Alen_Starkly
Alen_Starkly
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@UndeddJester said:
There nothing funnier to me than being tunneled by a Wraith... and defiantly throwing a snowball in his face before you go down.
I love that too, with any killer xD. And it was funnier when there wasn't the pose/animation for it. At least for me.
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I really hope that the devs revert the pallet situation to what it used to be before the pallet density increase. I do kind of enjoy the 50-50's as a survivor, but my internet and 30 FPS are often a detriment to me.
Please revert this to the situation before 2 patches, before the Bone Chill event begins. Otherwise it's very likely it's gonna be hard to enjoy the event. :/
(not to mention that due to the staff going on vacation, we would to have endure the current situation for 1-2 months. Please bear that in mind 🙏)
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I am okay with the devs taking time to reconsider anti-tunelling and anti-slugging measures, if they feel like they need to be addressed more carefully. However, they have been doing stuff that worsens tunneling and slugging while abandoning the proposed changes. I really don't get it.
In the previous patch, they abandoned anti tunneling/slugging measures, but nerfed Off the Record and Tenacity, which worsened these problems. In this patch they are again abandoning the measures, AND nerfing syringe and styptic, which could normally help against tunneling/slugging, but now are gonna potentially worsen these problems. Both patches are doing the exact opposite of what they were supposed to do. I don't get the reasoning behind this.
(aside from anti-camping, that seems to be the only step in right direction in theme of the proposed changes)
So, if you need to temporarily abandon these major changes, okay, but why then also introduce nerfs to survivors that worsen the problems?
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@fussy said:
Styptic needed change, but new effect is just too weak/undertuned.
I don't see why it needed that, you can wait it out, play around it. And the current live servers styptic can help against tunneling. Very undeserved change imo, since the anti-tunneling got (currently) scrapped.
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They should have kept the old syringes, but made it so the heal lasts for fixed duration (can't be affected by perks etc.), and it's cancelled if you perform a conspicous action (e.g. gen repair).
You can't even use the new syringe to recover your exhaustion if you are healthy, because you can only use a medkit if you are injured. It kind of sucks.
The devs really cancelled the anti-tunneling/-slugging changes AND nerfed medkit addons that help offsed tunneling and slugging. I really don't get it. Both recent patches that have supposed to reduce tunneling and slugging actually nerfed survivors (off the record, tenacity, styptic agent and syringe all got nerfed, and they all can help against these issues). The devs are doing the exact opposite of what they said they wanted to do….
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026235#Comment_4026235
That's correct, Hardened being active will disable Scene Partner completely, Scene Partner has a prerequisite that you have to actually scream for it to work at all.
@Alen_Starkly One thing you can do with Hardened though is pair it with Dramaturgy, since it will replace the scream effect with seeing the killer's aura so you have a 3/4 chance of getting a positive effect. A build I like using sometimes is Dramaturgy, Finesse, Hardened, and Boon Illumination so you get Hardened active at the beginning of the match as fast as possible (Illumination satisfies the totem requirement and then also helps you find a chest to finish activating Hardened, then it helps you find a gen too). Finesse just goes well with Dramaturgy in general, but you could easily switch it for something else.
That's a very interesting build, I'll definitely give it a go. Thank you for recommending it!
Also thank you to everyone else for your inputs! I'll try using it with Come and Get Me, and Eyes of Belmont. I do think I tried it before with Scene Partner, and it didn't work. I'll have to double check.
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I agree. You would basically never see Tenacity get used. Its success was occasional. However, when it did succeed, it felt really good, you got value. It was never even close to being a meta perk. And yet it was nerfed anyway, DESPITE the anti-slug system being cancelled. I just can't understand why. It was a small way to potentially mitigate slugging, and it got stomped on, without a real system being implemented. Basically, slugging got buffed with this patch, which is insane. It's the opposite of what the devs claimed they wanted to do with this patch.
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I too love map offerings, because they used to be able to bring a breath of fresh air after being bored to death by the RNG. I too love Midwich, and would go there on either role, just because the vibe is great, and it's different from the standard maps.
I feel like that there was a problem with map offerings then, and there is a problem with map offerings now. And who is really responsible for that? The devs.
Here's why:
- map offerings were a problem: they were actually very, very useful in showing the devs which maps had advantage for either side. They should have used this info to adjust the maps. Asylum offering being used too much? They should have reduced Disturbed Ward's size, and adjusted the Chapel's main building and shack adjacent chain tiles long ago. However, the devs did nothing about it. That's the real problem. We could analyze any other frequently used map offering in the same fashion.
