Akumakaji
Akumakaji
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@dwight444 said:
I don't get the endurance nerf requests
I use MFT but rarely get the value from that part of the perk, how often are people really dealing with the endurance part???
very situational imo? Wouldn't impact my matches in one way or the other if that gets axed, personally. I imagine if that's the route they choose that people would still call for another nerf to the speed aspect
The enduring effect is quite strong, but kinda part of the normal game.
For me it's the 3% hast effect, that's braking the game. Nearly all the loops in the game are balanced and designed around the normal speed dynamics between the two rolls, and MFT breakd this in twain. Especially the situations were you can only mindlessly chase a survivor around an unmindgamable piece of junk or so and its a lose lose situation: t wounded survivor is right there, but due to MFT and the hitbox discrepancy you would have to Bloodlust 3 it. Or you abandon the chase and go for another survivor, who might have the perk, all the while doing nothing to further your cause, ie not even getting a palette out of the way. It's so frustrating.
But it's okay if they leave Ultimate Weapon untouched >:) Give everyone overtuned tools and let the game derail a bit, after we optimised the fun out of it in the last 2 ys
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It's still in the game, but got replaced with the numbers of kills you get. It's supposed to allow you to get merciless ratings, and thus do adept challenges, even in the higher ranks by getting a 4K, which was basically impossible under the old system, as you needed 4 iri emblems in one game to get a merciless rating in iri ranks.
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I played them like 6 times last week and they were surprisingly fun. I think they are quite underrated ... but also pretty clunky.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545144#Comment_3545144
I guess we'll know more tomorrow.
I am a little bit nervours, even scared, to be honest .... But I also want to do this and show the world, what a brave killer I am! I just hope that it won't hurt too much ... and that there will be some blood candy afterwards.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544883#Comment_3544883
"While other survivor perks haven't changed since their release."
That's because newly released survivors are usually terrible. They are either Weak, extremely situational, nerfed versions of existing ones or have a wall of restrictions.
Seriously, Survivors get like ONE perk A YEAR that can climb to the meta and it gets hundreds of forum posts demanding nerfs.
I somewhat feel your pain, but MFT isn't just "one more strong survivor perk", its breaking DBD fundamentals on so many levels. But just now BHVR released an equally busted killer perk with Ultimate Weapon.
I have the lurking suspicion, that this is part of BHVRs plan to make the game more fun, again. A lot was done in the last year to make the game more "balanced", and while we succeeded with that, we all felt the pangs of the aftermath: killers without OP regression felt they needed to tunnel, and tunneled survivors without DH felt the need to slam gens like their live depended on it (which it frankly does. Duh!), instead of memeing around or going for a brisk stroll around the grounds, leading to both sides tunneling and slamming away like its no ones business.
MFT, while severely hated by the killer community, was the ray of hope that a lot of survivors had hoped for: a new, slightly overtuned (maybe OP, maybe not) chase perk that let them reenact their favorite sketch from the Benny Hill Show.
And low and behold, next chapter killers got Ultimate Weapon and Rapid Brutality, two perks that counter sneaky survivors hard and gave crafty and deft killers a 10s window to shut down those pesky MFT users.
Basically both killers and survivors got unbalanced, overtunend (maybe OP, maybe not) new tools that they love and the other side hates and that breathed a bit of fresh air into the stale DBD formula. Games are allowed to be fun again, both sides now have something to fight the more frustrating elements of the game and we all get more chases that are winnable for both sides, something that we all dearly craved, yet harshly missed.
Our constant yelling and whining got the game pretty balanced, but this balancing act also optimised the fun out of the game and players used the last screw they could tighten (tunneling and slamming gens) to their full extend, tightening it as fast as they could. I guess asymetric games NEED to be a little bit unbalanced and swing both ways, allowing for dumb and hilarious misplays and spectacular triumphs. What we need now is a means for killers to be rewarded for hooks and punished for early kills, while not shooting themselves in the foot for letting a survivor on death hook getting away in favor of a non-hooked conpatriot.
Not sounding dramatic, but DBD is at a turning point right now: BHVR must get it back in line and bring the fun back into the game, or else we will be left with a dedicated playerbase thats too stubborn to stop playing the game, while turning more and more bitter and resentful and making the game impossible to grow a new audiance.
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@Cyber686 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543444#Comment_3543444
turrets were plased in different places near pallets and windows away from each other and still aint ######### for xeno he destroyed them instantly with tail attack
Well, hard to believe, but without vid or pic evidence I will have to take your word for it.
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Yeah, in a recent developer stream they talked about a subway car that could be found on the map and if you repair it for one gen worth of repair time, it speeds along the tunnels, potentially stunning the Alien several times in a row and making her tunnels pretty unsafe. It's a big investment, but seems strong, at least on paper. Only time will tell if this will be am effective anti-tunneling system. I got my fingers crossed.
