aren;t.
Every event is complained about. That's all people do here. Lights Out is coming back and I'm excited for a fresher wave of whining. I, too, will throw in my typical 2v8 hate when the time arrives. That's the forum. Take it with a grain of salt. The event still has a line for killer despite it all.
Now, things for the most part are a lot weaker and survivors have a plethora of perks to combat styles of play they don't like, killer queue times are worse (making each bad game feel even worse since they've queued for up to 15 mins for a game at worst times) and theres a lot more maps making it a lot more rng dependant for most killers
Pretty much everything in this game is based on luck and RNG. If I load into Fallen Refuge as probably any killer it's gg for the survivors unless theyre all very good. Last time I played that map someone immediately noise spammed and chased me around to die. But if I load into a match as Henry on Trickster's Delusion I'm going to struggle. I'm pretty sure it's like that on purpose, to vary the stress and struggle level of the players and force up and down emotions.
This I heavily disagree with. People are allowed to say X is broken, and should voice it.
The issue is people not identifying what the problem is, they just say "nerf survivor". What's highly effective against one killer isn't against another. Pallet density is a good example. It doesn't hinder me at all on any of my top 10 most played killers. The M1s I just throw on Fire Up or Brutal. Everyone else is fine. But SB+Vigil on 4 people against my 4.4 main might actually lose me the match, while high mobility instadown killers like Oni and Billy won't even flinch. That's what makes global changes so challenging but people want to oversimplify.
"The problem isn't neccessarily you, it's anyone on the team being tunneled. One person being bad at chase can land the killer an easy win and an instant lose for the other survivors. Even if their match isn't over time-wise, it's over success-wise. I find this much more prevalent on survivor. Killer, I've always got a chance to turn it around. I've won matches where I had one hook by end game. There's no sudden turnaround like that for survivors. Time spent isn't necessarily a measurement of quality. Being trapped in an unwinnable match isn't enjoyable for any length of time."
Id argue sadly thats part of it being a 4v1, it doesn't make it any less of a skill issue on the survivor side. Its annoying and less fun, sure, but its still sadly a skill issue here.
"Every event is complained about. That's all people do here. Lights Out is coming back and I'm excited for a fresher wave of whining. I, too, will throw in my typical 2v8 hate when the time arrives. That's the forum. Take it with a grain of salt. The event still has a line for killer despite it all."- and the game still has a line of survivors so soloqueue (which makes up 48% of survivors) must be fine????? Killer queue's in the events are low, the lowest I've seen in years. 3 mins is the longest I've had to wait as killer in the event, most the time its less than a minute. Surely this shows something in comparable to the usual 5 min minimum killer queue times.
"Pretty much everything in this game is based on luck and RNG. If I load into Fallen Refuge as probably any killer it's gg for the survivors unless theyre all very good. Last time I played that map someone immediately noise spammed and chased me around to die. But if I load into a match as Henry on Trickster's Delusion I'm going to struggle. I'm pretty sure it's like that on purpose, to vary the stress and struggle level of the players and force up and down emotions."- oh i agree, But it didn't used to be. Your example was old 2018-2019 dbd which had like 3-5 different maps (with variations) rather than the 12 we have right now.
"The issue is people not identifying what the problem is, they just say "nerf survivor". What's highly effective against one killer isn't against another. Pallet density is a good example. It doesn't hinder me at all on any of my top 10 most played killers. The M1s I just throw on Fire Up or Brutal. Everyone else is fine. But SB+Vigil on 4 people against my 4.4 main might actually lose me the match, while high mobility instadown killers like Oni and Billy won't even flinch. That's what makes global changes so challenging but people want to oversimplify."——- Agreed, Hence why I mentioned that all killers need to be balanced (not buffed), the S and even A tier killers will need nerfs, the D/C/B tier killers buffed accordingly and survivor buffed so soloqueue isn't as horrendous and then balanced around B/A tier killers. Thats what I want, what that would look like on a killer by killer basis idk, I could spend some time and make a spreadsheet and give an idea of my idea for balances for killers. But buffs to survivors would mostly be focused around communication/info buffs, like (just spitballing) getting a small sound notification where a survivor drops a pallet, kindred basekit, a communication wheel and then some nerfs to killer effeciency tactics like slugging/tunnelling because killers will all be brought up to A tier where they can deal without it. Then we can balance where needed and see if tunneling/slugging is needed against soloqueue with comms/info spread.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098837#Comment_4098837
Yes, mains are an issue, and part of that issue is all the mains who think anyone who disagrees with them is on the enemy team. That is just telling on yourself. Not everyone has an intense emotional attachment to a video game role.