- map offerings are a problem: we have tons of them in our inventories, they keep abundantly popping up in our bloodwebs, "stealing" our hard-earned bloodpoints, and are effectively useless. Had the devs handled things like suggested above, this bad band-aid fix of nerfing the success rate to ridiculous 20% would not have happened, and we wouldn't be wasting our bloodpoints on useless offerings. Not to mention, we can no longer get a breath of fresh air by going to a map we love. Also, map-tied achievements (especially the RPD one where you have to escape 20 times on that map) are insanely hard right now.
It's the thing that I've been writing about lately on the Forums: the devs handling the symptoms instead of the cause.
The Asylum map offering being used a lot was a symptom of those 2 maps greatly benefiting survivors. The causes should have been addressed, like I wrote in (1). NOT the symptom.
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I feel like a lot of problems with the game come from the devs being obsessed with band-aid fixes, instead of tackling the real problems. They love to tackle symptoms, but not the actual disease. Which just aggravates problems in the long run.
- long ago they proclaimed tunneling and camping as "valid strategies". Huge, huge mistake. There's so much resentment in the survivor playerbase built up because of suffering from tunneling and camping - which causes DC-ing for any little thing. Tunneling and camping should have been viewed as problems since long ago, and should have been solved by now. Which includes buffing/adjusting killers so they don't feel like they have to resort to tunneling etc.
- DC-ing "for no apparent reason" happens because of built up resentment. It's a symptom, of a disease, the disease being: tunneling, camping, slugging, killers you can't do anything about unless you're a god survivor player (nurse, blight), and as of recent: Kaneki being obnoxious to play against. Adding the go-next prevention just aggravated things. It's become "either you sit down while forced to suffer, or you DC and/or uninstall the game". Horrible. Meanwhile, this patch failed to bring the promised relief to survivors: anti-tunnel, anti-camp.
- MMR. And mostly, MMR being based on escapes/kills, which are not indicative of someone's skills. You can get free kills by camping. You can get free escapes by ratting. Wrong basis for MMR from the start. In my opinion, chase is the only thing indicative of someone's skills. Chase time. How long can you last in chase / how quickly you can end a chase. It needs to be adjusted for different killers, but this is the only true indicative of how good someone is.
- Lobby Dodging. Oh my god, why are they not addressing this already? They removed a really fun thing (the ability to see others' prestiges in lobbies), with the excuse that this caused lobby dodging. Wrong, wrong, wrong. This only removed fun. People keep dodging left and right. Without penalties. And then you get a ton of matches where people are in lobbies that don't fit their skills (whether stronger or weaker, opponent or teammate). This messes with the MMR too much.
- bridging the gap between solo Q and SWFs. Why is this happening sooooo slowly? These are the changes that only serve to give solo Q a lot of info that SWFs with comms already have. And the lesser this gap is, the easier it is to balance the game. Why do we still not have the anti-facecamp meter indicator for every survivor teammate? Why can't we still see our teammates' perks, and realize they have fast healing, or Shoulder the Burden, or Decisive Strike? We need that info for effective team gameplay.
Remember when BHVR nerfed Billy's engravings (prior to his rework), because of the symptom being: most Billy players just using those 2 addons? The devs saw something (that was a symptom), proclaimed it as a problem/cause, and nerfed the addons. When in fact, that was the symptom, a symptom of other Billy addons being bad or subpar, and Billy being weak in general, to the point where he arguably needed the addons to be a decent killer. This was the cause/problem. This is what needed to be tackled. And thankfully, they have managed to do it eventually.
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Plus, anti-tunnel and anti-camp didn't go live, and they STILL nerfed Tenacity and Off the Record… I really don't get why.
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I agree, I don't understand why they went through with this nerf. This perk has never been even close to being meta. Second of all, not only have the survivors lost the promised anti-slug from the PTB, but now they also lost a perk that helped mitigate the slugging. Even though it was hard to get value in the first place.
And also, if I heard correctly, Off the Record no longer offers Endurance?? Even though survivors lost the promised anti-tunnel from the PTB?
So:
- anti-slug fell through, and on top of that an anti-slug perk (Tenacity) got gutted
- anti-tunnel fell through, and on top of that an anti-tunnel perk (Off the Record) got gutted(?)
- the new killer is insanely overpowered, making the survivor role much more miserable.