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Dayum, what a mad lad! I wish I would pull off such a play even once in my life time! Who in their right mind would leave the exit gates just to befuddle the killer? Well, a bot that knows that the hatch is close.
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544571#Comment_3544571
What makes you say that? Me vaulting, running away then getting sucked back over has something to do with skill and not poor coding/people's bad ping? My ping is a steady 20-40ms fwiw. Also not being able to drop palettes has to do with skill? It says press RB, so I do, and nothing happens. In all my other games, my controller works flawlessly.
I play plenty of other games, FFXIV, FFXI, Texas Chainsaw Massacre, Resident Evil Resistance (of all games, it doesn't even have problems here haha), MHW, GTA, RDR2, no issues like this whatsoever in those games. I tested my button and it works.
When I stun the killer, run, and then suddenly I am dead does it also somehow have something to do with skills? I am really confused.
I have over 3 P100 characters, I know how the game works lol. This has nothing to do with me, and everything to do with latency issues. It's not like FFXIV, where they have dedicated servers to connect to per region and this game allows VPN, which, causes these problems...if you use a VPN there, in FFXIV and most other games I play,you get banned, because you can have advantages. This clearly is not the case with this game. So I want to know if this will be fixed, or allowed, so I can just uninstall it and move on.
So, perhaps it is you who has the "skill issue" understanding what is really going on over here.
Please offer something more useful then some flame comment. Thank you.
Just the typical forum member trying to be edgy by writing a sparky comment.
They are just build cooler then us common plebs.
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Do you even remember how easily tunneling was before we got basekit BT? You just hit survivors once the moment their feet touched the ground and could hook them instantly again, giving them no more then 5s off-hook, hooking time included.
Basekit BT isn't the end all, be all of anti tunneling, but it gives you a fighting chance to get away. I fondly remember the times when I would double down the unhooker and the unhooked with a well placed punishment of the damned, but I also felt severely sorry for this poor souls, such devastating plays ain't possible anymore.
It's a fine line to walk.
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I know that it's soon coming back and that it will for the better, as some players only play for the flashlight blinds and the beamer is considered by many to be the most fun survivor item, but I am also feeling it.
Without flashlight ťmy matches are much more chill and way less stressful..and as a result, so am I. I still kill survi in, but also started again memeing with them or letting a couple go, Scott free.
Taking away options is never good, that's right, but I am thoroughly enjoying my vacation.
BTW, remember when Nurse was kill switched because she could get stuck in a stone or while kicking a gen and people wred expressing their sense of freedom and joy?
This situation here is kind the same.
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544444#Comment_3544444
I never thought of pinhead that would be interesting.
I imagine a laticework of sickly yellowish glowling lines on his head and many flayed skin parts that expose blighted flesh and oozing wounds. Maybe he tried in the early stages of the infection to tear the infected flesh out with his hooks, so he has broken chains and hooks dangling behind him all over.
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Singularity and Pin Head. Failing that: Xenomorph.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542583#Comment_3542583
Imagine logging into DBD after work to try to relax and these are the survivors you get lmao
At leasts its over quickly, like ripping off a bandaid.
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The lock down on the tail and how easily its now juked makes me nearly lose all fun on playing as the alien, which is really sad. Really, the tail is now so unreliable that I often don't even try, because all it needs is a slight juke and I will miss and lose massive ground. Better to just don't use my power and just M1 ... which never is the most exciting concept in DBD.
EDIT: on the plus side: I am one of those players who are slowly raising Singularities kill rate, because I am playing Hux more and more; the pods are a surprisingly fun anti-loop tool and can bait survivors into making all kinda dumb panic mode moves.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543794#Comment_3543794
Ok?
So the killer is the survivors plaything?
*Astronaut shooting other Astronaut in the back meme* Always has been.
(I am too tired and lazy to actually create the meme, so this will have to do).
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543591#Comment_3543591
Map traversal mean nothing if your time to down is bad. fready, legion, dredge, etc can all get around the map fast and none of them are crazy good. The bulk of your time is spent catching a survivor while looping not getting to areas. His anti loop still strong but i wouldn't call A tier just yet.
BTW, I never understood why Freddy was considered a map traversal killer. Yes, he can teleport to a gen once in a while, but thats no major part of his kit, its not like Demogorgon or Dredge, where he is all over the place, but every couple of minutes he can try a teleport. It feels like a relic of a forgotten time, when things were much different.
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@adam1233467 said:
I love the fact we are discussing about Ultimate Weapon, and for some reason people bring MFT to this conversation
Like what ????????????
Have you actually read my comment? ^_-
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543617#Comment_3543617
as if soloQ wasn't bad enough already
Its just a glyph challenge ... can't be worse then the "Tough Stuff" unbroken challenge we got right now.
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@GannTM said:
“Survivors having counters is bad” sums up this entire post.
Indeed. Its what butchered poor Spirit and made her extremely unfun to play. Rest in peace, Rin.
