Archol123
Archol123
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@hermitkermit said:
I feel DBD Survivor is unique in that it's a mutliplayer game that doesn't require you to have to talk to other people. It offers a different kind of challenge that I enjoy. That being said I think the game should be flexible, allowing room for mistakes rather than expecting perfection from four seperate people without communication in order to win. I don't think that comms would be too strong for survivor, as we have evidence that disproves that, but I don't think it's necessary. I feel like the hud was a perfect way to add information without comms.
No game requires you to communicate with other people, well maybe among us or mafia, but even then you can decide not to.. The point is that other games give you the option to communicate, if you want to then go for it, if not don't. It is rather simple. You are not required to do anything. Also being unique is not necessarily something good, dbd has one of the least user friendlier options menus, because you can barely change graphics options or customize hot keys and prevent double functions there, that is very unique for a modern game, but it is also not something good as it is a step in the wrong direction... Games from 20 years ago had better options for the user to customize, which is actually quite embarrassing for bhvr...
If you like the challenge great, nobody forces you to communicate, you can just mute everyone and continue playing as you want to.
I don't think adding voice chat leads to the assumption of players making no mistakes anymore? They don't suddenly become professional loppers or anything like that?
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@OrangeBear said:
Realistically, team chat in team based online games in solo queue is impractical. Most people don't use it and when people do it's often used negatively.
I like dbd solo queue being balanced around not having voice chat.Thats a wild statement, communication and teamwork in coop games is key, the way you communicate is up for debate but to say chat (voice or text) is impractical is just factually wrong... To coordinate a gank or something in a moba you need to somehow let your team know what you are planning, same for when you get gsnked and need to ask for back up... At its very core communication is required when you play or work together with other people to be as efficient/effective as possible.
And people can decide for themselves whether to use it or not and block people that use it negatively.
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@yocieg said:
I love playing as and against huntresses, she’s my favorite killer to go against. However, I understand some people’s frustration when her hitboxes just shouldn’t hit. With that being said, why do Deathslingers shots have to be accurate but Huntress does not? I’ve seen clips of people being 100% behind a wall (feet and all) and they still get hit. This happened to me in a customs match that I’ll post here. The blood on the left is where she “hit” me. Coldwind shot is a screenshot from a clip I saw on Twitter.
https://us.v-cdn.net/6030815/uploads/5VE546PROGLY/img-6967.jpeg
https://us.v-cdn.net/6030815/uploads/DUA0NV7CA4H3/img-6927.jpeg
Slinger kind of has an integrated cross hair, huntress does not so being more precise with shots on him is easier than on her, as well as taking into account the arc at which huntress hatchets fly makes it so that with a smaller hitbox it would be incredibly hard to hit people from longer range. In addition she has a far longer windup...
On top the reasons other people mentioned a hatchet is bigger than the spear and it got tried and people didn't like it... It should be in the chnagelogs part of the wiki, I think 2.2.1 or something like that? Like reeeeeally old.
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@UndeddJester said:
The main problem for Trickster right now is the contradiction in vision for what he should be.
Trickster mains want him to be about skill expression via being rewarded for accurately throwing and hitting his knives. They want his whole gameplay to revolve entirely around his knives, rather than using them to zone and score a free m1.
This however makes him unappealing for the casual player, his skill floor was very high, and his skill ceiling only went so high, as you needed to reach the high level of precision it took to play him passably well... so instead he's been reworked into being a knife spamming machine, which reduces his skill expression, but makes him more accessible.
As a result he's in this weird place where he now has a lower skill floor, but without those nerfs he would have an insanely high skill ceiling for a sufficiently skilled player that absolutely must be reigned in... so his high level play got gutted.
This has resulted in Trickster being dumbed down a lot, someone you can easily pick up and do alright with as a new player but with limited ability to really shine as a strong killer at higher levels of play...
It's kinda hard to think of a way to alter his power so he has a high skill ceiling, but also a low skill floor, just by the nature of how the power works...
Throw speed ramping up on each successful hit would be a start, but you have to watch it carefully, and Main Event needs to be looked at with great care to be somewhere between useful but not busted... chewing through health states during trades being a shining example of a problem to worry about.