BHVR, what on Earth are you doing? No-one's gonna want to play survivor anymore…
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Even the Escapist class felt more fun to me before… Before, you could be running to someone in a cage with Escapist class, and suddenly get haste, and be able to uncage them faster. It felt cool. Also, if a killer suddenly came to you and others working on a gen, everyone would get sprint burst, and it would be chaotic but fun. Now, you don't just get haste near an Escapist class, they actually need to press a button. But facing this as killer feels bad as well.
I'm not a fan of the Guide and Escapist reworks.
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Scott actually made a relly good video explaining a lot of issues with Fog Vials. On certain maps fog vials don't obscure anything really. On certain other ones they obscure too much. That's the real issue, and I really hope the devs do address it.
https://www.youtube.com/watch?v=AINElCk6h-8
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@PleaseRewind said:
Finally got the map as Survivor this morning! I legged it over to that gen and got hooked twice trying to complete it. The second time, I even pointed at the gen, hoping the killer might get the hint and have mercy—nope.
I finally finished that gen, but there were still two more left, and I was on the death hook, thinking my chances were slim. Low and behold, we got all the gens done! I ran to the exit and just as I was about to open it, the killer downs me.
Luckily, they slugged me and went after someone else. While that was happening, someone picked me up, and I legged it out of there.
Tell you what, my heart was pounding a million miles a minute!
All achievements now complete!
I'm really glad for you :D I still hope I get to play on it someday, at this point the map is a like a myth to me xp
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@Emeal said:
If you guys find it so worthless and luck based that its beneath you, then why don't you just not do it?
Honestly you make it sound like you don't like playing the game, and Achievements as a game feature, Why would you do them for a product you don't enjoy playing? Does not make sense to me, One fact remains clear and true though, you will get the achievement if you keep playing.
Which is the reason achievements features exist to bloat up game time, if you don't want to play it why do you keep going?
I personally enjoy playing the game with my Survivor buddy and we both have a rush of Adrenaline cause now we have to play like we mean it, to play with tooth and nail to get it. I failed to get it twice, but I don't mind.
Other times when my friend faces Vecna, she does not have the achievement we get to play "get down mr president" as I try my best to drag the aggro of the Insane Mage so she has to get it and escape. Absolute peak gameplay.
And I hope BHVR will not shy away from making equally difficult achievements in the future, Bring it! I love a challenge.
Because I love fighting for improvements. Also, why can't I access the new map, and have no decent means to go there? You might not care about achievements, but a lot of us love them (in many games). There is satisfaction in 100%-ing games. And when something is difficult but fair, and you get it, it's really satisfying.
However, when achieving something relies purely on luck (unfair, can't do anything about it (remember, 60+ matches without a single occurence of the new map for me)), it just sucks. Very bad design.People also love P-100-ing characters (me included!), and love bulk-spending of BP. It's a hard, long grind, but very satisfying. However, now imagine that every time you used bulk-spending, there was only 20% chance that the BP got spent, and 80% chance that the BP would just disappear and do nothing. It would feel awful.
I hope you can see where I'm coming from. A good balance of hard and fair is important for us who love achieving things. For those who may not care that much about achievements in the game, the best you can do is to try to see where we're coming from. Cheers!
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I've just done a few matches where I used the best fog vial with the best addons. The killers have no problem tracking me, the visibility in the fog is good. And this is the best version of the item and its addons…. the lower tier vials have to be even worse. This item might as well be removed from the game now, since it's not worth running, it's pretty useless.
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In the 30+ matches I have played since the Midchapter release, I have gotten the new map a grand total of zero times. (:
It makes me wonder if the map even exists. I haven't even seen any streamer I watch get the map.
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I think MMR doesn't matter much as long as people are free to dodge lobbies all day every day. Instead of having removed prestige showcase in lobbies, the devs should have tackled the lobby dodging as a whole. This is still a big problem, and now we can't show off our prestige with randoms anymore. (the aftergame lobby doesn't even matter much in terms of showcasing prestiges)
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/450755/springtrap-survivor-door-hotkeys
If they buff him why not. he's pretty bad atm. His axe could easily instadown as he has only one, but dev feel too afraid of making strong killers. I don't understand why survivors can go through doors either. Should be only to killer. And why he suffers wallhacks mid chase… so many questions…
Well, buffing (or whatever) him is a separate thing, and I hope that the devs do take players' feedbacks and adjust the killer accordingly. However regardless of his strength, having inconsistent keys for doors just creates a lot of confusion and frustration. Having keys (input) the same on both roles is a must, in my opinion.