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@NAERUUU said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543532#Comment_3543532
Dude, the PTB gonna be full of skull merchant who facecamp xD
And rightly so. The PTP should be used as a massive stress test to a new design element or mechanic and testing it out under the most extreme of situations to see if it is robust enough to be released into the wilds.
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The thing is: we don't really know what happend. If they only rolled back Xeno to its PTB version no one would bat an eye. According to the documentation they went two extra steps, made turrets stronger by making them more generously to place down and not only implemented the tail slow down that wasn't working before, but also increased the penalty further.
If that was the case, there would be grumbling, but in the end killers would just play with a more fair, slightly "nerfed" version. But many players, myself included, experience a far steeper performance drop, missing shots that telegraph as clear hits and survivors easily dodging 8 tail strikes in a row. Its not that the killer got slightly nerfed and now everyone is just whining, something changed on a fundamental level, that we all can't put out finger on.
BHVR probably did some tail code optimisation that scrambled something up. I actually expect that they will clear this up Monday or Tuesday, as the Alien is not behaving like it should, but people all over are overreacting: one side claiming that Xeno is now trashtier and shall never be touched again, and the other side coming down hard via "now you see how boosted you were! You deserve this misses! ". I think most people don't realize that the tail code got busted up in the update. At least I hope so. If not and I am wrong with this assessment: RIP Xenos
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543601#Comment_3543601
That's true but good PC player will always have advantage against good console player.
But this is same for all PvP games. PC players will always have advantage. Nature of gaming.
At least this statement of yours I can fully support.
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@Emeal said:
I think having a the best idea would be to treat first person Survivor as a Special Tome challenge or an Offering.
it would not be hard to bHVR to do really and well as a time challenge it would be fine lol.
Oh, I like this! This is spicy, like that killer challenge that spawns a (brown I think) glyph right next to their starting position and communing with that glyph debuffs them in various ways (remember when you got this tinted screens and swaying movements that sadly made a lot of players sick? It was quite fun if you werent that badly affected by it).
This could be a new survivor glyph: "escape the trial while The Entity warps your perception of the world in frighting and unnatural ways."
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I posted this a couple of times in the past, but maybe this will get some traction this time? I believe that this changes here would make hexes perfectly viable again!
- At the start of the game all hexes are sustained by The Entity for 90-120s (tune this up or down as needed). During this time all totems on the map are dull and the hexes can't be affected by survivors in any way, while having full effect.
- Survivors can do everything they want with the dull totems: bless and boon them, cleanse them to power up their Overzealous or Inner Healing perks or go bone hunting and preventing a potential hex build or NOED on the killers side.
- After The Entities protection has run out, all the killers hex perks are transfered from left to right in their load out to dull totems on the map, lighting them up. If at this point not enough dull totems exist at the map, the rightmost perks in the killers loadout will fizzle out and stop working.
Thats basically it. This would leave nearly every perk on the survivor side that deals with totems and hexes intact, while also giving the killer a grace period of guranteed value from their hexes. Hexes would be played more, but not by every killer, making bone hunter builds more viable and "doing bones" tactically sound again. I would so love to try this out in a PTB, so make some noise, peeps :D
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@KateMain86 said:
Ultimate Weapon is likely a deal breaker for a lot of survivor mains. This perk is way too powerful. No more hiding near progressed gens or really near any locker. I feel like most killer mains are going to start using ultimate weapon alongside iron maiden and any perks that increase their terror radius. Hiding near a progressed gen when you're in hard to win situations such as half your team eliminated and there is still a gen or 2 left to do is out of the question now. Killer players using this perk will open every locker on perk cool down that is anywhere near a gen. Survivors should not be so easily found when hiding in the open because a locker being opened makes them scream. How do you even counter that? Is every survivor going to be forced to use calm spirit forever now? Does that even negate all of ultimate weapons effects? I'm not at all happy about a perk like this being in the game now. It forces survivors to change their entire playstyle because 1 perk gives the killer survivor locations within their terror radius. No one is going to want to do hide within terror radius challenges anymore because of this.
I have the lurking suspicion, that this is part of BHVRs plan to make the game more fun, again. A lot was done in the last year to make the game more "balanced", and while we succeeded with that, we all felt the pangs of the aftermath: killers without OP regression felt they needed to tunnel, and tunneled survivors without DH felt the need to slam gens like their live depended on it (which it frankly does. Duh!), instead of memeing around or going for a brisk stroll around the grounds, leading to both sides tunneling and slamming away like its no ones business.
MFT, while severely hated by the killer community, was the ray of hope that a lot of survivors had hoped for: a new, slightly overtuned (maybe OP, maybe not) chase perk that let them reenact their favorite sketch from the Benny Hill Show.
And low and behold, next chapter kllers got Ultimate Weapon and Rapid Brutality, two perks that counter sneaky survivors hard and gave crafty and deft killers a 10s window to shut down those pesky MFT users.
