ArcT
ArcT
About
- Username
- ArcT
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
This demanding of equal attention cakes is so incredibly tiresome when almost all of the 'complaints' for killer basically boil down to "Sometimes I lose, and that's bad." Which gets even more egregious when every time these same people complaining post their stats, they're winning virtually all of the time.
And yet, the demand is that the weakest killer playing with the weakest perks on the weakest map must be balanced to be on part with the most coordinated survivors bringing the strongest perks and the strongest items. If that's the goal, then you should be outraged by the existence of the killers that force survivors to have so many resources and strong counters just to be able to have any chance against them.
-
The reasons killers tunnel is because they're given the means, motive, and opportunity to do so.
Motive is obvious. 3v1 tilts the game absurdly in their favor with basically any number of gens left because survivors simply do not have enough hands to make consistent progress without the killer doing something that wastes an unusual amount of time, whether that's a very long chase or being unable to find a survivor.
Means is easy. Survivors come off the hook vulnerable with very limited protections that can be waited out or powered through. This is where BHVR has been focusing their efforts; providing more protections on unhook.
Opportunity is also given, and feeds off the camping issue. Unhook notifications make this easy, as does camping. Mobility killers in particular have the ability to rush straight back to the hook, but any killer that is camping likewise has it.
In my opinion, rather than focusing on protecting unhooked survivors, it would be far FAR healthier for the game to remove or minimize the opportunity to tunnel in the first place. There are already plenty of mechanics for this in the first place. 2v8/Pyramid Cages both move the hooked survivor far away and do not reveal their aura. Opportunity to protect the hook or immediate act on unhook is severely lessened and so unhook protections are significantly less necessary. And there's code in the game (Pinhead's box) for IDing parts of the map far away from both survivors and killer. Just doing that, teleporting a hooked survivor away, would severely hinder early tunnelling. Then turn it off after (eg) two gens are done to stop it from being something that can be done as soon as the match starts.
But there are other approaches as well. For example, you could set a hard minimum and maximum time limit to matches and then take a sledgehammer to all strategies that accelerate (or stall) matches to an unhealthy degree, gen rush/stall, tunnelling/hiding, etc. Or change the entire thing to a point-based "please the entity" system. There are options, especially could be tested in an LTM. But BHVR has been timid at best, and are still struggling even with technical fixes.
-
BHVR says a lot of things and only follows up like 30% of the time, and half of that is to make things worse.
-
It is not normal to have multiple gamebreaking bugs every single patch, BHVR, let alone introduce them as your attempt to fix existing massive bugs.
Do you really have so little quality control?
During your SECOND attempt at "Project: Health"?
-
Well, as we learned for a fun new tidbit today, the way they've implemented it, "abandon" completely throws out all match data. It doesn't end the match as a win or a loss. It invalidates it all together.
So the knock on effect of that would be that if a killer abandons a match he's losing, he never actually lost it and will never have those stats tracked, and never have his MMR adjusted downward. Vice versa for survivor too, particularly in the slugging for 4k scenarios.
-
I mean, this is probably why they have never seen 4-man slugging or bodyblocking hostage-taking as issues. They have decided that those games don't count because they had a DC/Abandon, and therefore did not happen.
-
Something to remember is that BHVR's servers are terrible, and their netcode is worse. I was getting randomly DCed from their servers for over a year starting with the Alan Wake patch, and I still have no idea why. It stopped when I got a new modem, but the previous one had worked for over a year without issue. I made multiple threads, provided logs dozens of times, even got a private DM from BHVR asking for more details only to be ghosted, while the random DCs continued.
I assume something about the modem or the connection confused their netcode, but while all this was happening, the servers were also repeatedly falling apart. There was a game with a streamer where it was well in hand, on route to an easy win with 1 gen left and out of nowhere, Dedicated Server Not Responding. And then, 30 seconds later, as the streamer was literally opening the gate, he got DCed too. Which made it impossible to tell if it was something about my setup, or the servers constantly falling apart.