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Yeah, it's till bugged. I was gonna make a report myself just now, but saw this post. I hope it gets fixed soon.
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It's still not fixed, yeah. I just checked, too.
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Current map offerings are useless. 20% chance to potentially get a map, and then you could have a miserable game, where it's a bully squad, or a busted hard-tunneling killer. There is no reason to use a map offering currently.
50% success rate would be much better, with changes to Sacrifical Ward, where its new effect is decreasing the potency of map offerings by 20-25%.
I think the devs should be working on making all offerings useful, not useless. If the map offerings stay at 20% success rate, then I'd rather the devs delete all map offerings and give us back every single bloodpoint that we have spent on the map offerings. Millions of bloodpoints that could have gone elsewhere. 20% rate is basically like they removed all map offerings, but without any compensation. I want those millions of bloodpoints invested to have a proper use.
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I hope BHVR realizes that being on hook is boring . I'd rather be insta-unhooked (farmed), then have to wait for ages for someone to come. So, I hope they implement something to keep the hooked survivor busy. Just the first phase, because the struggle phase is intense and perfectly fine, imo. The 1st phase is a problem, because it's boring and you have nothing to do. VHS had a great system, where when you were downed (equivalent to DBD's hooked), you could go around and collect spectrals, to quickly improve your recovery speed.
DBD needs something similar, to make the 1st hook stage fun, instead of super boring.
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Hatch offerings used by a survivor should be visible to all other survivors. That's because SWFs have that knowledge for free.
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Yeah, this happens to me too, and it sucks. Especially when it results in a grab like this xD;;
I also feel bad when I play killer and it happens to the survivor I'm chasing. It would be a really nice quality of life change that would remove frustrations <3
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I can't tell how many times I've been staring at a Ghost Face, and the revealing would not start. Sometimes never. And other times, by the time it finally would start, he would have exposed me already. So, it seems that there are problems both ways. I hope they address these.
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The problem is the same as always, and will not be solved by bots. Once again, BHVR added more stuff on the killer side (Oni and Ghost Face), but survivors basically got nothing… (yes, there are smoke bombs, but getting them depends on RNG, and they don't even add much to the gameplay, imo)
They should start focusing WAY more on improving the survivor side, adding more stuff to it, making the survivor role FUN and enticing, and slow down with the content on the killer side. I think the last 2 iterations have both added 2 new killers, but survivors got nothing exciting…. Green/Yellow herbs weren't anything fun, plus killers could use them too.
Survivors needs much more new content in 2v8, and the addition of killers should be slowed down. That and, Legion should probably be removed, it kills a lot of the fun when playing as survivor in 2v8.
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Legion does seem to ruin 2v8 matches, playing against them sucks. I too hope you consider removing Legion from 2v8, before too many people get fed up.
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I love that No Mither is in Chaos Shuffle, and I mostly play survivors. Why? Because it adds to the randomness, chaos and fun. Yes, fun. But I get that no everyone shares that view.
If you'd further dissect Chaos Shuffle, you might argue that you get Sprint Burst with another exhaustion perks, and the former renders the latter useless. But that's the point of the chaos of randomness. I personally enjoy it.
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I myself am not colorblind, but the new rarity colors are quite harder to deal with. I've noticed it takes me more effort to differentiate between different rarities. Up until now it was perfect: brown, yellow, green, purple, pink. They all were very distinct from each other, and you could pinpoint fast in the bloodweb where things were and what to get.
The change from yellow and green to green and blue is not just confusing, but it's too similar. A really bad change in my opinion.
Please BHVR change the colors back, you changed them for apparently no good reason, and they must made things worse.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/443668/saved-up-bps-from-tomes
I think so, you will keep them because the tomes/archives will still be aviable after the next midchapter. All the devs do is replacing the current system with the new quest-system. Then, the tomes will get a little button next to the "add friends" button. That's all (see picture). Of cause, I cannot confirm it but there was also neither an announcement nor info about unclaimed challenges.
Thank you for your reply. I realy hope that we can have them unclaimed (yellow). 🙏
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I think that, if this Flashbang change stays, Lightborn needs to be changed as well. Instead of permanent immunity to getting blinded, a cooldown or a number of stacks (potentially rechargeable) could work.