Basically both killers and survivors got unbalanced, overtunend (maybe OP) new tools that they love and the other side hates and that breathed a bit of fresh air into the stale DBD formula. Games are allowed to be fun again, both sides now have something to fight the more frustrating elements of the game and we all get more chases that are winnable for both sides, something that we all dearly craved, yet harshly missed.
Our constant yelling and whining got the game pretty balanced, but this balancing act also optimised the fun out of the game and players used the last screw they could tighten (tunneling and slamming gens) to their full extend, tightening it as fast as they could. I guess asymetric games NEED to be a little bit unbalanced and swing both ways, allowing for dumb and hilarious misplays and spectacular triumphs. What we need now is a means for killers to be rewarded for hooks and punished for early kills, while not shooting themselves in the foot for letting a survivor on death hook getting away in favor of an unhooked conpatriot.
Not sounding dramatic, but DBD is at a turning point right now: BHVR must get it back in line and bring the fun back into the game, or else we will be left with a dedicated playerbase thats too stubborn to stop playing the game, while turning more and more bitter and resentful.
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543585#Comment_3543585
Good to see you back, Aku. Thanks for sharing those details.
Awwww, thanks :) Lets not dwell on the past, it shall never happen again. Instead leads try to discuss away and find out whats wrong with poor Xenomorph!
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@Ayodam said:
So what changes besides making the missed attacks slow Xenomorph down (which was a bug fix) did the devs make?
The thing is: we don't know. If they only rolled back Xeno to its PTB version no one would bat an eye. According to the documentation they went two extra steps, made turrets stronger by making them more generousl to place down and not only implemented the tail slow down that was by working before, but also increased the penalty further.
If that was the case, there would be grumbling, but in the end killers would just play with a more fair, slightly "nerfed" version. But many players, myself included, experience a far steeper performance drop, missing shots that telegraph as clear hits and survivors easily dodging 8 tail strikes in a row.
BHVR probably did some tail code optimisation that scrambled something up. I actually expect that they will clear this up Monday or Tuesday, as the Alien is not behaving like it should, but people all over are overreacting: one side claiming that Xeno is now trashtier and shall never be touched again, and the other side coming down hard via "now you see how boosted you were! You deserve this misses! ". I think most people don't realize that the tail code got busted up in the update. At least I hope so. If not and I am wrong with this assessment: RIP Xenos
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543490#Comment_3543490
It would be so but calm spirit doesn't counter it. You still see the notifications of their location, the survivor just doesn't scream. :) Nothing counters this perk.
Actually... I want aware of this. I really thought that Calm Spirit was the hard counter. I stand corrected ... but my other piece about people being unwilling to move the meta still stands.
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@sizzlingmario4 said:
It does need a nerf but it’s not because of Nurse and Blight, it just lasts way too long in general and unless survivors use Calm Spirit it is better than every other tracking perk.
And why not use Calm Spirit? This is exactly what a living (not set in stone) meta is: new stuff becomes strong and gets regularly encountered, thus customising options that were subpar before become a counter and edge into the meta. Its a give and take that should keep things theoretically moving, but in DBD a lot of players seem to be adverse to the idea of not using the strongest possible build and hate the idea to divert one spot on the perk loadout to counter or deal with a meta choice that the other side most likely will employ... maybe not every match, but he majority. I think its this "I want value each match from mu perks, otherwise its subpar/uncool/unfun" thinking, that drives a lot of push towards nerfs instead of adapting the loadout.
Of course, some perks are indeed busted and in need of a change, and Ultimate Weapon is really, really strong, but it also gets 100% countered by a perk that's not meta right now.
When survivors started playing a lot of Adrenalin after the medkit nerf I started to make room for Terminus, a subpar perk in most cases, but in the Adrenalin meta it saved the day and pulled its weight exceptionally. During the DH meta there were all kind of builds that tried to counter it, it was just that oppressive (Septic Touch to Hysteria and Blood Echos ... here were all kind of builds just to counter DH). And now with MFT to prevalent I see myself using that +5% speed perk from the Alien more and more. I just wished that it got a bit more uptime, 10s is really a very short window, BUT it's often enough to punish cheeky MFT users and I have it equipped on a lot of killers.
Terminus, Repid Brutality, Ultimate Weapon and STBFL or DMS seems to be rather meta on my side, a far cry from the PainRes/Eruption/Pop/NowhereToHide kick meta.
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When a Crow takes flight, it will be a single phat dire crow, this will directly injure survivors when they connect. After a couple of meters the dire crow transforms into a swarm of crows, and this can't directly damage survivors, but will apply the swarmed condition.
Now comes the tricky part: you need to hit them again with a far shot while they are swarmed (a close range dire crow will always injure survivors). The cooldown of a single dire crow is shorter then the time it takes to shoo wl the swarm away, but two or three shot crows have a longed cooldown.
