Alphasoul05
Alphasoul05
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- Alphasoul05
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Cheaters get to high MMR, which according to statistics, are the people BHVR care the least about. Same reason why they haven't said anything about the DDOS issue, because it really only is relevant to streamers, who they equally don't care about. I mean one of their own fog whisperers who it actually does effect even complained.
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Some things have always been far too loud. Billy chainsaw is too loud. Nurse scream is too loud. Plague voices are too loud. Whether these are design choices or not the fact is that if I have to manually turn the volume down on my game when I play specific killers, then there's a problem with your sound design. It's just like how some chase music is so loud it masks survivor footsteps
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You're going to need an anti-developer perk whose idea breakable walls and boons were if you don't want terrible ideas like them plaguing this game now and into the future
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Definitely Doc. So many new and bad players hate him because they don't understand that this game isn't strictly hide n seek, and they don't like so easily being found. Same reason those same bad players hate BBQ and don't realize how beneficial it is to them.
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You get more the more that you do, the same as the killer. It's just you have to do a bit of everything to get the most, and the fact is it's 4v1, meaning that your contribution is overall going to be far less significant overall than a killer having to deal with the 4 of you.
Your BP is also tied to how the killer plays. How often they hook, how often they chase everyone, how often they get hits for you to heal, and how often you are involved in what the killer does/has done.
As a whole BP should be increased for both sides as a whole, and BP increasing perks should be removed. I'd even be fine with them removing BP offerings as well.
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They're making the game unfun for everyone with their current direction. Your mentality as a killer needs to be going into every match expecting to lose and not caring because if you don't have the mindset of a general disconnect from the current meta you're going to be disappointed.
That isn't even just a killer thing. Imagine being a survivor and every game is just boring M1 holding while the killer camps/tunnels one person, resulting in you getting like no points, no fun, no anything.
Do you have any idea how many times I've played killer or survivor and the killer fails to do much all game, but gets several hooks and then 2 kills by the end of the game because the survivors just stop doing gens and mess around with the killer? Because guess what? No one gains anything from actually escaping or getting more kills, so you're actively encouraged not to. Evidently 2 survivors throwing themselves to death so commonly means the game you played and got absolutely destroyed in goes in the "balanced" statistics pile.
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Weekly reminder this is one perk slot that gives three other survivors a 5th or potentially a 6th for 2, perk for free, that can be removed but can be constantly replaced, removing large amounts of killer pressure.
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Fix the bugs she has had for 5 years and make her green/yellow CD addons basekit., nerf her purple range in compensation.
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@Rizzo said:
Just a quick reminder to be respectful to other users, just because you don't agree with their opinion it doesn't mean they are either a troll or their thread is bait.
So, please, if you want to discuss the topic, be civil, thank you.
I mean every post they make has people calling them out as what they are, a troll. You can take a quick look at their threads and comment history to catch wind of that. Not that I condone insults but I really don't see how someone who actively and regularly promotes discord and messes with the community as a whole is someone who should've made it to 2k posts. But, better than banning them and having a new ignorant account. Lol
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@Nathan13 said:
I’ve had more problems with boon totems on the survivor side. My teammates just endlessly bless totems, very costly.
It's not really costly because you have time to spare as a survivor, and you simply do not as a killer. If your team is incompetent, then sure, but that's not related to boon totems, it's just a low MMR problem. Your goal as a killer is to apply pressure, and hitting multiple survivors should do it, but a survivor spending 24 seconds to bless a totem and the others running to it to heal, while that is gen time not done, it's also pressure taken away from the killer because it doesn't waste enough time. Having survivors be injured is very, very important.
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@JexxTron said:
20 mins to read all ya posts. all agree killers must guard hook and look for people coming to save. No better way currently. I play killer to get money for SWF. So let the killers do what they need to do and let the survivors do the same. Why do you need words like "TUNNEL" and "CAMP" They are just words to complain with. just go play. If you don't have fun, go play Silent Hill again. Killers, maybe you should drop your catch and chase the person behind you. a downed survivor is useless. There are no rules. The rule book is from the parodies on youtube. Game on. Everyone rises to their level of incompetence. And anyway, all you boys are dogs.