The only time I've ever won or lost in 5 mins or less is if I as killer blew it, or the killer I was playing against blew it. People do bad and they lose. Is it only a problem when killers lose this fast though? I've wrapped up many a 4k at 5 gens as killer in under 5 mins. I've also been full team slugged by instadown killers running Infectious/Coul in similar time.
I've been playing the event exclusively as killer right now and having a blast. I'm going to be really unhappy when it's gone and I just can't play anymore because the queues are too long. I watch the queues daily and I play daily. It's been abnormally high since Jason came out, and it not because tons of survivors were queuing up to play against him. I myself just ended a two week break from playing survivor because of how miserable endless tunneling Jasons was. At the the time of me writing this there are 3 servers with over 5 min queues for killer in the event, and half the queues in 1v4 are over 6 mins. But I played 35-40 survivor matches yesterday and didn't get a single Jason, so killers are still waiting in line even with Jason cooling.
I disagree about it being widely accepted. What I see is CCs complaining and their followers parroting, and then a narrative is created. Most long time players I know seem to think the days of infinites, gen tapping, and old DH were worse. Both sides have been adjusted. The game is just different now, and new killers are pretty much all A tiers on release now. What killer you choose will shape your view. I'm not gonna play as Trapper and complain when I struggle.
Agreed, theres no need to be combative in this, we're all here to have fun (not saying your being combative, saying "mains" are).
"The only time I've ever won or lost in 5 mins or less is if I as killer blew it, or the killer I was playing against blew it. People do bad and they lose. Is it only a problem when killers lose this fast though? I've wrapped up many a 4k at 5 gens as killer in under 5 mins. I've also been full team slugged by instadown killers running Infectious/Coul in similar time."- I can make the same argument though. The only time I've ever been tunnelled out before 2 gens is if I blew it, because 90% of the time the haste/endurance should get you to a pallet and then you should be able to loop/mindgame a killer for a while. This argument seems like removing agency from the survivor here, ngl.
"I've been playing the event exclusively as killer right now and having a blast. I'm going to be really unhappy when it's gone and I just can't play anymore because the queues are too long. I watch the queues daily and I play daily. It's been abnormally high since Jason came out, and it not because tons of survivors were queuing up to play against him. I myself just ended a two week break from playing survivor because of how miserable endless tunneling Jasons was. At the the time of me writing this there are 3 servers with over 5 min queues for killer in the event, and half the queues in 1v4 are over 6 mins. But I played 35-40 survivor matches yesterday and didn't get a single Jason, so killers are still waiting in line even with Jason cooling."— I agree, survivors dont want to play vs jason, people want to play as jason so will play killer even if its not fun to play to play jason. And I'm glad your having a blast on the event, genuinely. I want every player to have a blast on it, but the consensus (as shown by shorter killer queue times and the forum posts) is most killers aren;t.
"I disagree about it being widely accepted. What I see is CCs complaining and their followers parroting, and then a narrative is created. Most long time players I know seem to think the days of infinites, gen tapping, and old DH were worse. Both sides have been adjusted. The game is just different now, and new killers are pretty much all A tiers on release now. What killer you choose will shape your view. I'm not gonna play as Trapper and complain when I struggle."
Thats a take you can have, I'd argue that gen times are at an all time low because survivor perks allow them to streamline that process (I've been playing since 2018, so remember all the things youre saying) Old school regression was stronger (old ruin/PGTW) and back when gen tapping and old DH were a thing, Legion (the repeated stabs legion), old freddy with insane slowdown, nurse could have up to 7 blinks and hillbilly was the demon he used to be. Now, things for the most part are a lot weaker and survivors have a plethora of perks to combat styles of play they don't like, killer queue times are worse (making each bad game feel even worse since they've queued for up to 15 mins for a game at worst times) and theres a lot more maps making it a lot more rng dependant for most killers.
I will agree that a lot of the newer killers have been strong-insane. Ghoul/jason are the best examples, but even houndmaster/springtrap aren't weak (maybe high B). Sadly thats power creep for you, and with more going into the game the devs give killers more to be able to deal with it. Hag/doctor werent made to stand up to the current meta.