The optimal strategy is to shot single crows and then shotgun/fan them out for the follow up killshot. Snipes from the whole map away are really fun, but kinda hard as you need to predict survivor movement AND the crows travel time, while the survivors can also react to the crows in flight. But when it works out its very very satisfying.
EDIT: as for direct tips for the two tome challenges: the first one is pretty straightforward and works pretty good with direct damaging survivors at a loop, ie set crows up at vaults or exits of a looping structure and hope for the best. Of you manage to damage a survivor, keep chasing them and you will get a tick of that second challenge when you down them.
Also, a general strong combo for Artist is Distortion, to know if a gen gets worked on by two survivors and then Mathew's Hands (purple) and that crows nest (green). Tja combo helps a lot to set up long-range snipes. There is am advanced technique for this snipes: when Distortion goes off, set up one crow in that direction, then move over there while counting to 6 and set another crow. Now, when you fire them the second crow will swarm the survivors, Mathias Hands will swarm everyone at that gen and the second crow swooping in 5s later will hopefully hit a swarmed survivor who didn't run away, thus injuring them. This doesn't always work, but it's fun every now and then.
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@Cyber686 said:
kicked out of his power? seriously? i was looping xeno near 3 turrets and they aint do ######### to xeno.
Multiple turrets don't stack their power regression, but when placed correctly, the Alien can't destroy them all in time, before being knocked out of it power.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543384#Comment_3543384
40K is the final boss of neediness and I'm simply not yet strong enough to play.
Pick up a 3d printer and it becomes that much more approachable. A Mars 2 is dirty cheap now and a Mars 3 can be picked up for peanuts at a sale.
I can set you up! Oh this is going to be exiting!!!
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@MeanieDeeny said:
IMO this game is in danger of eventually dying.
I know, I know...there are die hard forum fans who will immediately counter.."everyone says the game is dying, yet here we are"..."skill issue"..."just don't play it".."bhvr doesn't care if you stop playing, game will never die" etc
So let me start off with a few things...
Not a skill issue. I have thousands of hours in the game, in the approximate 2 years I've been playing.
Over 2000 escapes and almost 5000 kills. I don't feel my issues, come from a lack of skill. Am I the best? No. But I think i've got enough skill to have functioned in this game (and had fun)....at one point.
Before I explain my problems with the game, I want to say a couple things.
- I used to devote almost all my free time to this game. I was addicted and it was all I could think of. I streamed on Twitch literally only this game. I couldn't picture getting into another game, even when this one was going bad. However...I've gone from playing at least 3 hours a day..to 2 matches (max) a day. It's all I can tolerate, and even that is barely..barely tolerable.
- Before TCM (there I said it) came out..there was no other horror game that could touch this one. Evil Dead was big, but short lived, it was a different vibe than DBD..therefore not any real competition. Without the threat of something better replacing it, it was incapable of dying. However..90% of my free gaming time, now goes to TCM. It has a DBD vibe, except with WAY less toxicity and sadly, no super cool cosmetics. But still much more positive. Whenever I check my friends list and Twitch streamer list..almost all of the ones who used to be in DBD are all in TCM. I don't think it's a phase. I don't think it will die out.
As I stated, I've spent thousands of hours in DBD and a disgusting amount of money on cosmetics (I love cosmetics! No shame! I will probably keep buying them..but will it keep me playing? No.) But the game is zero fun. Zero fun sounds like such a dumbed down comment, but honestly that's what it is. A complete lack of fun..and most people play games to have..fun.
IMO- Bhvr only caters to SWF's. Not everyone has the time or capability or social desire to want to only play this game in a SWF. SoloQ is disgusting. 99% of matches are the same. Survivor instantly sandbags you, Killer tunnels and/or camps you as soon as they see you. Slugging for the 4k at 3 gens. It's a gross situation. I got tunneled directly off hook at 5 gens last time I tried to play, when I messaged the killer after they told me, I was considered "a high priority survivor, to kill immediately. All killers have them." No, I don't have a high priority kill list as killer...and it was such a dumb comment, I didn't even bother responding. I'm not an aggressive or toxic Surv.
Then the comical part, when playing Killer almost 90% of my teams are the Navy Seals coming up in here to destroy everything, bust out gens faster than you knew was possible and go out of their way to be as disgustingly toxic as possible. What a fun time. People on the forums try to disregard prestige, but fact of the matter is, if you have at least one P100..you definitely invested time (time = experience) in the game. I don't want to load into a killer match with 2/3 P100's every time. And even the ones that are not, are usually experienced Survs playing low level characters so they don't get lobby dodged.
The DBD Community is by far the most toxic gaming community I have ever come across, which is unfortunate because at one time I loved this game so much. I know Bhvr can't really help that...the players have no self control, and apparently thrive on toxicity...that is an issue of the very people who love this game, destroying it.