The problem is as the game went on, the ways to apply pressure became less relevant. Slugging was nerfed by increasing recovery speed, even moreso with perks like UB. Hit and run doesn't work because for several reasons, which is even worse with the introduction of a free 5th perk in the form of a Boon totem. A bad survivor can deal with a much better killer by simply holding Shift+W on massive maps, and camp/pre-drop every pallet due to the safety of pallets being buffed with hit validation. Throw in second chance perks and well, you have to simply deal with so much to the point it's just easier to tunnel and camp.
It's not really an enjoyable experience for both sides. I just want to get into chases with the killer, but generators go so quickly and killers so often do those two things, that I just end up with countless boring games. It doesn't matter if I go and "waste time" applying a Boon or running to heal near one, when I have so much time to work with in-game compared to the killer.
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"Can't believe they did x but didn't do completely unrelated y" Very solid logic.
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The problem is 1 person can give 3 survivors a 5th perk.
The fact is that generators go so quickly and you have SO much time to work with as a survivor, that the time it takes to bless a totem or run to one to heal does not make the game easier for the killer. Objectively you are wasting time to run to a place to heal, but you are also equally wasting even more of the killers time by healing yourself, and quick.
This frees up a teammate to just stay on a gen as opposed to healing you. They're not busted, but to say they're fine is.. disingenuous
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I've never seen someone with so much word vomit in 2100 posts of nothing but a survivor whining at every step. Can't accept any reality except the ignorant views they're incapable of seeing the other side of
Why would anyone go out of their way to "win" in this game when it makes your games more difficult? The answer is because it's human nature to want to win for a lot of people, and when you create a "competitive" environment with MMR, what do you expect the outcome to be at higher MMR?
You're just bringing up random scenarios and asking "Why would the killer do x, then complain about MMR?" How is that even any form of argument at all? You're basically saying that, even if the game is not balanced, to just willingly not play efficiently and lose so that your matches are easier due to you throwing, rather than actually tackling and accepting the realities of imbalance present in the game
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Seems pretty simple. You played killer not much but MMR was running in the background many times in the past, and so you probably did quite well when you did play killer, and it logged that into your MMR.
So, now when you play killer you're at a higher MMR, and it won't be until you lose enough games that your MMR drops to the level you should be at, prior to getting easy wins like a lot of people against poor innocent Meg's and Dwight's
You don't have a fair chance at escaping/killing if your MMR is 800 more than it should be, for example. It's only when it's where it needs to be
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Yeah, it's great because it further hammers home that caring about people who have played this game for years and people at the levels where balance matters simply don't matter. You could do everything wrong and your casual and new playerbase don't care.
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Dead Hard rewards you for playing greedy, for being outplayed and for making a mistake. It all results in what should have been a down not being a down, and the killer feeling incredibly frustrated because of it. The amount of time you can waste by a properly timed DH to a loop is severely underestimated by the countless bad players in-game and on these forums. All four survivors can use it multiple times a match, and it is incredibly common to see at least 2 per match.
Dead Hard is a busted perk, the same as Sprint Burst and it's removal of all fear of the killer because you can simply make any unsafe area safe by reaching a loop.
Nothing will ever be done, so, don't worry. :)
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It makes queues incredibly long and makes games ridiculously unfun at the higher levels. The lack of balance as a whole really shows, but at the end of the day who really cares about high MMR players or high MMR balance? As long as the other 95% of the population isn't complaining, statistically speaking I'd call that a win /s
Close games in this game.. really don't feel like it was close. If you're going 2/2 as a killer my guess is you probably didn't have fun in that match. But that apparently = balance.
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It's just a frustration thing. Survivors can play well, or they can even play badly but be efficient at gens, and win. You feel a bit robbed because, regardless of winning or losing as a killer in that scenario, it's like the game just slipped out of your control despite you not making mistakes. Good loopers, efficient gens, efficient saving and use of time, bad or large maps, perks and second chances. Everything adds up and they create what can feel unwinnable, in fact sometimes it is.