Zero issues with any other online games, including fighters (GBVS specifically) where I played with nothing more than a minor hiccup once an hour at most, but DBD? There were days where I'd get randomly DCed constantly. Multiple times, I queued, literally nothing happened for five minutes, so I requeued, only to see a ban for disconnecting from a match I was never in. The server put me into a room, readied me up, started the match, and then DCed me from it with a penalty without once confirming from the client that I was ever in the room to start with. Their netcode is complete garbage.
Assuming the immaculate perfection of BHVR's netcode and servers is asinine. Just because you're not constantly getting randomly DCed without warning or explanation doesn't mean that it's not happening, and for some of us, happening constantly while BHVR staff gaslights us and lies about it. As the servers being completely toast right now even above and beyond the AWS issues is a big piece of evidence for.
-
@Emeal said:
Pop will always be better than Pain Res, because it gets the killer to a gen and away from a the hook.
Yeah, you need to incentivize moving away from the hook. That removes opportunity to camp and tunnel. If the issue is a lack of mobility, then give every killer mobility. Open a portal when a survivor is hooked that lasts for like 15 seconds. A killer can enter it and be teleported to 32 m of their selected gen with M2 disabled for like 10 seconds so Blight/Nurse/Spirit/etc can't run amok while M1 killers are barely affected. Now every killer has post-hook map traversal, good macro knowledge is heavily rewarded, pre-running is nerfed since it's harder to know which direction the killer is coming from, leaving the hook is extremely incentivized thus removing opportunity to camp and tunnel while still being available for whatever reason.
Alternatively, you can move the survivor away (eg 2v8 cages or Pyramid Head's cages). Change unhooking to automatically teleport the survivor across the map away from everybody (same logic as Pinhead box), making insta-heals under the hook impossible and tunneling not a thing at all. BHVR has had the code to deal with this stuff and the understanding that it's problematic for ages.
-
"you aren’t really intentionally losing collision when getting a hit. It's not working like this."
My guy. Go into a game. Run around. Be hit. Observe that for a few seconds, you can run through other survivors and the killer. Or as the killer, you can move through the survivor. It is absolutely working like this. It is working exactly like this.
This has nothing to do with animation locks. This has nothing to do with model ejection once the no-collision status is removed, which isn't even a thing that DBD does, as you can just sit inside of killers which survivors can and absolutely do to confuse them. That is completely separate from i-frames, which is why you could be double tapped in 2v8. Collision is removed temporarily by basic attacks, but the hurtbox is not. There are already states where the hurtbox IS removed. And there are states where both are disabled. Go test any of the examples I've given.
-
Literally nothing you wrote makes a single iota of sense or is even close to true. You lose collision with other survivors and the killer when you are damaged by any means. You also lose collision and your hurtbox when you use Head On. Or are slugged. Your insistence that basic mechanics throughout the game cannot exist on a technical level is absurd.
I-Frames exist without collision. Collision exists without I-frames. Not a single example I've given is a bug that BHVR doesn't have control over. Your assertation that losing collision and getting i-frames, something that happens literally every time you're damaged, is "a complete and uncontrollable mess" is nonsense. The game does not have a seizure and go into a panic state every time a character loses a health state.
Are you seriously claiming that these examples I've given are not intentional and are just an artifact of uncontrollable game bugs?
-
You are wrong. You're so bafflingly wrong that it's hard to understand where you're even coming from. You accept the property of i frames. You accept the property of no collision. But you don't accept that an entity can have both these properties set simultaneously when moving?
"Is it technically possible to remove both stuff at the same time?"
Yes. Yes it is. Not only is it technically possible to remove both at the same time, it's already in the game. If you're hit with Bubba's Chainsaw, you lose both collision with him, and gain i-frames for a second or two so you're not instantly double-tapped. Same with Plague's Puke.
-
@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013860#Comment_4013860
I’m not sure is it really possible to remove both hitbox and collision completely in technical terms, because survivors are moving and not static objects
First, whether an object is moving or not makes zero difference. That is completely nonsensical.
Second, old Dead Hard already had duration based i-frames. It's something that was literally already programmed into the game. It's still in the game for things like Plague's red puke so you can't be double tapped by a single puke. It's is not just technically feasible, it already exists.