"What killer you choose will shape your view. I'm not gonna play as Trapper and complain when I struggle." This I heavily disagree with. People are allowed to say X is broken, and should voice it. They have with Jason. People should also be able to say X is weak as hell and I don't enjoy playing killer unless I play 3/4 out of the 10 strong killers that can consistently put up a fight. Because both sides fun matters, thats the whole point. Tunneling/bleed to death massively impact a survivors fun, so should be dealt with whilst keeping balance. The same weight should be given to that claim as "restricting killers to play specific killers and builds also heavily impact a killers fun, so should be dealt with whilst keeping balance". Both are about each sides fun. I prioritise neither. I hope you can do the same.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098735#Comment_4098735
A thing that almost never happens. Yet tunneling happens constantly. I've never played a survivor session without a game-start hard tunnel happening to someone. I've never won a survivor match in 3 mins.
The forum isn't survivor sided, there's just some extremely biased people that are only invested in one role and can't understand most people play the whole game. And you realize Fast Track was nerfed to be worse than it originally was right?
It's funny to use the long killer queues as an example since they just show how desirable playing killer is right now no matter how much whining there is.
I've seen survivors win in 4 mins a decent amount of times, I've also seen survivors not get tunnelled. Hyperbolising isn't helping the point here mate.
But yeah, mains are an issue on this forum 100%.
"It's funny to use the long killer queues as an example since they just show how desirable playing killer is right now no matter how much whining there is."- This is wrong for a plethora of reasons:
- there needs to be 4 survivors to 1 killer, so even if there was (in every 100) 30 killers to 70 survivors, there'd still be a wait time.
- Killer queue times have gotten worse since the event due to 2 reasons: Killers found the event bullshit unless they played specific killers/builds (not justifying hex jason, that builds bs) and survivors have found playing against those killers horrendously unfun (legion/plague/hex jason/ bubba) and there is 2 queues splitting the playerbase. I saw a 2.5x bp bonus on killer in event but a 1.25 bonus on survivor outside of the event, which was insane since I rarely see survivor bp bonus'
- Killer is widely accepted to be in the worst state its been in for a long time, but the new killer came out somewhat recently and people really vibe with playing jason.
Here is the main 3 reasons why that statement doesn't track. But yeah, i think tunneling should be punished. I also think gens should take longer to casualise the game. Just my 2 cents.
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@ArcT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098715#Comment_4098715
Doing that would just make tunnelling stronger, and as people keep saying, their attitude is to win at all costs. Why would they do a 180 if you make tunnelling an even stronger strategy? Do you think it makes sense to apply the same logic to generators? If you cut gen time by 25%, do you think survivors would stop doing focusing on gens? Plus, we see both killers who are overwhelmingly powerful and we've had metas where regression was out of control (CoB/Eruption, or the like 4 months of bugged Merciless). In neither case was tunnelling lessened at all.
You cannot just feed people generic incentives that they get no matter what in the hope that'll somehow change their behavior. It needs to specifically incentivize the behavior you want to see without also benefitting the actions you're trying to steer people away from. Even soft pressure, such as BP from old BBQ, or the previous grade/emblem system that would ding and derank you for a 5 hook 4k applied SOME pressure, but BHVR has been systematically removing all that.
Agreed with this post, but I would say that if we made gens take more time it would be feasible to then punish tunneling/slugging. If pressure is not as necessary then making it so the ways of efficiently pressuring survivors are weaker become more understandable. IE, increase gen times, but also find a way to punish tunneling/slugging
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098607#Comment_4098607
Literally any video game. If you single a person out and grief the person, that's bannable. You prevented them from playing the game. You could even argue it's cyberbullying.
"If you single out and grief a person, thats bannable"- No, its not in literally any other game.
Lets take league of legends for example, in laning phase I could zone from the wave and keep you around 3/4 levels down with 0 farm and that'd be fine.
In valorant/CSGO i could kill you repeatedly on spawn.
In GTA V i can hunt you down in online mode as much as I want.
Why? because thats part of the game. The objective of the killer is to kill the survivors before the gens pop. Preventing them from playing the game Is part of it being an asymetrical horror. You wouldn't say getting 1 tapped by a pro on spawn in CSGO is cyberbulling/griefing, the same is with DBD, being killed is part of the style of game, and to pretend otherwise is ridiculous
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@Theokarun said:
I own all the killers (besides pinhead and Micheal) and I want to shake up my killer builds to have more fun but still leave room for having a chance to win any builds you guys have for general or killer specific send here and I'll try them and comment on them!
PS: THANKS FOR READING MY POSTS AND COMMENTING ON ALL OF THEM GUYS I LIKE HEARING SUPPORT AND IDEAS!
Doctor with max TR is a fun build, I also enjoy "I dont need no hatchets" huntress (fire up, bamboozle, Play with your food (which can be swapped with machine learning if you don't have it) and batteries included. Noed could also be swapped with one of these if you don't own one of them.) with the add on when she's out of hatchets shes fast. Then watch her go brrr and run down most survivors.