It's just sad that it's in such an unplayable state...it's been stripped of all it's fun, and tbh as much as many people wanted the Alien chapter..I think it was the final nail in the coffin. At this point, idk what could even be done to make this game fun again...as bhvr can only do so much I suppose and players are going to abuse every toxic play style they can to win (on both sides)..and what's sad to me, is I don't mind losing on either side..if i've had a fun match. But you know Bhvr can't even do us the solid of not depipping when we get immediately tunneled out. You work so hard for a pip and can lose it in 20 seconds.
Anyway...feel free to weigh in, unless it's just to have some snide toxic remark. How do you feel the game could be fun again? What do you think could be done to make the game better? I do strongly believe now that Texas Chain Saw exists, this game is in serious danger if changes are not made. It may start as a slow fizzle, with everyone expecting the DBD crowd to return "once the newness wears off," but I don't think that is going to be the case. TCM creators are very involved with their game and listen and act on things almost immediately. They want their game to feel like a real life horror experience...the scary feeling of what would you do? (And it does.) They don't want their game to become toxic, and shut down anything that could lead to gross toxicity right off the jump. I don't feel Bhvr does that, and I do feel they cater to one side. That side being SWFs. I don't think they even care about their Killers at all. Again, my opinon.
I love all the cosmetics, I so very much enjoy events and such, and the time that Bhvr puts into them...every detail...look at how beautiful the masquerade was, and how fun the BBQ was with their slushy gens...but all of that doesn't matter if the game is completely unenjoyable. I do hope something changes in the near future.
The game isn't "dying" as in "sprawled on the floor with their guts spilled out", but it nicked an artery and is haemorrhaging. We all feel it, everyone knows that something changed, a lot of players vie for this or that balance change, but no one really hits the core of the problem.
Well, I figured it all out, just listen (haha, don't gimme that look): the audience and player base has FAR outskilled the games base machanics and is constantly pullying at its seams, picking it appart with new broken builds or tactics that were never even imagined at the start. A casual player of today has so much game knowledge, map awareness, game sense, techs, if you were to throw them into a 2016 or 2017 game it would look like they were cheating. Ant thats just a casual. You can try to balance and handle things differently all you want, but you can't take the skills out of the player base. And all BHVR can do is balance everything at the razors edge, but one slip and one half of the population suffers while the other will mercilecly hammer down their momentary advantage and living the moment. Yolo hard, because tomorrow that fun high will be gone.
What could save this game were a full, dedicated health update: ditch the next chapter and dedicate fully 3-6 month to make the game fun again. DBD could need a big, hard reset that establishes a few new hard rules and caps. You wan't killers not to tunnel? Then use a combination of the carrot and the stick. Right now, everytime I cornered and downed a survivor on death hook at, lets say 3 gens, and I didn't seal the deal but left them on the floor to be picked up, ie gave them another chance, this game back to bite me, because 4 healthy survivors are impossible to defend against. How could this be solved? With something like giving the killer old BBQ blood point boni for each hooked survivor that only goes up as long as no one died, but also giving the survivors some sort of debuffs for each hook while no one died. On the survivors end they get increased repair speeds and maybe +1/2/3% permanent haste for each dead survivor. Essentially, a killer who plays for 9 hooks before the first kill will get rewarded with BP and debuffs holding the survivors back, while the survivors get a chance to reset. A killer who tunnels will get mediocre BP gains and a harder time. This is just a rough sketch, but the general idea that I would advocate, ie device a system that rewards the good behaviour and sorta punishes the bad one.
Then we got the perk bloat. Maybe we could condense all the perks we got and take a hard look at them and do the following: move over a couple of them into the general use category and pick one signature perk for each survivor and killer. Thats their perk that they come with and it should be quite strong or cool or bend some of the rules. One signature perk per character will open up much more design space, as they don't have to come up with three perks per character. Each character have their own signature perk equipped and can equip two other signature perks and one general use perk. The signature perk us unlocked with prestiging the character to P3. Maybe we could have two versions of the signature perk, but that would already eat into the bloat reduction aspect.
Last but not least the game needs some hard caps on gen repair speed, heal speed, regression, haste, vault speed etc. While one trick pony builds that take one of this aspects to absurd levels can be fun, it also breaks the game in a mostly unfun way for the opposition. Its best to have some caps that everyone knows and don't later powercreep them out with new perks that break them.
This is just some general ideas of mine, but the game can't go forward like it used to be at this point, we all feel it, and I think a big reset would be the best approach.
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Tonight I played her out of a whim and decided to play chase merchant with her.
Game throws me at Azarovs resting place and I end up three genning my side before I even know what is happening. The first survivor coming over freezes when he sees the drones and wouldn't move till he died on first hook a while later.
She really is cursed and that rework can't come early enough.
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@CatnipLove said:
It's getting changed. Why can't you guys wait for the change and then complain after?
Because every single match there are roughly 2 MFT users, if they are in SWF it can easily go up to the full set of four. And every time it makes looping just so tedious; it would be no biggy in the hands of a beginner, but any experienced survivor who could do well without it becomes nearly untouchable. The good players with this perk are so aggrevating and its so tiring.