-
@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013726#Comment_4013726
Not here to defend anything but PTB showed their elusive with removing collision doesn't work
If starting from the most innocent - people dropped pallets and bodyblocked by other ways
If starting from the most aggressive - it’s no collision here, but hitbox stays. So you can run through killer, put yourself in the model of your teammate and simply mess with hitbox there in chase.
You still can take hits going through, they can’t make you a complete ghost. So elusive status never was created with consideration to prevent aggressive altruism. It was for preventing killer to bodyblock survivors.
40 sec is still really a lot. If killer seriously waiting for your otr to run out, he is playing really bad. And if you are doing nothing within 80 sec just to save your otr instead of finally being healed or sitting on gen just because afraid of losing it, it’s you playing poorly. The main point of otr is making you an unattractive for tunneling because of waiting the time, and this is still working
This is hardly an insurmountable problem. Also remove the survivor's hitbox with Elusive, and now they can't do that. Which would be a healthy thing to do anyway with ######### like hitting immediately on unhook or the really egregious BS like Original Pain Pinhead instantly removing Endurance. Would also help against inescable crap like hooks that spawn with narrow chokes that the killer can just body block/force a non-fast vault (ie bypass Endurance for a grab) or lock with a trap since BHVR seems unwilling or unable to fix maps.
The worst abuse I can think of would be running inside a survivor and then dropping a pallet to ensure they win a 50/50 at it, but even that's an easy fix. Just do what they do for Knight and drain the Elusive timer extremely fast when you're near another survivor or interacting with something. Healing, using a totem, on the gate, etc, could all knock it out in seconds while moving away or trying to survive/hide while being tunneled makes it last for significantly longer.
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013354#Comment_4013354
Are you using Nightlight as per usual? Stop lmao, casual players don't upload their stats
On top of that, Nightlight has been counting abandons as escapes.
And BHVR stats ignore games with DCs.
So it's really nice that all the stat tracking we have comes with massive caveats to make it grossly unreliable.
-
There's a big difference between feeling killer/survivor sided and actually being killer/survivor sided. The Game, for example, is always cited as survivor sided because of the pallets, but looking at actual statistics, it's one of the more killer sided maps, even more than Midwich. It has lots of pallets, but virtually no vaults, gens are hard to find, both stealth and TR perks (eg Surge) work exceptionally well, totems are often a huge pain, multiple static gens are deathtraps, 3 gens are common, territorial killers are super strong, etc.
It's miserable and braindead to play, so it feels awful, but is almost always high up there in the kill rate. Same with RPD. Both RPDs. It doesn't take much to make either of them virtually unwinnable for survivor, and the even light coordination to be able to use the big advantages survivors have (eg pre-running the long-as-balls halls) that makes them unplayable against a team doesn't exist for 99% of the playerbase.
-
I personally wonder how much is psychological. 2v8 had even more pallet spam, and sure, SOME killers got small chase buffs, but were otherwise perkless, had no add-ons (the buffs are basically a stand-in for them), and there were zero complaints about survivors being hard to down.
I suspect that if you want to be charitable, it's a function of it having a different feel when you can walk 10 feet and find multiple survivors and always staying in chase vs having the down time of hooking, wandering the map, worrying about gens, struggling to find a survivor, and THEN having to actually chase.
But I also feel like it needs to be pointed out that this is a major indirect nerf to camping and tunnelling, because it's significantly harder to create deadzones and then isolate a survivor on a hook of your choice where there aren't resources that they're actually able to get to and use within 10 seconds while a killer is riding their ass.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011738#Comment_4011738
Is the perk anti-tunnel or not? If you're using OTR to protect a teammate, that's not an anti-tunnel perk.
Not just anti-tunnel, but anti-camping too, as taking a hit shortly after unhook helps prevent trades, and the one tanking the hit may have more hook states left, better chase perks, or otherwise be more prepared to take the chase. Just like how Unbreakable can be used not just for anti-slugging, but to accelerate Plot Twist. Or Face the Darkness can give intel or interrupt. Or Pain Resonance and Grim Embrace work when not tunnelling, but get even stronger when you are tunnelling.