A final build for your thoughts is one that I saw on a reddit thread years ago and have used to this day. Rancour roulette.
Rancor, Game Afoot, Nemesis, Play With Your Food.
Straight up just wanting that 1k and caring about nothing else. 1 survivor for sure dies at the end, you ignore them all game, and then make their life hell at end game. Very funny to see people notice the rancour and run like their life depends on it.
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@RedCentipede said:
I can imagine there's plenty of players who would like to get the opportunity to play this unique Killer...myself included. It's obviously not worth purchasing with the absurd prices and potentially getting banned for third party keys.
Do you own him? And if so how often do you play him and can he keep up with the games pace these days?
I own him, Played him a decent bit. Struggled massively. He's definitely a pub stomper where people either spend forever only doing the box or don't do it at all. If you get a single chain storm vs soloqueue you'll have a good chance of winning, otherwise you'll struggle unless theyre not touching gens. He gets a small reward for a high skill floor ability and still has to spend the time going round when they can break it on terrain.
Definitely worth playing, hes fun. But not strong.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098604#Comment_4098604
I'm saying if the wincon was changed and you didn't win from just getting 4 kills, like if tunneling or 4man slugging actually made you lose becuase you didn't meet the unique hook requirement, but unique hooks made you win even without four kills. The game should reward hooks, which are the real skill. 8 hooks from chases with no kills is more impressive than 4 kills with 4 hooks because you slugged everyone, yet the game doesn't reward that. It would also mean survivor wicon could become a team win instead of just counting personal escapes, which would allow for a more team-minded game.
I'm also saying the invisibilty would make you 100% unfindable. Like yeah no tinkly noise, no footsteps, no sound at all. This one was designed to be fairly easy to counter. The anti-tunnel version should be absolute.
Ahh fair ok, would be chill with all of these suggestions, seems we're on a similar page i just misunderstood you
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098610#Comment_4098610
Yeah, I saw he sent that aftwards. Kinda wish they did the comparison on the same map. Im trying to watch it on my phone and going from day time earie of crows to a night time map, I couldn't even see the survivor at first, let alone pay attention to the distance.
Ah fair yeah
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098585#Comment_4098585
Im not even sure how you COULD test that since survivor models dont match their hitboxes.
The guy sent a video in a earlier response, it showed it pretty well.
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Yeah that video is weird, ok. It seems his ranged attack is better than huntresses. She still has 7 to his 1, but yes absolutely theyre the same hitbox for players. TY for clearing the confusion.
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Thanks a tonne :)
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098456#Comment_4098456
You wouldn't even need the basekit BT anymore. 15s of invisibility and invulnerability could replace it and off-hook body blocking would become a thing of the past.
The game is only uncasual because some people have decided it is. There's no ranked mode or visible MMR or anything to make this game serious except people choosing so. Even your stats aren't visible directly through the game. This is just an easy game to feed your ego, because MMR brackets are so broad and matchmaking is so loose, and many people aren't taking the game as seriously so wins are often easy against them. Everyone has seen people who just give up when they get early tunneled, and then the killer gets the easy win they so desperately want handed to them.
I think the game would be in a better place if success was measured through hooks and not kills. "The entity hungers" seems to bother a lot of people. I was recently saying something like a blood meter that fills up instead of sacrifices as the goal, and you get more blood through unique hooks, but double hooking wouldn't increase it at all. If they changed the wincon they wouldn't have to change the game so much.
I agree with almost all of this post:
"If they changed the wincon they wouldn't have to change the game so much"- people will still tunnel if you make it so they get more from unique hooks because someone will always be easier to chase/ the weak link, and tunneling off the hook means that weak link is down a healthstate. Even with invisibility we've seen in the event killers who have headphones can trace survivors and so It would need to be no noise/ no collision with environment so no feasible way to trace them which would take way more coding. But yeah absolutely.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098452#Comment_4098452
It's not easier to dodge, it has a smaller environment collision and a large player collision, there was a video going around online showing it compared to huntress and slinger.
"it has a smaller environment collision and a large player collision"- I'd very much like to see this video, because I've been seeing shots on my end that were almost certainly hits/looked like hits that missed that matched my thoughts on player+environment collision being the same. Not saying your wrong, I'd just like to see this because Itd help me perception on jasons ranged attack a lot.