You can't apply enough pressure to good survivors like that to win, generally speaking, at high 'MMR'. At lower MMR those meta gen managing perks aren't as strong because bad killers can easily be countered by bad survivors pre-dropping pallets and holding Shift+W. Add on gen efficiency, something any bad player can be good at, and winning as a mediocre killer is equally somewhat out of your control. With how MMR works, it won't matter how good you get, you're going to always feel at a disadvantage. You're more likely to hear gen rushing from 'bad' killers because they don't understand how to create pressure, but at high MMR, the fact is, it's actually very, very difficult to create pressure against skilled players.
Some people forgo absolutely everything to do generators. You avoid a dull totem, you avoid a chest, you avoid healing others or being healed yourself. You do everything you can imaginable to do anything other than M1 a generator, possibly even bringing perks and addons to make it faster. You may just be doing your objective but you can't pretend like you're interested in interacting with the killer, and you just want to interact with a generator.
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@throwaway79465468797 said:
https://forum.deadbydaylight.com/en/discussion/comment/2567100#Comment_2567100
Being placed on a hook is part of the game. Camping a hook or downed player is part of the game but definitely shouldn't be, because that counts as holding a player hostage. There's no more to it than that. No justifying, no changing the terms, no amount of what-ifs and maybe scenarios will change what camping is.
Holding a player hostage implies there is nothing you can do about it. You can save them with BT, you can have DS on if you suck at looping, your teammates can bodyblock. You can be given a fighting chance. The only exception to this is if it's a 1 shot killer like Bubba, but then it's a specific killer issue. You can also just ######### on hook. You evidently don't understand what the term hostage means. Yes, it sucks for you but if your teammates slam gens, it's going to suck for the killer.
If I hook one survivor and I see all 3 survivors on 3 gens, and then rather than any of them coming to save, they all choose to do 3 gens and be greedy. That exact scenario means they need to be punished for being greedy, and the best way to do that is to force the person on the hook to shift health states then tunnel them out of the game, or to camp them because you're probably going to lose anyway. Why should someone who never really camps be punished when they use it strategically? You're just making it safer and safer to play survivor at that point.
I don't really condone camping ever because it's boring for both sides, but at the same time it isn't like I see survivors go out of there way not to pound gens out real quick and avoid interacting with me if I play killer. That's not really fun, either.
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Remember that one time that one guy used one example as a blanket statement to justify a bias in a video game like a moron?
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They shouldn't stack as heavily as they currently do and should at least incur some form of diminishing returns at the very least. All you're doing otherwise is simply creating a scenario that will only benefit SWF, because they won't have as strong of an effect overall *in general* play.
The fact it can't be destroyed, that it can be re-ignited, that all survivors can see it and it benefits all 4 survivors, and stacks... is a little much.
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Oh, sweet summer child. Apparently you haven't been playing this game for very long if you think there wasn't some good in the sea of bad. Regardless of that they're still all very good things, but until I see more of it then it's just doing what people complained about being done for years. Of course it is still doing so that's really great. Butt you shouldn't get a pat on the back for surprising people because you finally did your job, but I guess a little handshake will work for now.
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The problem is people look at this from the perspective of those 3 killers and compare all the rest to them against really good survivors. It is sad, but here's the thing you have to remember.. This is a problem caused by overall game design, not by killer design. "How do we make all killers more viable, then maybe adjust the best ones based on these changes?"
Spirit ends chases the fastest of all killers. Nurse can as well, but even if she can't she can snowball on just one mistake, at any point in the match. Blight is strong in chase but more importantly he's strong against the current Shift W meta that's plagued this game. Other killers you'll find are similar in A tier, like Huntress, Hag, Oni. They are objectively weaker but have the tools to be an S tier killer. They, however, are easier for survivors to win against as a whole, especially when a lot of killers require something killers get less and less of every patch... time.
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Back on Legion's release. I believe queue times took 10-15 minutes on a good day, to the point I didn't play for about 8 months. Same reason I don't play the game currently, because high MMR = far too long for me to wait in a game with so many players and having my queues be so quick prior to SBMM.