This ain't complicated stuff. Most perks can situationally be used in varied ways. Please point to me where in the killer rulebook it says that Off the Record can only be used for personal tunnel protection and is not allowed to be used for anything else.
-
'Weaponized' meaning 'to try to protect a teammate.'
Man, you sure do have a lot of rules about how survivors are allowed to play and use perks.
-
Ya'll understand that this is the most nothing response, right?
"We hear and acknowledge your concerns and have some changes planned."
This is what they say about literally everything, from the swamp rework promised like five years ago to Skull Merchant to anti-tunnel to bug fixes to that cute fanart they saw. If you go through any AMA, it's like 80% of their responses.
It is corporate speak for nothing. Can we stop celebrating getting an empty response instead of them making actual fixes and updates?
-
You also can't tell if somebody's gone AFK because it refills on its own.
-
BHVR says a lot of things about 'planned' updates and then either nothing happens or does the opposite of what everybody expects. Don't hold your breath for anything more than like "Added a .5 second delay after Regurgitate before basic attacking" and then you're ######### out of luck with Kaneki 2.0 for the next 18 months.
-
That 2 seconds saved on heals and 1 second on gates certainly makes up for the 40+ seconds off gens and BBQ.
Be serious for at least as much time as this 'punishment' would ever save. It'd only take five seconds.
You're so insistent that things like OTR and DS can only be used to punish innocent killers, and are here claiming that a giga buff to all killers would only benefit those not tunnelling.
If a change strengthens tunnelling, it doesn't matter what else it might somewhat incentivize. It will be used to tunnel. Tunnelling is already the strongest strategy with the least counterplay and agency afforded to survivors, and all this suggestion does is make it that much stronger.
-
Buddy, you're just asking for not just basekit Pain Resonance and BBQ, but a massive buff to Pain Resonance, on top of having Pain Resonance itself, with only the lightest, absolute nothing of a deterrance.
Do you legitimately not stop and think about the gamestate at all when there's three survivors left? 25% bonus is literally nothing when one survivor is hooked, one is chased, one is rescuing. No amount of gen repair buff matters. And in return you've given a TUNNELLING killer at least 40-60% free extra regression and full view of all survivors BEFORE this supposed deterrance even begins, while they're tunnelling.
This is just a flat out giga buff to killers, and far more of a buff to a tunnelling killer than it is to one who isn't.
-
Looking at the image in the first post, and going down the list, and the only things that have been successfully accomplished after 7 weeks are "Postpone X" and "Shape update", the latter of which almost nobody seems to like.
Bugfix patches? Game is arguably buggier than ever. Extra polish on original chapter? Christ. Slugging and tunnelling update? Postponed indefinitely, if not outright canceled. Fixing high priority/impact killer issues? What does this even mean? What has been addressed? What is meant to be addressed?
And this is the SECOND attempt at a "Game Health Initiative." Ya'll owe some explanations here about how poorly it has gone and what you're doing on the THIRD attempt to course correct.
-
@UnicornMedal said:
Not only does it feel incredibly oppressive, it's a totally one-sided system. It's all we're getting in 2025, the year of health.
Imagine if they implemented this for killers. You didn't get any hooks? Therefore you must have been AFK. ######### you, and we're taking a grade away. Do it again, and we'll ban you.
-
You want to see something painfully egregious?
https://www.youtube.com/watch?v=dNPJH40tCHsHer infection doesn't bounce according to physics. It bounces to automatically track survivors.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005183#Comment_4005183
"Everyone played as a team" means no lone wolf survivors that are excessively hiding, and trying to get an escape as the last survivor alive. "Everyone played as a team" means none of the survivors ragequitting.
"Everyone played as a team" doesn't mean that absolutely everything in the multiverse, that involves teamwork, is good for the game.
Man, you sure have a lot of rules for how survivors are allowed to use perks and how to play. Maybe you should put them all in some kind of book.
-
@BugReporterOnly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4005598#Comment_4005598
They did not scrap it they delayed it. They are going to try somethings in a future PTB. That being said they needed at bare minimum the hiding the unhook temporarily and the Elusive effect to have stayed in at least to force them to go after the person who did the unhooking if they were around.
