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ArcT

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  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066773#Comment_4066773

    5 hooks is 90% permanent progress, when all survivors have fast track.

    You're completely ignoring anything about gameplay here. This is also a "doom scenario" where everyone is running the perk, but for sake of argument let's assume this is actually the best perk in the game and everyone will run it every match.

    You're basically saying the equivalent of "noed guarantees 4 Downs in end game if all survivors are still alive". It clearly doesn't, and depends on gameplay, right?

    So for fast track, there are tons of ways this isn't guaranteed value:

    • You already did the math to assume the person hooked isn't on a gen.
    • You can die with charges.
    • You can dump charges into a gen that's already almost finished.
    • You can have all 3 final gens with charges added, only one of these actually matters.
    • You can be at cap doing something other than a gen when someone is hooked and those tokens are wasted.

    No one is ever showing video to go with this. Demonstrating a problem. It's just more panic, and panic because, frankly, killers see "you can't regress gens" and lose their minds. That's what I think this really is.

    The way most people complain in these forums they're talking about losing "2-3 gens in their first chase". Now that's not my experience, generally, but if you're at 2 gens with one hook, fast track isn't your problem and isn't going to be the problem.

    If most people aren't losing 2-3 gens in their first chase, then why are we balancing around the few screaming that they do everywhere else in the game?

    You're also missing that in order to actually get the targeted benefit of it, you need to be intentionally skipping great checks earlier in the match so as to not 'waste' the tokens.

  • @OrangeBear said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4066603#Comment_4066603

    There's plenty of perks that do the opposite. Pain res grim embrace rewards you for not tunnelling, which is good. Decisive Strike Off The Record Blood rush disincentivise tunnelling, also good.

    Fast track just gives survivors BNPs for the killer simply hooking. So… the counter is to keep hooking to a minimum… which is bad.

    It is not accurate to say that Pain Res and Grim Embrace do not reward you for not tunnelling. They reward you, period. And in fact, they reward you EVEN MORE when you do tunnel. That's why they're used in comp play where… you guessed it, hard tunnelling is the meta play. This is because targeted regression, passive regression, and slowdown in general becomes that much stronger when there are fewer survivors in the game. Pain Res can be completely wasted or the regression immediately stopped with three extra survivors on gens at the time. Grim Embrace's long stall and obsession reveal is much easier to wait out when all survivors are alive and there are more gens in play.

    Simply deactivate them when a survivor dies if you want them to actually incentivize ONLY not tunnelling.

  • @AmpersandUnderscore said:

    So I'm not sure why people are up in arms about this, aside from the usual "survivors can't have functional perks" issue around here.

    The part of the perk that hasn't changed is the "gain gen progress per hook". So, this perk already has that activation condition, and it hasn't changed. Fast Track is currently sitting at #70 most used survivor perk, just below diversion… so the only people being "punished" are Yun Jin players going for adept.

    I'm pretty sure people are completely blind to the "while losing the game" part of this perk. Did you know, that once all survivors are dead the killer can no longer regress gens? They're completely blocked from doing so. Sounds pretty broken.

    So it's good at the high level?

    No, survivors just don't get hooked and tunnelling is the meta anyway, so there are minimal hooks before deaths and survivors that want to gen rush will bring perks and items that let them immediately bust out gens with zero preconditions or setup required.

    So it's good at the low level?

    No, survivors need to run anti-tunnel perks just to survive, if they're even running meta perks at all, and still doesn't help when someone's tunneled.

    So it's good for…

    When a killer is spreading hooks, and the survivor hasn't hit any great skill checks in like the last five minutes. You know, gen rushing.

    Seriously here. I feel like half the people running it are doing so for the same reason that they run the Stegull, just because they know it upsets a certain insufferable slice of the playerbase. You practically need to be playing perkless Trapper, purposely spreading hooks, just to get not even more, but as much value from this than virtually any other gen perk, and all the people complaining the loudest are the same ones who indignantly declare that they would never spread hooks because that's loser behavior.