Sometimes you take an extended break like that and hope you come back to something good, but then you realize that even taking a break for an entire year leaves this game in more or less the same state or worse in some ways.
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Counterpoint: If the game favors 4 survivors of equal skill against 1 killer of equal skill, and "balance" is technically 2 kills 2 escapes, then that means you'll forever have to feel the need to sweat because equal matches result in overall more difficulty for the killer. Unless you specifically try to tank your MMR, then your matches are always going to feel difficult. If that's the point, fine, but I'd suggest you remember that it's BHVR deciding themselves that 2k2e = balance, not the general playerbase. 1v4 asymmetrical game btw.
I just don't feel the same difficulty when I play survivor as I do when I play killer and far less is expected of me and what I have to do.
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People will tell you it's because of the overheat, but it has quite little impact overall, unless you're failing at curves around a loop and wasting time anyway. I don't think should overheat exist or that he should've been nerfed
You want to know the real reason? The real reason is because everyone used his charge addons for insta-saw. Better yet they used to use the old Tinkerer, that made the charge time even faster. That's why the masses stopped playing him, because they took his busted addons away and now he's even worse in a game where the meta is just pre-dropping pallets and holding W to do it to the next one.
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They can't tell us why and probably want to pretend like it's licensed related so they don't have to admit the actual reason because they totally can't tell us. Until they say something that's what I think. It's not like the only audio files that existed for his voice lines were in the game and not backed up somewhere, you know? Who really buys that.
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This map is everything that makes a bad map in DBD bad. They ignored absolutely everything all in the name of making a cool, amazing replica of a RE map. Yes, amazing job, but you sacrificed gameplay for that and people dislike it.
Stop making bad maps. Stop not listening to the community and start creating maps that are actually good gameplay wise for both sides. Not massive maps or maps with a dozen safe pallets. It's not fun. It sucks.
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@Phasmamain said:
Surely killer queues would be short if there was a lack of killer players right?
The queues are short at lower MMR levels, and incredibly long at high MMR levels. For some reason, probably due to how SBMM takes data, there's a massive amount of killers at high MMR levels, and fewer survivors. Killers at high MMR have ridiculously long wait times.
Not sure how they are "relatively the same" as per BHVR's statement. Quite clearly not the case but maybe their target audience just isn't high SBMM level players. I have never had such massive waittimes as a killer at all times of night, and such amazing queues as a survivor in years.
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More than welcome to nerf every single gen regression perk into the ground once they fix the fact that they're absolutely necessary on any killer, specifically non-top 3 killers. The first step to fixing a problem is admitting there is one, not creating band-aids in the form of more gen regression perks.
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SBMM created more camping and tunneling across all MMR skill levels? Who could've seen this coming? I'd say the only place you won't see it a lot is at the highest SBMM levels.
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1 - Run gen regression
2 - Run a killer you a good with, or a killer that can end chases relatively quickly with a bit of map pressure, or a killer with snowball (ie Hag, Oni)
3 - Learn when to slug and when you shouldn't slug
4 - Learn where you should chase and when you should not chase, or when you should drop chase.
5 - Learn to apply pressure to generators or play to the style that suits you. Using Ruin? Sometimes you want to drop a chase to pressure a gen. Down a survivor and know where a survivor is doing a gen and have Ruin? Slug, go to the gen. Using Sloppy Butcher? Hit and leave them, either they waste time healing or they stay injured on a gen.
6 - Learn to properly run specific tiles and how to mindgame them, and learn the RNG tiles and how they can be busted or bleed into one another, creating the "get the f away from there" zone.
7 - Huge map like Ormund, Red Forest, countless others? Find 3 gens, pay attention to them. Try to find survivors and chase in the direction of those gens. 3 genning requires some things of you, ie if you sit on one side of the map with 3 gens as Doc, you're 100% going to lose. You need a killer that can efficiently down to get them on a hook near those gens.
Obviously a lot of these aren't immensely helpful because they don't explain what is or isn't a terrible RNG tile, like a god window on x map. These things are best learned from Youtube, streamers, or playing yourself.