I don't think his skill floor was very high at all... Most killers don't have a high skill floor, because you can just pick them up and play them as m1 killers and just occasionally use the power. Throwing the knives was not that hard, an example for a high skill floor would be Nurse, because if you are not able to use the blink you are useless...
But throwing knives and by seeing where they land and adjust immediately is super easy to do, it is not like huntress where the one throw you get at a time needs to be precise... And even Huntress does not have a high skill floor, you can just hit hatchets while people are in animation lock. Even Billy or Blight who tend to be hard killers to master have a rather low skill floor, you can just use their power for mobility and play them as an m1 killer from there... Or use only 2 rushes to get someone in a corridor, same for the saw or a backrev. The point is neither of those or trickster has a high skill floor.
If you disagree then I guess we have different definition of skill floor and I would like to hear yours. I would define the skill floor as the minimum requirement you need to get something done with the killer, which tends to be m1 killer gameplay for most 4.6 killers.
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@Leachy_Jr said:
His rework was good, however the panic nerfs he got from PTB have plagued him with issues
- EXTREMELY add on reliant, almost as reliant as knight (memento blades, main event duration)
- Even more map dependant than before
- Throw rate too slow base kit
- Lullaby still exists, when he is harmless past 10m, and only encourages W keying
Buff throw rate to PTB 0.25s (instead of the current 0.3s), increase blade count to 50, remove lullaby and/or reduce TR to 24m. Easy fixes.
How can he be more map dependant now? He is a 4.6 m/s killer now... Given that he is 4.6m/s now I think the 32m terror radius is fine, and unless people use the visual heartbeat the lullyby is really low volume anyway...
I think one of the goals of the rework aside from trickster himself has also failed majorly, they wanted to make playing against him more engaging and that did not happen at all... So that should at least be addressed as well.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744559#Comment_3744559
Oppression doesn't take any regression events beyond the kick you do to activate it.
Well at least something, otherwise it would be one of the worst perks in the game, however it is still quite bad... Considering it only kicks gens, without any additional regression... And the base regress time is just so slow...
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@VomitMommy said:
CoB is just bad information perk, it doesn't even deserve to be called regression/slowdown perk.
Oppression has just ridiculous cool down. Make it 40 and I am going to try it with Surveillance.
Even then it still eats through regression event and would still be average at best xD Does it eat those of the additional effected gens as well?
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744524#Comment_3744524
When not? Fact you can hide it makes this your problem. You can't handle even GG... Maybe single player games would be better choice?
There is no need to force it on everyone, I am fine with way worse messages, I am more annoyed it's not possible disable profanity filter...
Same that trash filter barely works and I think people should be able to decide for themselves whether or not they want to read such things...
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@jamally093 said:
So I constantly see pain res and pop in ever match because their part of the meta...what about the other perks that I won't lie have some potential.
Surge/Jolt: Good information perk as you will know if someone is repairing a gen while you down someone plus it stacks and also you don't need to do anything other the down a survivor.
Oppression: I'm surprised barely any one uses it. "It's because it takes 80 seconds to recharge." I won't lie that's a nice cool down for a perk that kicks 3 gens at once and adds to it if someone fails a skill check.
Eruption: basically Jolt...but a bit better effects all gens you kick and you don't have to be anywhere near by the gen for it to go boom. Plus aura reading. With a 30 second cool down.
Call of brine: It regresses gen really quickly for a full minute. Plus it also gives notification if someone wants to go ahead and poke it again while the perk is still active.
This is coming from someone who plays survivor a lot these perks I never see used maybe Overcharge once in a blue moon but all the others just nothing.
"Because Pop allows you to take a lot of regression away." Some of those perks do also not in one go but still.
"Pain Res allows you to know where the gen is located and regresses a lot at the same time." Okay but you have four tokens once those are gone boom perks useless plus if a survivor just doesn't touch the gen you don't get a notification.