If it doesn't have a release date, it isn't delayed, it doesn't exist, and is not on the schedule. Same as the Skull Merchant rework. Same as the Twins rework. Same as Twins/Knight/Houndmaster/everything bug fixes. Same as the Swamp rework. Same as the anti-cheat measures they promised years ago. Same as the anti-slug measures they first promised years ago. Same as the game health updates. Same as so damn many things that they have promised time and time again, and have just gone away and disappeared.
-
Using ANY perk to try to protect a teammate instead of selfishly for yourself is against the killer rulebook.
OTR only existed to be weaponized against all those innocent killers trying their best to not tunnel, but those nasty survivors would run all the way across the map to body block them.
This ######### is so incredibly, deeply unserious.
-
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004729#Comment_4004729
Its always easy with new killer or reworked one especialy if they are high b-tier or higher in power, people dont know best and cheapest counterplay for these killers so they make more mistakes than they would make in one year of experience.
But at the same time, everyone playing the killer is allowed to make a dozen mistakes and not need to learn ######### to achieve baseline amazing results.
One side is expected to learn intracicies and edge cases because fundamentals and normal play are useless. The other side just gets nearly free wins right out the gate.
-
@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004609#Comment_4004609
I lose quite a few games because I often forget who I've got dead on hook near end game. I play casually so I stopped trying to track hooks a long time ago. This is just a straight buff to Killers because it's one less thing in their cognitive load to deal with.
I kinda like this change, but I also think it shouldn't have gone live without the other anti-tunnel measures. Keeping track of hookstates is an effort I think Killers should have to make if they want to win. It's a part of Killer gameplay, imo.
Watch any Otz streak attempt. Whenever there's any kind of chaotic situation, saves, slugging, whatever, it's easy to lose track of who you've hooked and who you haven't, and then oops, the person that you just slugged but thought you had picked up, or had Shoulder used on them and you didn't notice or their scream was suppressed is not dead like you thought.
This is 100% a buff to tunneling.
-
Rarely does Otz try a streak where he doesn't scream in rage at least half a dozen times because he was trying to tunnel someone out and forgot the hook count because they actually got saved, or he slugged and chased someone else, or just got plain confused.
Seeing the hook count is absolutely a buff to tunneling. Just because it can also help that .00001% of killers who want to 8 hook does not change that.
-
I uninstalled when the anti-misery update was pushed back, the THIRD time since announcing Project Health that anything to mitigate miserable BS in the game had been canceled, after a patch that completely broke the game, a grossly broken recycled anniversary event, and on the cusp of releasing Ghoul 2: Electric Boogaloo.
Note, mitigate. There are still no efforts announced nor made of anything to be excited about. Only the mitigation of things that made the game miserable to play as a solo survivor. Meanwhile, they're quietly doing things like canceling events, slashing cake rates, and gutting rift progression.
And each new update/patch is only validating my decision.
-
Pop/kicking gens encourages killers to move away from the hook.
Base Pain Res on literally every single (non-consecutive) hook would massively encourage camping for trades, and giga-buff the absolute ######### out of Dead Man's Switch and Surveillance.
-
Are you serious right now?
Using flashlights.
Body blocking.
Sticking to gens.
Pre-Running.
Sabotaging a hook.
Using Head-on.
Using Blast Mine.
Using Flashbang.
Using Power Struggle.
Using Dead Hard.
Using Distortion.
Hiding.
Trying to attract attention.
Stunning the killer.
Having any second chance perk.
Protecting teammates.
Not protecting teammates.
Unhooking too fast.
Unhooking too slow.There are very few things that survivors can do, especially when it comes to direct interactions with the killer, that are not constantly cited as toxic/unacceptable behavior that justifies retribution. The difference is that killers are given the agency to enact their retribution. Survivors can only appeal to BHVR to change the rules, like any other unpleasant/unhealthy meta in any online game, or killers' better nature, which is treated as 'attempting to police them.' "Please don't do this," vs "If you do this, I will punish and BM you" are both rules for the other side, but only one has agency.
-
The only way to effectively play against camping and tunnelling is by slamming gens. Removing the ability to do so would be a massive buff to the very things they're (ostensibly) trying to lessen.