  • Do… Do you not know how Fast Track works?

  • If you're chasing in a straight line right simply following scratch marks, this is true of virtually every map, but especially the indoor ones because they're far more static. RPD, Gideon, Badham, and Midwich it's practically trivial to set this up, or even worse.

    The issue it's actually showing is the problem with static pallet/map generation.

    And even then, it doesn't matter when every other pallet on the map is unsafe as #########.

  • At some point, it's not a bug. It's just another thing that's fully intended.

    And since it's been like this since November, I think it's safe to say that it's never getting changed back.

  • There are two flavors of Dedicated Server Not Responding error that are mostly indistinguishable from each other. All that it means is that YOUR CLIENT has said that the server disconnected you.

    This could mean the server crashed or had some kind of error, in which case it's very unlikely you'll receive any penalty.

    It could also mean that BHVR's trash-ass garbage netcode saw some kind of hiccup somewhere and decided to DC you, in which case you will be penalized because functionally, you did DC.

    If you're playing killer, there's no way to tell the difference between the two scenarios because when the killer client DCs, the server shuts down. If you're playing survivor with a friend (or a streamer), the server won't have shut down, and you know it's the latter. Some patches make one or the other (or both) scenarios more likely, because the netcode is an unstable disaster with no server side verification or reconnection routines whatsoever. You can even be put into matches from the lobby without getting confirmation from the client, resulting in DC penalties from lobbies your client never actually joined.

  • They're currently planning on "investigating" how an MMR rework would change things.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057829#Comment_4057829

    So in other words, scrapped.

  • They'd have to be working on something to be able to update us about it, but they've already confirmed that they've tabled MMR rework, along with everything else promised in the twilight phase of Operation Health. The only concern at the moment is selling overpriced anniversary merch.

  • Ormond is bugged as ######### and I wouldn't be surprised if it was causing fringe performance issues. If you want to crash your game, while in spectate mode on it, simply switch POV. Every time you do, it adds another layer of the snow effect. Eventually, the entire screen is white and your graphics card is on fire. Because that's how they implemented that.

  • Otz gets stressed and freaks out when he plays survivor and is going for winstreaks or hardcore challenges. Hell, Otz gets stressed and freaks out when he plays single player games. Look at his DS2 randomizer nonsense. Which he insisted on doing deathless because otherwise it'd be too easy. All him being stressed out is evidence of is that he's still breathing.

  • If it was truly difficult, then the skilled ones wouldn't need to burden themselves with additional handicaps to make winning more than a few games in a row impressive, and the ones that don't use handicaps wouldn't be able to win hundreds, if not thousands of games in a row without them.

    Survivors that are struggling are constantly told they just need to learn to play better. The same goes for killers that are struggling. Both are suffering from severe issues that are an absolute and complete failure of the developers to balance the game correctly, match players of appropriate skill against each other, and create an environment where players feel their time and effort is correctly rewarded.

  • Why is it important to you that your opponent watch a humiliation ritual? Do you think that upon finding the hatch, the killer should be teleported to it to watch a cutscene play out where the survivor escapes? On the last survivor leaving the exit gate, that you should be teleported to it to watch them leave?

    And if your complaint is that survivors can teabag and taunt, then you're so close to getting it. DBD's endgame is designed godawfully, with no meaningful interactions on either side, leading to situations where both sides are free to BM and be toxic asshats with complete impunity. Even your suggestion to supposedly prevent stalling the game still allows the killer to just not down the survivor and they still won't be able to do anything.

    BHVR has only partially closed off a small portion of this with the abandon system, but it's still only a band-aid on a massive sucking wound of bad game design. Pulling back the band-aid slightly isn't going to fix jack.

  • If you needed explicit confirmation that anti-tunnel, anti-slug, and MMR is canceled.

    @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4057829#Comment_4057829

    for right now yes, we did update after the previous PTB's that we'll investigate how an MMR rework will change things as we identified some issues both sides that we think an imbalance in the way the current MMR system works could definitely be adding to frustrations.