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While I hate that perk with a burning passion and how stupid it is on the small roundabout loops that were already extra painful before, killswitching it would be a bit excessive. I really hope that we will see a change with it, but maybe BHVR wants to "spice things up" by adding a couple OP perks in for both sides, because the game had become too balanced, making people miss the old times of DBD, when everything was more wild and people would do fun stuff instead of just "tunneling like its their job at the boring company" on the left side and "slamming gens like there is no tomorrow" on the right side.
While I wished that the survivors got anything else OP but MFT that just extends the most mindboggling boring loops, I enjoy Perfect Weapon on the killer side pretty much, but can also understand the outcry. The game has been balanced on the razors edge since forever and I think they need to do a big reset and set up some hard limits for buff stacking etc. instead of nerfing the fun out of the various builds.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542370#Comment_3542370
Or that yeah, i mean Iri Unbroken Emblem straight up requires you to escape with zero hooks, like bruh....
Yeah, that one threw a wrench into my survivor aspirations of today, too. Ugh.
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@Crowman said:
They fixed a bug and then nerfed the tail on top of it. Should have just fixed the bug and then see how 2.0m/s on tail cooldown actually was before nerfing the tail.
This! I feel like a bloody beginner now. I mean, with the way things are now you gotta question the whole turret thing. Before it was the balancing act between "your power is overtuned, but it can be easily taken away". Now its more like "you power is like everyone elses, but it can also be taken away".
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I will try that build out just now. Truth be told, I actually hate Ghostfaces kit ... well, no, but I have terrible luck with his reveal mechanic and it always feels like every survivor knows that I am there and they reveal me with a glance, leaving me no power for most of the game. I know that its only partially a skill issue, because some of these dudes have eyes on the back of their heads ... but whatever, I will report back after a couple of games with your build.
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Just last game I managed to hunt that Gabriel Soma, who was my obsession, down with 7 stacks, one Nea even took a protection hit so I got up to 8. I missed him with about 8 tail attacks, before I got the down, but boi oh boi is it fun and a pure power fantasy, to run around unfettered with 8 stacks of STBFL. I only got this once before with a Pig and a lucky ambush down. The games never last long after you put the lid on the 8 stacks, but its surely is delicious as hell.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536656#Comment_3536656
1. Create a problem
2. Sell the solution
I'll buy it! ... oh, I already did :P
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Me too! I am enjoying this calm immensely :D But don't get too complacent, it will go back to normal in no time.
On a sidenote, the deactivated flashlights have lead to +100% survivor for the whole day and even part of the night, which were always +100% killer territory. I guess the situation at hand let more survivor mains tip their toes in the killer waters, now that they can actually get some hooks in ^_-
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@zarr said:
Backfill is surely an issue (and one they have been saying they want to address for a long time now), but even without it, the real issue is the ridiculously low MMR cap. They say only few players are at the cap, but you have to keep in mind that they think of the playerbase hollistically, meaning that statement includes the, what, about 80% of players that are below 100 hours and launch the game once in a blue moon, if ever? I wouldn't be surprised that, if you were to exclude all players below a beginner-level hour count and look at those that play even just semi-regularly, easily half or more of them will be well at or above the cap. And the players at that cap can range from a 500-hour Meg that even with Windows Of Opportunity has a habit of avoiding pallets, to a 5000-hour Blight whose only difficult decision to make is whether to equip Adren Vial or Alch Ring for his next 4k-at-4-gens-standing match.
There must be reasons for BHVR to have if anything seemingly only gone further and further down with the cap, even in the face of what I assume is more and more people climbing in MMR. Whether it's queue times or the belief that players actually don't want their matches to be all too evenly-matched, I wonder whether implementing the option to pick between "strict" and "lax" matchmaking could be feasible. This would essentially be the "competitive queue" mode, only you don't even have to separate queues, you just change the search parameters, such that these people still can end up in the same lobbies, but preferentially end up with others. And since it's an option the player can pick, they will either accept the potentially increased queue times, or they can always pick the "lax" option if queue times are otherwise too long.
The last part you said about "not everyone wants even matches" rings somewhat true, I guess. I remember how I notices an uncomfortable increase in sweat, when I played back when the MMR system was implemented. After a string of mostly 3k + 4k matches I suddenly had to sweat like I was playing the finals in a tournament, but it was jsut a casual Tuesday. Back when survivors where at the high of their power, I bet that the good survivors I matched with had a lot of fun looping me and showing off all their tricks, but I burned out so fast from all the sweat every day, every game. I remember a lot of complaints that you shouldn't hesitate as a killer to, well, kill and be punished for being good, but exactly that is what it felt like. The occasional sweaty game was ok, but only sweat all the time burned me out and I probably wasn't alone, as this lead to the decline in killer population and eventually the 6.1 shakeup.