So I don't know why those perks are slept on is it the cool down length or just the fact that you would rather have the most progressed gen destroyed? I don't use the meta because I want survivors to have a taste of something different I hate using Pop and Pain Res because I don't like using the meta since mixing and matching is fun and allows you to experiment with things.
Surge becomes useless when people run you away from generators that worked on, I love the perk, because I dislike kicking gens, but it is just not as good as for example pain rez, Pop or grim embrace.
Opressions cooldown is just way too long... How often do you think you will use that perk during a game? And how often are that many gens worked on at the same time... Might be okayish if it didn't have such a huge cooldown.
Eruption uses the 8 max kicks up way too fast and the aura reading only really does something on only a few killers, because until you picked up and hooked the downed survivor it is already over and slugging is not that good on many killers,you would need to go to that person while the aura reading is still in play... Like why do you need aura reading after you downeded someone unless you want to snowball? You want to hook that person normally and then find someone else, but until that point the aura reading is just gone.
Call of Brine is dogwater... As someone before pointed out it regressed like 4 seconds more on a kick if it regressed for the full duration, that perk is so garbage.
Overcharge is not much of a threat against good players, since they hit the skillcheck and the fact that it starts of with less regression than a dry kick does not help, perk sucks.
With limited regression events there is an issue with saying well the value is the same it just takes more regression events, since there is a max to them, having only small events will not give you the same value.
Pain rez takes off up to 80% of Gen progress, so around 70 sec or so... Compare that to the amount the other perks will give you... With call of brine you would need to kick 20 gens and they would need to regress for the entire duration to be equal, the other perks just need massive buffs to be on a similar strenght and with running...
Those perks don't get slept on, people know that at least some of them are decent, it is just that there are better options and why would you purposefully limit yourself by running something worse? If bhvr wants more diversity in perks they need to be of similar strenght, so buff them... No need to nerf good options.
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@zombenderranged said:
I play this game a fair bit. I've got over 2k hrs and I've collected alot of offerings. However I have characters that have many BP offerings. Especially Vecna who now has over 150 8 year anniversary offerings due to getting him to P3 to share his perks.
I propose that offerings that are BP based get shared amongst all characters or at the very lease of the same character type. Any BP offerings collected on say a Dwight could be used on a Jake.
Or my 150+ offerings on Vecna could be used on a Freddy, Blight, Trapper and more.
It's just with Anniversary items especially whoever is the new Killer/Survivor always end up with 100's of offerings meanwhile characters you've had forever are tapped out and only have grey 25% offerings to use.
I hope this is something that can be looked into for quality of life.I don't think there is much of a reason to not share offerings across killers and across survivors and even items and addons on survivor, except to intensify the grind...
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@DrHyk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744521#Comment_3744521
"yes you can minimise it but it isn't enough"
Why is it not enough? I thought once minimized it only shows up again when you click on it again?
But sure I am always in favor for more options for the user to decide on... Give us a button to not show endgame chat, one to mute specific players, an in game whisper chat with specific players, more graphics options like view distance, view distance quality, the ability to change key bindings without having the need to still have several things on the same key, for example vaulting and jumping in a locker... This game just lacks so many things that were the standard 15 years ago and it is embarrassing to have a rather modern game get beaten in that regard by 20 old games, because they have more options for the player to customize...
However I am against entirely removing endgame chat, just let everyone decide for themselves if they want to see it.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744324#Comment_3744324
It doesn't matter if it's harder to work as a team without communication. The primary reason for the gap between solo q and SWF ISN'T that solo q is less efficient at teamwork. The primary reason for the gap are the players that aren't even trying to work as a team.
And it's fine if there is still an information gap between solo q and "4-SWFs with voice comms that are specifically using voice comms for extra game advantages". It would be much healthier for the game, if changes were made to actually encourage survivors to work as a team, even if it nerfs some of the lone wolf survivor strategies.
Of course it matters that is harder to work as a team, like how could it be otherwise... If teamwork is the issue then the accessability of teamwork is what it comes down to...
Well I disagree on that, I don't think there should be groups of players that don't have the same tools at hand, that just leads to things being fine against one group but maybe busted against another one... For example if Legion actually was like it was presented in the trailer: able to pretend to be a survivor, completely useless when there is communication involved, but possible when not... It gets made less reasonable with the HUD already, but just to give a general example of a situations where it matters a lot and no amount of game sense can make up for it.