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Are people forgetting that this in an optional mode? Like, you never ever have to play it, but people like me would love it! :)
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I also hope they finally redo Chris' face. It has looked off since release. From the side view it looks good, but from the front it looks quite off. Jill and Claire used to look off too, but they did a marvelous job adjusting their faces to look right. I hope they do the same for Chris 🙏❤️
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Please fix this 🙏
I love Carlos, but he needs his own voice not shared by anyone else.
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I just played against a Legion. They frenzy hit a Meg bot, and I was about to pallet stun them out of the frenzy (or at least try), but the bot dropped the pallet and blocked me, and I got hit with frenzy. I had several other bots fail skill checks on gens or while healing me or someone else, prioritize opening chests and taking items that real players would appreciate to have, come to me while I'm on a gen, teabag me a few times and then just leave…
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@sanees said:
you just wait and drop pallet only after getting hit, it usually works in the worst case, it's a mind game and 50/50
the success depends on ping, and 2v8 has a lot of problems with ping, compared to the normal ¸1v4.
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I've just had a match with 2 bots. 1 of them uncaged me and instead of healing me, ran away. The other one a bit later was crouching in the corner close to my gen, and when I approached it, it came to my gen, and instantly failed a skill check….
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I feel like BHVR needs to update the 2v8 survivor gameplay considerably, and make it offer a lot of new, fresh stuff, and a lot of variety. The more fun the survivor role is, the more people will want to play it again and again, and that will cause the killer queue times to drop. So yeah, new classes, new objectives (not just gen repairing).
And also, each new iteration of 2v8 should have minimum killer updates. At least until the queue times become balanced.
I get the idea behind the bots in lobbies, but it actually backfired. Playing with bots is much less fun that with real people, so people don't really want to play survivor… which in turn keeps killer queues long.
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Even if all 8 survivors were real people, the survivor gameplay feels the same… At least in 1v4 you can run various builds (thanks to perks), that add a lot of variety to playing survivor. In here, everything's the same as always, which makes the survivor gameplay just… okay. And now when on top of that you add bots, survivor gameplay becomes dry and empty…
A lot of the fun from 2v8 survivor came from friendly teabags and memeing with teammates, after a save, or a healing party. And you could also get the entire lobby to switch to claudettes or davids, etc. Now a lot of that is lost… I would love to enjoy playing survivor in 2v8, but sadly this is making me very unmotivated. :/
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@Sliver said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881228#Comment_3881228
Do you think the opportunity to collect items that can't be gotten through the bloodweb would work as a way to incentivize people playing survivor?
Hmm not necessarily. I feel like what survivors need is a different form of gameplay, not just gens and unhooking. Maybe have timed zones where survivors go collect gen parts, or fight over killers who wins. Or have a totem randomly activate that needs to be located and snuffed by survivors (snuffing taking a few seconds, to prevent killers from camping it). Or have portals to another realm (similarly to the Void), etc.
Something that makes survivors excited about joining 2v8, not just regular old DBD, but with more people. The more people aspect is really cool, but survivors need more. And I'm just saying this because every 2v8 so far has had queue times problem for killers.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881228#Comment_3881228
I love huge BP incentives so I'm not complaining… Bots on the otherhand, no. LMAO
Oh yeah I love the BP incentives too. I just don't want them to act as a main way to try to get people to play survivor. I want survivor to be so much more fun :)
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If there really will be bots, then that will suck imo. The appeal of playing survivor in 2v8 is having so many teammates, and the games feeling "cozy" in a way. The altruism really shines. Bots would kill a lot of that atmosphere. The point of 2v8 would be gone since this would be more like 2v6 in terms of how it feels.
I think that the devs need to realize that the way to realiably fix the 2v8 queue times for killer is in drastically changing the survivor side, to make it much fresher and more appealing to play. Just the thought of playing survivor with bots makes me not wanna play survivor in 2v8. And if many other people feel this way, then people will be playing even less survivor compared to before, which should lead again, to awful queue times for killer.
For at least the next iteration of 2v8 (later this year, if it happens), the devs need to work much less on adding things on the killer side, and much more on making the survivor side fun. The killer role is already much more popular in 2v8, adding a lot of content to it with each iteration of 2v8 is just gonna perpetuate the want of people to play killer instead of survivor. Next time, add 1 or 0 new killers, and add a lot to the survivor side. Consider adding something beyond gens, or even replacing them entirely in 2v8. Or add means for survivors to fight back (besides flashlights and pallets stuns).