    Just amazing. What game health updates were delivered in Project Health again? Slightly tweaked some numbers on abandon? Randomly spun the wheel on pallet generation and then left it with Midwich having only five total pallets?

  • For all the protestations of not caring what survivors think, there sure are a lot of constant complaint on this forum about… *checks* getting 2-3 downvotes.

    And as others have said, it is a gameplay choice you are making. Same as not always playing Blight or Nurse. Or always using the strongest add-ons. Or always using an advantageous offering. Or only ever running the strongest perks. You have made a dozen choices before you even enter a game which all have the consequence of making a 4k, or even losing, more likely. But for some reason, you treat tunnelling as a sacred cow. You can not tunnel, and just like all the other choices you made, the consequence is that you will lose slightly more.

    And no, it is not on you to act with the game health in mind. That's the responsibility of the developers. To institute guardrails and mechanics that encourage fun, respectful, and engaging gameplay, which they have not just abdicated, but have fostered and encouraged toxicity and poor sportsmanship. For both sides. Stop and think about how terrible and devoid of all agency the endgame is, whether survivors or killer wins. It is a codified humiliation ritual where the other side has no agency and there is no meaningful gameplay when played 'correctly.' Which is why it often isn't, which just invites more toxicity in turn.

  • Of course it wasn't delayed.

    It was canceled.

    Until Anniversary when they trot it out as a promise to be worked on for the next year.

    For the fifth year in a row.

  • Good to know that despite nothing of Project Health delivered after a year, cheaters running more rampant than ever, bugs that existed before it still there with even more added, multiple maps massively bugged for going on three months, no updates for either bricked and bugged as ######### killers, as well as the grossly overpowered ones that are warping the entire game around them, and all camping, tunnelling, and slugging 'improvements' shelved with nothing having been done at all, all it takes is a new map and survivor for everybody to start celebrating.

    But at least now survivors are a different color aura than gens. Maybe by this time next year, Blast Mined gens will be a different color from Trail of Torment gens.

  • The game literally has a humiliation ritual built into it. Survivors can sit in the exit gate or on the hatch and taunt with impunity, and killers can refuse to down the last standing survivor to prevent them and others from being able to leave the game while still being in zero danger of them being able to do anything about it. And this is somehow a major improvement on the previous situation.

    BHVR has not just failed to punish toxicity, their gameplay decisions have actively encouraged it.

  • Because endgame mechanics are horrendous, need to be entirely thrown out, and reworked. That goes for both the survivor and the killer win conditions.

    When gens are finished, unless the killer has brought some kind of gate-stall perk (eg No Way Out) or slugging snowball perk (eg NOED), then there's zero reason to patrol gates instead of stay on the hook. There's literally nothing else for survivors to do except reset, gates, and rescue. But by the same token, unless you have at LEAST two other teammates, rescue is functionally impossible too, so the correct play is to always just let them die. Against certain killers, like Bubba, it's completely impossible to start. Even with multiple teammates, in certain maps (eg RPD) or situations (eg basement), even three survivors isn't enough. Neither side has any engaging decisions or gameplay to be had. And once the hooked survivor is dead, survivors get their two minutes of victory lap where they can sit in the gate and taunt the other side with zero risk and zero consequences.

    When too many survivors are dead to have any reasonable expectation to finish gens, their only choice is to either hide and hope for the hatch, or kill themselves. Both result in godawful gameplay, especially if the killer decides to slug for the 4k, forcing all three players to sit around and helplessly wait without being able to do jack, and why wouldn't they? They have their five minutes, if more, of victory lap where they can slug and taunt the other side with zero risk and zero consequences.

    Matches need to accelerate to their conclusion when they're over, and provide actual gameplay while minimizing the time players are able to forcibly waste the other side's time in foregone conclusions, but that will take an entire rework of the endgame, possibly the core mechanics. Absolutely doable, but BHVR can't even adjust the number of pallets on a single map without breaking 10 other maps. It's never happening.