If you could like it in your response id be greatful :)
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098452#Comment_4098452
It definitely dodgeable but the projectile speed is WAY faster than huntresses. And her hatchets are souch slower to ready, recover from and harder to aim than jason's spears.
Your nerfs sound good, I'd just add maybe a slight recovery after a throw and he wouldn't feel so oppressive
I mean if the nerfs i suggest aren't enough sure, id be fine with more after, I think the nerfs I've suggested would at least change the perception of him in game and make him feel less oppressive without him feeling clunky. But thats another nerf id be ok with.
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098468#Comment_4098468
You can grab a spike, throw, enter power and reload immediately. And then of course there are hooks. You only need to be 1.5-2 meters away from the reload point. At most you just need to flare out to grab something from the 20+ points on the map. No projectile? Just M1 at 4.6. Jason is not struggling.
"You can grab a spike, throw, enter power and reload immediately. And then of course there are hooks. You only need to be 1.5-2 meters away from the reload point. At most you just need to flare out to grab something from the 20+ points on the map. No projectile? Just M1 at 4.6. Jason is not struggling."
It seems you just read part of my original message, and have hyperfocused on that one part. If you had read the entire thing, you'd see i suggested nerfs to him at the very end that could make him a bit more punishing for misplays. For example, less scrap hooks. However, thats not to say he doesnt get punished after missing 2/3. To act like he gets infinite reloads is insane behaviour. Yes jason needs nerfs, no he doesnt need you bigging up the weaker parts of his kit to focus nerf them.
Overplaying parts of his kit just makes you seem like you have no idea what your saying. You don't need to overplay parts of his kit, he does need nerfs without it, instead of acting like his ranged attack is a god given gift maybe look at it in isolation and reconsider. His ranged attack, by itself, wouldnt not even be seen as a B tier killer most likely, Which would put him a league below huntress and deathslinger, the ranged killers who only have that going for them instead of some sort of map traversal ect. His ranged attack just isn't all that, its the combination of everything, as you mentioned his haste here (which is widely accepted as one of the problematic parts of his kit, and something I called for a nerf on the original post you commented on) which does need toning down.
No, Jason is not struggling, but joining a conversation discussing his ranged attack in isolation, and then defaulting to "oh his entire kit is strong" does nothing for the conversation. Maybe, instead of reading 1/2 lines or skim reading take the entire comment into consideration before commenting on it.
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4098452#Comment_4098452
If it's taking you 10-12 seconds to reload, you're doing something wrong. Watch any gameplay, there is always a hook or a scrap pile nearby - you can just enter power and grab something, then get full info on where to throw it. Reloading takes 0.5s in power.
it takes 10-12 seconds after the first reload as scrap piles have a cooldown between reloads. Watch any gameplay, you see people having to move to alternate source between reloads. I believe you can only reload at one once before going into OE or waiting the extensive cooldown. Some sources say you can do it 3 times, but the majority say once and then a large cooldown/ wait to OE.
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@cogsturning said:
I'm sure some people will simply call skill issue over this
They shouldn't be saying that because it's also a skill issue if you have to tunnel and camp this intensely to coast your way to an easy win.
But yes there should be something in place to stop the killer from just ruining everyone's match 2 mins in. It'd be nice if they combined the invincibility and invisibility into anti-tunnel. If they make it so the survivor has no collison and also can't be perceived in any way it would be impossible to abuse. Elusive off hook was a good idea that shouldn't have been tossed. They were far too heavy handed in scrapping every bit of the anti-tunnel ptb.
Honestly, If they just removed collision off hook and increased the time of the basekit BT with added nuance like "if you are within the killers red stain and 5m from another survivor you lose it" which doesnt apply at endgame id be fine with it or something like that. Something that doesn't allow you to bodyblock/take a hit even just by staying in the same direction when a lunge wouldve made the hit on the other survivor, stuff like that. I personally don't hate hard tunneling, with DS can usually waste a lot of the killers time in soloqueue and that allows me to loop them for another 40+seconds. But it is frustrating. But I also recognise its the killers objective to kill, so they need to get someone out do it, its your job, and it does make their job easier. So yeah, definitely a skill issue on both ends, killers relying on tunneling + survivors complaining about it are both skill issues.
But honestly the only way to feasibly remove tunneling/slugging/all other unfun playstyles is to casualise the game, make it easier on killer to apply pressure naturally whilst also punishing the unfun but often efficient ways of killing because it makes the game more fun for both sides. My suggestions usually fall into some sort of reward for hooking/killing but then heavily punishing tunneling/slugging (basekit infinite UB/ increased duration of basekit BT and maybe even basekit DS at that point).