-
Important to remember that they've also said that DCs don't count as part of their metrics, and survivors are going to lose virtually all games with a DC. So even if you only have a DC once every 10 games, which seems conservative given how awful DBD's netcode and servers are, that's still an almost guaranteed 3-4k that's not being tracked.
-
One of the key points of asymmetry is that killers have a comeback/snowball mechanic. Survivors do not. A killer can have a catastrophic early game, and still absolutely win, even without a dedicated endgame build. Not only this, killers are able to all but completely lock out the one tiny loss mitigation mechanic survivors have (the hatch via slugging for the 4k). Why should a killer be allowed to leave a game that they have a reasonable chance of winning? Particularly when no such snowball or comeback mechanics exist for survivor and yet there are very few mitigations in place for that?
-
Ya'll think that there were too many anto-tunnel rules for killers to learn, but expect survivors to learn and remember 40+ new rules unique to each killer for what ways they may or may not subtly affect the game, on top of their powers, add-ons, perks, and ever changing maps and tiles.
Come on.
-
When they say "we'll do it later," that has always meant years, or never. The Skull Merchant fixes are "coming later". Twins fixes are "coming later". Bug fixes are "coming later." Getting rid of cheaters is "coming later." This is like the fourth time they've promised to crack down on parts of the game that make people miserable only to do nothing. All they've done so far is add a couple quit buttons for the most egregious situations, but I suspect that's actually only exacerbating problems, because it shuffles you back into the queue faster only to have it happen again. And it will happen more now because it's normalized as totally fine to do BECAUSE there's a way out. So solo survivors are being shuffled out of a miserable situation, only to expect more misery. It's getting survivors back into the queue sooner, but the survivor queues are getting worse. That is extremely bad.
If win rates on either side need to drop by 10-20% in order to hamstring all the ways that toxic ######### use to grief new or completely outmatched players (since the nonfunctional MMR throws everybody to the grist of jackasses's egos), I am completely on board with that. And I mean that for both sides. Killers hate the BMing at gates? Rework endgame so that only one survivor can escape per exit and bump the gate spawns up to 3. That would also help mitigate unwinnable gate situations for survivors and make endgame far more chaotic and interesting. M1 killers struggling? Then give some buff for M1ing a healthy survivor. Non-mobility killers? Open a portal next to a hook that teleports to 32m of a specified gen. Tack on a short power disabling to prevent Blight/Kaneki/Nurse/Spirit from running amok an you've also done a major blow to camping.
I have zero hope any more that the situation is going to improve. Why should I? They declared Operation Health, and it was such a fiasco that they had to declare a second one during the first, and then completely abandoned literally everything in it. And there's still been no bug fixes. No significant balance changes. The perk meta on both sides is pathetically untouched going back years, as are the top and bottom killers. Nothing changes. Ever.
-
@brewingtea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998435#Comment_3998435
Please show us a single killer player who has ever seriously demanded a 70-80% kill rate as the average.
Every killer that does a 1000 4K win streak.
Or every killer that loses with Trapper and says, "I'm going to play Nurse as revenge!" News flash: They're not doing so because her kill rate is LOW.
That's the problem. Y'all claim those are "outliers" while saving them in your pocket for when YOU need them. The nice smooth bell curve only works if the pick rates are the same. If you can just DECIDE when you "deserve" a 4K (as opposed to letting skill and circumstance dictate that, like in a normal game) then you are "seriously demanding a 70-80% kill rate". Maybe not as an "average" but certainly not in a "random, bell curve" way AT ALL.
The streamer that is constantly held up as the pillar of the community for positivity is constantly doing streaks where he massively handicaps himself, and then goes completely ballistic and starts ranting about how unfair the game is when his win rate with handicaps on killers he only plays once or twice a week is 'only' around 90% instead of the 98% he thinks it should be.
This is not normal, respectful, nor healthy. And yet, it's normalized. Nearly every killer player does this kind of styling and mockery of the other side because the game is indeed that easy for them. I'm all for silly builds and playing for fun, but the tradeoff is to expect to lose slightly more. He's still winning the virtually all of his games anyway, even with the handicaps. But that's not enough, and almost every loss is met as a grave injustice.