  • Supposedly really powerful, but it's too unreliable. Someone needs to be tunneled, but not the person who has it. The user specifically being the one to go to the hook to save them. And it doesn't actually protect from camping/tunnelling and may in fact exacerbate the issue since a basically guaranteed trade puts someone else immediately on death hook.

    Plus it has the Reassurance issue. It doesn't matter how strong it is if it feels like complete ass to use, even when you do get good value. If things go wrong just after, which even with good play and coordination can just be down to bad luck, you can go from 0 hooks to out of the game within a minute. From using your own perk.

  • That just shows the intrinsic problem with this design and the perverse incentives that it creates. A survivor is supposed to hover nearby so they can actually get a save when the killer leaves the proxy camping range where they would be able to prevent an unhook or instantly slug and tunnel.

    But too close, and camping is rewarded because the timer stops.

    Too far, and the camping is also rewarded because they can't safely get the save or even necessarily keep an eye on the situation.

    Either way, at least two survivors are occupied by camping at 16m (or whatever the distance is now), with a guaranteed extra state or down from it. Which is especially trivial on certain maps/killers/situations, UNLESS survivors immediately abandon their teammate to hit second stage and ignore them entirely. The mechanics say to not EVEN TRY to look for a chance to unhook.

    This is on top of verticality making things extra #########, especially on maps like Midwich or RPD. You can be safely working on a gen two floors above the basement, and still preventing the camping meter.

  • They removed like half the pallets from Midwich. It can spawn without a single pallet on about a third of the map.

    This is apparently not a high priority issue, because they haven't said word one about it.

  • Buddy, you were winning, and instead of finishing the match, decided you wanted to style on them, changed your mind and tried to kill them after you weren't able to, and are surprised that they taunted you back? Come on, man. How would you take it if the survivors were winning, and then stopped doing gens to try to practice flashlight saves? Have an iota of perspective.

  • @killer_hugs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4045450#Comment_4045450

    why people act like killers are weak when they're not? like good players can win almost every single match playing killer. then we have people come in here and flippantly act like they're weak or something. just complete nonsense ngl

    Good killer players have to invent special handicaps and limitations to massively restrict themselves. Otherwise, winning is completely automatic. And they're still going on 40-50 winstreaks while lamenting that it took them a whole week to manage it.

  • Absolutely wild to be posting a personal attaboy and cash grab like this while the game and the community are in the state that they're in on the heels of a completely failed and abandoned nearly year long 'health initiative'.

  • Apparently it's every indoor map. Hawkins and Lerys are also just flat out missing like half their pallets.

  • Set your FOV back to default.

    The way that the killer FOV was implemented was by moving the camera back, but now it's disconnected from the position the game is saying that you're at, so the sounds are playing from like 3m away from where the camera is saying you are.

    Because that's obviously the best way to implement this.

  • Server side validation is really not that complicated. I'm sorry, but it's just not. The absolute minimum that would catch like 99% of DBD cheating would be to log player state/positions just into a basic text file and then run the simplest of integrity checks on it. You could even run the checks outside the games at a later point. But there is literally no server validation. Or any validation whatsoever. When the client and server disagree on the game state, they shrug and just go with whatever the client is telling them. That is completely insane for any online PVP game.

    And the crazy thing is that we know that they're logging this stuff! They use it to punish people for supposedly 'trying to go next.' But they supposedly can't use it to detect when a game ends in 5 seconds and all four survivors are mori'd. No, that's a punishment for the survivors. You understand how this is absurd, right?

  • People should also remember that the majority of the playerbase doesn't purely play one side. If a player is 75% survivor and 25% killer, they play survivor three times as much as killer, so would presumably be taken as an overwhelmingly survivor player. But for actual parity between the pools, their playtime split should be 80% survivor and 20% killer. So this ostensibly primarily survivor player quitting would cause the killer queue to become more starved, not the survivor queue.