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Apparently when they said "queue times remained relatively the same" with SBMM compared to the old system they just meant for everyone that isn't good at the game. So, the majority of people apparently. Or I guess the people that matter to them.
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The craziest part to me is how there are several perks that can let you find and destroy totems pretty efficiently. For two perks that can put you at literally 2 perks if destroyed, it's pretty amazing these two perks that people make you believe are in literally every game, you'd figure they'd stop running the meta to deal with them. I'll always tell people the same thing, if you don't like gen regression, admit there's a problem so the developers fix it.
@JawsIsTheNextKiller said:
I tried Undying Ruin and it just seems to gave me wins I really didn't think I deserved. How can I moan about survivor meta-perks when we have that?
I think that Ruin/Undying helps you beat survivors you would've beaten anyway, or it stops survivors who really shouldn't win against you from winning. 4 bad survivors spreading on gens can still beat a really good killer on so many large maps, but a good killer can use Ruin/Undying to apply relatively enough pressure to prevent this. If you're not knowledgeable or capable of ending chases quickly enough or you don't know the basics of split pressure then Ruin/Undying won't help you.
I think Ruin/Undying does overall reward mediocre killers and helps them do better against mediocre survivors, but it's not really the case at high skill at all. I guess that's the case for most balance.
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Self-Care is a great perk for new players who are not confident in their looping. Generators go quickly enough with a competent team and if they're not competent you're going to lose anyway. It extends chases, it gives you the ability to learn.
The only bad thing is people who use it when they shouldn't. Against Legion for example, or doing it not near a safe spot, or not saving when you're injured when you should just save and both heal
If you're telling people SC is bad and you're bad if you're use it, then you clearly don't understand this game very well. Being healthy has major time wasting benefits and upsides, but of course there probably are better perks to use when you're confident in your looping and you can just find a teammate easy enough to heal you. Fact is, if you are not that good at the game it would simply be better to improve, not use SC, use a medkit, anything else. But someone not using SC is far more a detriment to their team at times.
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Camping is only unfair for bad survivors, against two killers with insta-downs, or new survivors who do not have access to BT/DS.
There is not a single thing anyone will ever do to prevent people from camping or tunneling. It's going to happen even if you punished them in more harsh ways. I'm also 100% against punishing camping because I do not think survivors should not be punished by killers who rarely camp because said survivors are playing greedy and I want to force a health state drop. Survivors do not need more things for free.
The whole "if you're good you don't need to tunnel/camp" is the exact argument you'd expect from someone who has never played killer against good survivors or ignores how that is as if I said "You don't need Exhaustion perks if you're good"
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SBMM makes the game more competitive (ironic, DBD considered) which creates far more scenarios across all MMR levels where the killer feels they have to tunnel if they want to win, or just do well, against good teams. It's also common among the lowest skill levels because it's incredibly effective against bad players.
People complain about gen regression perks and tunneling, rather than blaming the games failure to be balanced as a whole at a fundamental level, which causes a lot of the negativity that exists in game and the more frequent need for these things.
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Weird thinking doing something that exists and is part of the game needs justification in the first place. It's as dumb as people who don't use specific killers or specific perks because someone else who plays the game might call them a mean word because of it. Who cares?
If you go into every game with the intent to tunnel and camp, then it's probably a you're a bad player problem for sure, though.
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I don't think you can balance a game based around SBMM statistics. a 50/50 winrate doesn't mean the GAME is balanced, it just means your GAMES are balanced, based on the skill level of people you put into it. The "balance" comes from looking at the best players playing the best killers and best survivor perks at the highest level, and seeing what is viable and what is not. But they don't do that. But you're forcing a non-casual mode, competitive mode onto everyone.
I don't think a lot of people who play these fair matches ever really feel like the match they're playing was a fair and balanced match, but then you didn't really get those prior to MMR either.
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That's crazy! Who would've thought that thing that everyone said would happen across all levels of MMR, would happen, making the game less enjoyable for everyone?
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@Ghouled_Mojo said:
I’m not particularly enjoying the new grading. Not really having god matches either. It’s either potatoes or ppl way above my skill level.