-
You forgot map offerings and spawn rules, also recently changed specifically to strengthen killers.
-
It's a disingenuous misrepresentation.
Reducing the punishment for survivors is framed as rewarding survivors.
Reducing the reward for killers is framed as punishing killers.
A 3v1 is always to the killer's benefit, no matter how many gens are left, no matter how large the gen speed boost is. Survivors simply do not have enough free action left at that point to progress the game. One chased, one hooked, one rescuing. Nobody is on gens. Regression works maximally. For gen progress to even happen, the killer has to go on a disastrous chase.
Reducing the odds of them winning a 3v1 at 3 gens from like 99% to 97% is not 'punishing killers.' It is making the game slightly less hopeless. One of the core design sins that causes so many other problems is that when games become hopeless, one side can choose to lengthen them to run up the score, have the freedom to grief the other side without fear of retribution, etc. The game SHOULD accelerate towards its conclusion, win AND lose, not stall. Survivors understand it is hopeless, so they hide. Killers understand they cannot lose, so they slug, hump, grief, etc. The game stalls, does not progress, and all incentives go not towards winning but griefing. By BHVR's own design.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997304#Comment_3997304
Perks on both sides are constantly getting nerfed, adjusted, ot reworked. Streetwise was one of my go-tos. It was totally ruined recently and mostly died in silence thanks to the bug in the rework taking precedence. Vigil is also on the chopping block.
But in terms of game changes, recent examples like fog vials and this patch were all killer-sided. And survivors are STILL getting DC penalties for getting tunneled too fast.
Also, the only even slightly meta killer perk to have gotten nerfed in the last year is Franklin's. The killer meta has been stale to the point of tedium for years. I have no idea what this dude is talking about. If you go all the way back to a year ago, I guess you could include DMS changed to only affect one gen at a time while having its duration buffed. After that… Sable's patch and the mangled nerf? So March of 2024 for the last significant nerf. To Sloppy Butcher/Gift of Pain.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996984#Comment_3996984
Yet this is exactly what they did with afk crows and "go next".
Crows were briefly tested and the feedback given was that they were "too strong and punishing". That feedback was completely ignored, the version was pushed live with zero changes, no delay, and no "consideration for feedback".
"Go next" wasn't even tested, and went live in a highly abusable state.
Only the loud backlash after going live made a difference. At least for crows, since go next was pulled, then stealthily put back in with no patch notes and no changes, and is currently live in the same state where being hard tunneled can penalize the survivor.
So BHVR is wildly inconsistent at listening to the "loud feedback", as well as watching for "abusable scenarios" apparently.
They're not inconsistent though. They listened for days, weeks even, to all the people claiming that it wasn't a problem and survivors were just whining about nothing whatsoever.
And they're listening to that exact same group now.
-
These bugs have been in the game for over three years. Do people even realize that Clown's bottles aren't meant to have a global sound?
-
Remember that there's an entire perk for cleansing/blessing a totem (14 seconds) that increases repair speed 10-20% until hit.
Streetwise takes like… 10 seconds of glitching it, maybe, to give you a toolbox that increases repair speed for the entire rest of the trial by AT MINIMUM 50%.
This is a ######### joke, BHVR. And yet, also entirely unsurprising as the "our data says this unhealthy thing isn't being abused ENOUGH to care about" has been their cause for allowing all manner of bullshit ######### use to make the rest of the playerbase miserable for DBD's entire lifespan, whether it was facecamping, unavoidable locker saves, body blocking, the works. They have to be dragged kicking and screaming for every single change and still have the gall to condescend about how they have the magical data that says everybody is complaining about nothing.
-
This has blocked me from finishing both the regular rift and the event rift. I have 31 Twisted Masquerade quests done, and yet don't have 6 quests done and has been stuck on 5/6 as I cleared multiple quests, and have 54 Rift Pass quests done, yet only 45 are counted, likewise not progressing at all. Fantastic work, team.
-
Don't worry. They said today in the AMA that they believe the kidnap tech where he downs you with his power isn't a bug.
So, you know, that's cool and something that apparently isn't going to be removed ever.