  • The easiest way to eliminate it would be to do what they already do in 2v8. Limit the opportunity to tunnel by separating the killer and survivor. You can move the survivor, as happens in 2v8 already, or you can move the killer. For example. Open a portal after a hook that lasts for like 15 seconds. A killer can enter it and travel within 32m to the gen of their choice, thereby giving non-mobility killers map presence while blunting the inherent advantage of killers that have innate mobility. If the killer doesn't take the portal teleport the survivor away instead. Disable this after enough game progress has passed, 3 gens, 4 hooks, 5 minutes, any or all of those.

    Alternatively, reduce the impact. The endgame as it exists right now is miserable and provides both sides with very few meaningful decisions or interactive gameplay while allowing for all manner of griefing and BMing instead of naturally closing out the game. Automatically start an extended endgame at 8 hooks, 5 gens finished, or 10 minutes, with each side getting benefits based on how they 'pleased the entity.' eg Gates blocked for 3 minutes if 8 hooks. Treat that as a 'score attack' period with highest scores for the gameplay choices that are healthiest for all players, and then you can crank killer lethality up extremely high (eg all survivors mori-able) in endgame because everybody's gotten to play a full game at that point and survivors naturally switch from altruistic to competitive, especially if you restricted each escape point to one per survivor.

  • Probably nothing, but I would seriously consider it if BHVR actually took a hard stance towards solving all the ways that players use to unnecessarily BM each other. I would be able to tolerate a lot of game bugs and instability if they ever once made it clear that being abusive towards fellow players was entirely unacceptable. Many of these stem from unhealthy design decisions, many from a complete lack of balance. And this goes on both sides. Neither side should be able to end the game in three minutes, regardless of the mistakes one may have made, but it's especially egregious when the game doesn't even actually start for all players simultaneously.

    There are so many things that would need correcting, including a complete rework of the entire endgame because both sides are given virtually unlimited latitude to grief and taunt the other once the game is effectively over. The absolute lowest hanging fruit that I cannot believe that they haven't addressed for half a decade is everything around the hatch. Slugging for the 4k, and hiding because of it. Literally nobody likes this mechanic or the gameplay that it promotes. It makes the end of the game miserable for all players. And yet, zero efforts have been made to fix it at all. It's not even on their radar, which doesn't matter because the things they supposedly put the last 8 months into improving have only been made worse.

    The only thing they've provided is a way to fast-track people back into the queues out of only the most egregious griefing, which has obliterated all meaningful stats, with only their completely untrustworthy word that they have their own secret data that says it doesn't. No, you can't see it. Trust us. We're not making it up this time.

  • Infinites are not the fault of survivors, but killers are given bloodlust as a bandaid fix to deal with it when it comes up. Same deal. Being able to stall the game forever isn't fun for anybody and should be prevented by in-game mechanics, no matter which side can do it.

  • "The Killers didn´t ask for a abbandon when all gens are finished or the gates are opend."

    Literally the first post in this thread from like 7 months ago is asking to abandon when all gens are finished.

  • As long as BHVR lets cheaters run amok, griefers grief with total impunity, and doesn't bother to fix their unstable netcode or flakey servers that will close a connection to you because a butterfly halfway across the world flapped its wings, they have no business punishing anybody for disconnections.

  • I uninstalled when they canned the original anti-camp, though that wasn't the only reason. Every single patch they've made since then has only validated that decision.

  • Two days was enough time to can the anti-camp and anti-tunnel systems on even less feedback because it was limited to PTB players.

    Funny, that.

  • If we're calling getting less of an advantage a punishment, then why should survivors be 'punished' when two of them work on a gen simultaneously? Why should they be 'punished' by losing DS for finishing all the generators? They're just doing their objective. Or be 'punished' with window blockers for looping? Or bloodlust for chases going too long? Or killers for standing too close to a hook? Or not getting a stack of Devour because an unhook happend too fast? Etc etc etc.