TL;DR - huge BP incentives and bots in lobbies are bad solutions for 2v8. The devs need to tone down on adding killer content, and focus much more on adding survivor content, at least until the queue times become balanced. Make people really want to play the survivor role. Spoiler: bot teammates will make people play the survivor role LESS.
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Removing perk tiers might not solve the grinding problem for new players completely, but it should make it so much easier. And it's a step in the right direction. And then, after a couple of months of perk tiers being gone, if there still needs something to be done about the grind for new players, then the devs could tackle that as well. However, things will be clearer then, compared to right now.
Player retention is important, and it will be significantly important when a huge influx of new players happens with the FNAF chapter.
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I wonder if that means that everyone in a certain region shares the same BP Incentives, regardless of MMR, but matchmaking time is still determined by MMR…. That would mean that the Incentives only benefit a certain MMR range. :/
But according to the comment by TragicSolitude, bonuses should be correctly applied to different MMRs then… However I get long queues on survivor, with no incentives on killer. That's so strange.
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@Janse @AlexSa1000 @sarah2190 IT'S BEEN FIXED!! :D
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I'll add that I am from EU. I wonder if only the EU servers have had this problem…
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3870644#Comment_3870644
There is a lot of shifting the blame in this post, especially from the survivor who DCs to the killer who is playing (or even ones who were from previous games and aren't even present.) As others have said, people will quit vs perkless trappers who don't even use their traps. You can blame strategies you don't like but you'd damn well better be advocating for killers to be able to peace out if they go against strategies that make them miserable as well. Continuing to play a game you queued up for and loaded into is the bare minimum requirement for individual agency in this game. That person who quits because they had bad games just gave 4 other people a bad game to put under their belt, and if their temperament is similar they will continue that trend throughout their games after.
In regards to things like basekit Corrupt, thats not as much the issue and can actually hurt some killers depending on the map and their builds. I appreciate the attempt at reaching across the isle, but its not exactly a fair tit for tat vs having core gameplay be negatively affected while trying to address specific strategies that rely on the lowest common denominator. That said, the problem with basekit "hardcore tunnel prevention" is that this community proves regularly that these types of systems will be abused and weaponized, constantly, unless they are perfectly implemented.
I wouldn't call it shifting the blame, I'd like to call it "zooming out and seeing the whole problem". If you are zoomed in on just 1 part (survivors going next for apparently no good reason), then you can't tell the real cause of a problem, because you are lacking crucial data.
I just suggested a few things I had in mind to help both killers and survivors. Both things can be refined to function well in the game. But also, there are other possible solutions for these. The 2 awful problems are: for killer - gens flying and not being able to do anything about it; for survivor - being repeatedly targetted without a chance to heal or have dead hard / OTR protect you (if the killer hits you right as you're unhooked). If these 2 problems would get healed, then I'm pretty sure the "going next" epidemic would subside.
Another thing that would help the game is further lessening the gap between SWFs and solo Q. When the gap becomes much smaller, the game will be able to become much more balanced, and there won't be scenarios where something is absolutely crucial to survive in solo Q, while that same thing can be used aggresively against the killer in SWFs (DS, OTR).
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I think we shouldn't look at single matches in isolation, but at the accumulated bad experiences throughout multiple matches. A person who gives up when they're the first to go down probably has to do with them having had several bad matches before this one. They were probably hard-tunneled. Yes, that person should have closed the game and taken a break. But many people sadly don't do that. They want to end on a good match.
With the accumulated stress (throughout mulitple matches) in mind, we could look at the problems. Why is it still so easy for a killer to tunnel someone out of the game before anyone else is hooked a single time? There should be a system that doesn't let that happen (specifically: tunneling someone out before a single hook on any of the 3 other survivors).
Then, the chain leads to the next issue: many killers hardcore tunnel because they've had matches where 2 or 3 gens got done before they managed to find anyone, down them and hook them. This is where something like basekit Corrupt Intervention would do wonders.
The game becomes better when certain things become basekit. Basekit corrupt intervention would minimize awful scenarios where gens just fly at the start of the game. Basekit hardcore tunnel prevention would do wonders for survivors. And again, it's enough to only protect a survivor before any of the other 3 are hooked once. Then the system could get disabled for the rest of the match.
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@fussy said:
Literally was about to create same post. My survivor queue is 4-5 minutes, killer queue is almost instant and I have 25%-50% bonus on survivors. Idk what's going on.
Yeah, it feels like the incentives are not working as intended. The queue difference is too much for there being no incentives…