Before somewhat chimes in with some wisecrack "ah, I get it, you only want to stomp babies", no, thats not the case, but there needs to be some kind of middle ground between stomping newbies and sweating your arse off. Or at least a certain range. Evenly matched parties at the higher level means extremely well coordinated teams of survivors, so the killer has to bring their absolute a-game and pay dearly for even the slightest mistake, while many survivors at that level revel at showing off their looping skills and how invincible they are. The skills might be evenly matched, but the stress level is skewered and thats why killers at high level burn out much more easy then survivors. So by widening the MMR brackets and allowing some uneven matches, you give everyone some moments to shine, before it is back to the sweat mill.
At least in theory. Even with wider brackets, matchups like the one in my first post shouldn't be happening.
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Oh yeah, of course, some challenges are beyond aweful. The "kick 50 pallets/gens" or "repair x-gens" ones are just part of the normal gameplay, but setting higher and higher numbers doesn't make the feat of getting that challenge done any more impressive, just more tedious. A lot of the glyphs fall into the same category: while some glyphs offer a fun diversion, I groan when I read "do 8 green glyphs" or the likes or especially the iridescent emblem ones: you need to have a really good game to get one of those and you can only ever farm one per game, so that sorta throws a wrench into any attempt to get it out of the way.
I also hate sabo challenges with a burning passion. I never was a sabo player, and being forced to "sabo x-hooks while within 10m of a carried survivor" made me age beyond my years.
But I really like the more special master challenges, like tagging everyone with one mad dash as the Legion or hitting two survivors with one red puke of the Plague, the ones that lean into the normal use of a killers power, but go one extra step. These ones I enjoy the most.
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I think that the tomes are overall a fun addition to the game. Without them basically everyone would run just meta builds and be done with it, unless they felt like a change. With the tome challenges, so many people are mixing it up. As you said, the tome challenges make players play suboptimally. The game is alreads sweaty enough and often one side can only gain a foothold if the other makes mistakes or plays suboptimally, so tomes are actually making the game more bearable ^_-
And tomes make you often use perks that hadn't considered using for like forever. And lets not forget the charms that are in there. Charms are a strange can of worms themselves: as killers I like them because I can decorate my hocks with them, but for survivors they are nearly always invisible. Very rarely do I sometimes catch sight of a fun combination while healing each other, but besides that ...
Last but not least, seeing all this golden, sparkly Tomes with numbers under them has something oddly soothing and cathartic and it calms my troubled soul.
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@VoidOfMe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3539969#Comment_3539969
RIGHT??? They SLUUUUG the third survivor to get their 4k, and now they're pretending hatch is a big problem. I mean...
Hatch is not a BIG problem, but sometimes it rubs you the wrong way, when the survivor, who BMed you all game long finds the hatch first and smugly stands on top, t-bagging you like their life depends on it. Yeah, its dumb and "just crouching omg", but if it were just a button press without any meaning, no one would waste minutes of their life just for 4s of it.
I understand why the hatch is there and why it is sorta necessary, but it can sometimes feel like an utterly undeserved and cheap escape. I am not asking for a change or anything, just venting a bit. The hatch is always there to give an escape option, no matter how well you played and how severely you outplayed the opposition. Yeah, a 3k plus hatch escape is still a full win, but I have a lot of adapt achievments get marred by the hatch. Its just the game.
But as a thought experiment, just imagine if the killer always had a 5% chance, whenever they hit someone while the exit gates are powered and all 4 survivor are alive, to instantly down and mori them. It could be called the "Entities pitty kill" mechanic thats just there, so that killers can at least sometimes walk out of a crushing defeat with a single kill. It wouldn't equate to skill or clever tactic, just a lucky throw of the dice. BTW, the kobe-mechanic is even more so like this, its a 4% chance thats always there and that turned around so many great and deserved 4Ks. I secretly suspect that there is a hidden hope mechanic that kicks in, when all survivors are downed and the killer starts hooking them all. So often one will kobe and then unhook two others :P
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540611#Comment_3540611
I have honestly rarely seen it this way. Sometimes I get into games where the Survivors are way below my level, but I always think that I maybe did not play the Killer enough in the past time so my MMR on them dropped.
But yeah, this can also happen, this is true. But we wont see complaints about this here.
IMO Lobbydodging should also go into the DC-penalty. Including quitting out in the Loading Screen. As compensation they could also remove quickswitching so that Killers can prepare.
And while they are at it, also show the other survivors in the lobby the 4 little perk symbols over their heads or something like that.
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@mizark3 said:
This looks like a Killer left the lobby and it backfilled a baby. Equal blame for Killers who dodge lobbies and BHVR for not having a minimum hour requirement for certain matches to be 'okayed'.
Oh yeah, I didn't think about that, but thats most likely it.
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@MikaelaWantsYourBoon said:
If i was new player and get matches like that , i would remove this game for forever.
Garbage matchmaking.
I don't really remember who I managed to grind through back when I started in 2021, but yeah, it actually couldn't get any worse then this here.