    If you think that Pain Res is truly a healthy perk that promotes spreading hooks, then it should be fine to disable it when it's used for other purposes, because it's 10 times stronger when used to tunnel. And it'd STILL probably be used to tunnel because you're likely to get at least half its effects and the 3v1 gen situation is ######### because there are simply not enough hands left at that point to progress the game when one survivor is hooked, one rescuing, and one chased.

  • @Anti051 said:

    Yeah, it's pretty strange, but it's just a visual UI thing. There aren't actually multiple obsessions at once.

    Nope. Things like Friends to the End and Rancor apply to all of them.

  • And as we've seen from 2v8, just making survivor stronger is not going to make people want to play it. It needs to be made fun, and let survivors feel like they're able to express their skill and have actual agency. They can buff the hell out of gens, healing, whatever, but as long as the default experience is either being hard tunnelled/slugged by a Blight/Ghoul/Whatever or AFKing on a gen while a teammate is tunnelled, the go next epidemic is going to continue. DCs being basically turned off is because if they weren't, the player population would crash and the queues would be even more starved. It's a sympom, not the underlying problem.

  • Are we going to be seeing a post mortem at some point of all the things that were promised and then not delivered on? Killers who have been critically bugged for months to years are still critically bugged. Game bugs are as bad as when we started. Game balance is worse than when we started, both for the gap between solo and SWF and M1 killers vs Blight/Nurse/Ghoul/etc. Cheaters are still running rampant. The only 'improvement' to the survivor gameplay experience is being able to quit faster instead of being griefed to shuffle them back into the queue, so as everything gets worse, disconnects are also rising, forcing the penalties to be removed so that they're able to actually stay in the queue.

    The "Quality of Life Initiative" has been an unmitigated disaster in every single way, with barely any promises fulfilled to EITHER side.

  • Not basically is dead. It IS dead. Completely gone. All those excuses that it was just being delayed to another PTB? In the wind.

    But the nerfs to anti-tunnel and anti-slug perks remain.

    So tunnelling and slugging is stronger than where they started.

    Just goddamned fantastic work here. Mission accomplished.

  • Worth remembering that BHVR's netcode is terrible. Most online games are resilient enough to let you reconnect through even slight hiccups, but DBD will DC you for things that even fighting game netcode shrugs off and removes you from being able to rejoin the game at all, let alone forces you to (which would prevent the entire Go Next schtick).

    I also randomly started getting DCed around the Alan Wake patch and it went on for over a year without any explanation or recourse. And many times, it wasn't even my router. I was in games with streamers where I got DCed and then like 15 seconds later, they did too. BHVR's netcode and servers are too unreliable and unresilient for them to be handing out punishments.

  • The entire endgame needs to be completely rethought and reworked from the bottom up, both when gens are done and when it becomes functionally impossible to finish any more gens. It's far too difficult to save from a camping killer in the 3v1, if not impossible on many maps or in the basement even in a 4v1, but at the same time, there's zero incentive or reason to do anything but facecamp. Neither side has any decent gameplay or decisions involved and it just gives too much opportunity to grief and troll.

    And it's even worse when the game is lost for survivors. Finisher mori/hatch mechanics massively incentivize slugging for the 4k to prevent the hatch, which even if you know where the last survivor is, forces someone to sit on the ground for however many minutes it takes to catch the other person. Maybe this'll be mitigated slightly with the anti-slugging changes, but all I see happening is that they'll pick themselves up and the other person now gets slugged to repeat the process.

  • "Can you imagine behaviour launching a patch where they enormously buff killers and dont touch survivors? i cant Can you imagine survivors not crying their eyes out over a killer buff? i cant… thats why"

    There have been multiple of these, my guy. The most recent one was in June.

    Come on.

  • Agency.

    It's always about agency.

    Being able to interact with and play the game. To use the perks and items that were brought. To feel like you have a chance to reset and recover. Those who say "being chased is the entire game" are ignoring that many people prefer the stealth aspect, or the map sense meta aspect, or helping teammates, or any number of other things, and not being chased the second they load in or are unhooked.