That just means the system is "functional" by giving you the statistical 50% win/loss ratio. According to the developers anyway. It's not all that different from a lot of other games with MMR. You'll stomp 2 games, then get stomped in 3 games. Then you'll stomp 3 games, one close match, and get stomped in 3 games. A fair and balanced match that feels that way is hard enough in more easily balanced games, with equal combatants (3v3, 6v6) but in a 1v4 game with countless variables? Goodluck.
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The point is to trust the developers when they give you statistics and tell you information. They know best so they know exactly what you should and shouldn't see, and you're just wrong for thinking you should see something like your MMR to know it's actually functional. They can't even show if people are SWF or not so you can decide if you want to deal with that or not in this new system, or if I should when I play solo.
Oddly enough this is one of few games I've played where there is no casual mode, but just a straight competitive mode with MMR. Casual survivor party game that isn't competitive by the way!
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They know matches are 99% amazingly accurate, but they can't have you knowing that perfect system and how close your MMR is to others for some reason.
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Well, luckily games are incredibly quick for the vast majority of the community, also known as the only part that matters. Guess you just have to suck it up and make an alt account like everyone with a higher MMR in other games has to do, or they have to wait too long.
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The developers should stop making killers with ranged powers so frequently. They clearly have too much difficulty balancing them
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Probably because any nerfs to her in her current state will very likely make her completely useless. She would need a rework, but that would be a big rework just by virtue of how her power functions. The BHVR reason? She probably is fine statistically speaking. Personally my only real issue with her is that you can't tell if she's phasing or not.
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I think it's mostly fine but it was poorly implemented, simply due to giving the benefits to survivor while making it frustrating as a killer to be "rewarded" and have it instantly taken away, despite all indications of it being successful. Sorry, that's just lazy. I've never played any other game that did this sort of thing and honestly I think it's a little bit pathetic.
I also agree with the sentiment of others, I don't really like that it makes pallets more safe, can reward you for playing more greedy, and also buffs pallet camping, which itself is incredibly boring gameplay.
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@Ludicris said:
https://forum.deadbydaylight.com/en/discussion/comment/2473790#Comment_2473790
People need to stop taking a sacrifice as Survivor as a loss. You can pip as a dead survivor. That is the game telling you, you have performed your job accurately and were awarded a higher place in rank.
Same with Killer. People need to stop considering a 2 escape as a loss. 2 Survivors can escape and you can still pip. That is the game telling you, you have performed your job accurately and were awarded a place in rank.
When you black pip is when the game tells you performed just enough for a draw.
The objective of the game is to help your side the best you can, not complete the ultimate goal. Survivor is to survive as much as you can. Killer is to kill as much as you can.
Sure, as a whole I think they can realize that yes, you may have died but your team won. The problem is I don't think when a survivor dies they, themselves, view it as a win, right? If you escape, you win. As a killer, if you kill 3 people, you win. Of course, some people say "If you have fun, you won" People also don't like not having fun. You could go 100 to 0 to give your team a shot to win because you're being camped, but.. maybe you want to just get out and go onto the next game ASAP. I find the more skilled players around you, the easier what someone decides to do becomes to that kinda stuff.
I think a lot of people dislike going against a sweaty killer, but if there's one thing I respect about them it's that a really good killer isn't going to camp, and they're far less likely to tunnel. You know as a survivor they're going to be competent, and you know the survivors will be. You can really abuse this fact inside of SBMM. You never return to the hook, except you plan to do it when they don't expect it and catch two people healing.
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Definitely agree with All Seeing/Silent bell nerfs, but that's about it. The same treatment Blight's addons require, Alch ring, even his speed increasing ones.
We'll never see more killer diversity if we sit here and nerf a killer like Wraith. I get it, we see these killers a lot and it can become boring. But everyone is always going to flock to one killer or another. It was Spirit, then it was Freddy, now it's Wraith. I'd rather see a Wraith, even in his current state, over a ton of other killers that exist in this game, like ranged killers.
Yes, bad killers can do quite well with him, especially with Ruin/Undying. But Wraith needed these buffs. Other killers need them, too.