    Slugging, camping, and tunnelling removes that, which is why they're so strong. Survivors cannot use their perks or items unless they brought specific ones for that, which are very limited in usage and strength, and worse, they're forced to sit and endure it, often while the killer BMs them. Killers feel the same way when they have no agency (eg survivors in the exit gates). The key difference being that the latter only happens at the end of matches and can be stopped, while survivors only recently got a very limited abandon option. All of those are still bad mechanics that need to be removed or mitigated.

    But at the same time, anything that gives survivors agency to interact directly with the killer, both to counter those situations, or AT ALL, is seen as toxic. Survivors must coordinate and use resources in order to counter them, but if they do so, they're what's ruining the game for killers. This mental framework doesn't tolerate the other side having agency, mechanics, or options.

  • When you're addicted to grievance, everything becomes persecution.

  • You want to stop tunnelling? You have to remove opportunity. Treat it like 2v8, or literally any other game's respawn, where the hook sends the survivor far away and the killer is not given a big blinking indicator saying "TUNNEL HERE". Force the survivor to sit in the void for 30, 45 seconds, whatever, doing shots with Trix before their cage pops up remote from the killer and all survivors, same logic as Pinhead's box spawn. Now you don't need extra protections. Survivors can't weaponize those protections. Survivors can't be farmed straight off the hook. Killers with good awareness can still tunnel but it takes skill or perks to know where to go.

    Remove opportunity to tunnel, and you remove the need to protect people from it, as well as any ability to weaponize it.

  • "If this goes live, this is gonna be the most one sided thing I've seen in a VERY long time. For real."

    You should look at patch 9.0 then. It's entirely killer sided for what were at the time, some of the most common killer complaints about map offerings, extreme hiding, changes in spawn rules to slow down the early game, unhookable survivors in endgame, and 'free' 4% unhooking. And survivors got in return… extremely harsh punishments when tunneled. That was three months ago. 'Very' long indeed.

  • Most survivor players occasionally play killer, but there is a large enough population of killer players to have multiple discords, subreddits, and subsets of them entirely dedicated to griefing streamers and other players in general who will never touch survivor. Losing the 'average' player means losing someone who plays both roles, and you need four times as many survivor players as killers just by math alone.

    But it also bears noting that this witch hunt for evidence of bias is patently absurd. There have been numerous patches, PTBs, and updates that were 100% killer sided. Obviously the devs won't come out and say "Yes, this patch is dedicated mainly on the survivor experience" because WE SEE HOW YA'LL REACT TO THAT. And you're proving the point. We literally just a couple months ago had a patch (9.0) that was 100% addressing killer complaints with zero buffs for survivor. The opposite, in fact. Innocent survivors were getting penalized and punished by the changes they made. The other side getting some attention after that is not some grand conspiracy to screw you, nor are you owed compensatory buffs every time a change is made.

  • As recently as June was an entirely massively killer sided """"handholding"""" update that addressed a buttload of killer's primary complaints. 9.0, which had:

    AFK crows turbo buffed through the roof
    Go Next prevention (no more 4%ing)
    Basekit mori
    Spawn rules changed
    Map offerings hard nerfed

    On top of that, a ton of killer perks got buffs, and the only survivor perks anywhere near the meta (Babysitter and Botany) were both nerfed.

    So killers got """""handholding""""" help for:

    Survivors trying to play stealthy.
    Survivors being able to self-unhook.
    Kills on survivors that they couldn't pick up in endgame due to wiggle off.
    Preventing survivors from being instantly spread on gens to slow down the early game.
    Preventing survivors from being able to guarantee favorable maps.

    The equal-attention buffs to survivor in this update were… additional penalties for going next, and more BP in the Lightbringer category. Since you're so against """"""handholding""""", do you think that if we go back to June, we'll see you railing against all these changes as well? Or when killers benefit, are they necessary corrections for unfair game mechanics?

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