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744006#Comment_3744006
Don't even get me started on her stupid sexy walk that makes her look like she's gliding across the ground instead of walking on it, like sure movement can look goofy as all hell in this game. E.G Trickster and Wesker's run animations look ridiculous, Wesker's even more so because of the 90's trenchcoat but they still look like they're a part of the environment, instead of like a badly modded character.
True... There is just nothing good about that character... Even her mori is basically just Freddy's mori but worse...
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744082#Comment_3744082
From someone who has played since the game literally released, idk where this narrative was born. People despised billy, crack billy and instasaw was mostly what you saw and people hated it.
People had issues with him a lot, the fact content creators didn't expressed this does not mean it didn't exist, even then a lot of them commented on billys "unfairness".
Like only briefly before his nerf and after it I heard this "everyone loved billy" because most of the people In the community at the time voiced their discontent for the killer.
I mean instasaw yes, crack Bill was OK for the community I think, at least that's how I remember it...
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If they manage to have an anti cheat system that actually works maybe, otherwise not.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744059#Comment_3744059
It's not "obviously" because the majority of SWFs only include 2 people, that might not be using voice comms. 4-SWFs that are all using voice comms, and are using the voice comms for extra game advantages, are a very small percentage of the SWFs that play this game.
Equality of opportunity was already addressed with the Survivor HUD, and also by the anti-face camp changes and anti-3 gen changes. That should be enough for now. We've finally reached a point where the primary issue is no longer revolving around solo q's lack of information. It's fine for something else (lack of teamwork) to be a more important issue for Solo q.
Like I said before.. Obviously... People tend to not complain about duos... So when they complain they call it swf but mean 4 mens on coms…like I said before, people use it like synonyms.
Equality of opportunity was not achieved by those things... Considering it also in parts buffed swf... The information gap still exists... Lack of teamwork is a result of lack of information though, it is way harder to work as a team without communication...
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743977#Comment_3743977
blood warden would get an addition to main 60 seconds after the hook
Yes but since bloodwarden can only come into play once the gates are opened they immediately know it is in play... So if you don't immediately get downs then, of which you can only hook 1 person max, if even in time before the gates open again.. They are no warned and will just leave or hide until potential blood warden runs out.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743403#Comment_3743403
Billy stopped being respected and became hated once he stopped being garbage. Because frankly, people DO NOT like good killers. People often tend to refute this with: but people find wesker,blight, oni and billy to be fun. But that statement misses just one single word, let me show you how the phrase when it being actually honest looks like:
People find BAD weskers, BAD blights, BAD onis and BAD billis fun. The moment the wesker is flicking and hug teching, the moment the blight is actually good with rushes and bump logic, when the oni can flick and uses slugging to build pressure, and the moment billy uses overheat correctly at loops they become unfun.
I don't know about that, before Billy got nerfed in the first place people already loved him... But sure some people just don't like a challenge in chase...
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743875#Comment_3743875
https://us.v-cdn.net/6030815/uploads/2OSX7ZIB64JD/image.png
The gap between solo q and SWF has already been addressed well enough. For the majority of the players, solo q and SWF are off by less than 3%.
4 Survivors at high MMR, are a very small percentage of the player base. Most of SWFs are only 2 players, and they might not even be using voice comms.
We need to address the fact that when many people use the word SWF, they don’t actually mean SWF. What they really mean is voice comms. People are asking for the game to be balanced around voice comms.Obviously, but most people use those synonym… so it dos not relaly matter much which one gets used.
Once again, I'm not talking about equality of outcome, but equality of opportunity… And no that gap has not been adressed…
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@vol4r said:
You guys all cry about swf but often information people give each other is:
- hey, where are you getting chased?
- uhh, i dont know? in a corner
- which one?
- i dont know!
- okay
xDDD
I mean fair, but it is more about having the potential to give or get that type of information, and not necessarily getting it every game.
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@n000b51 said:
And 1vs1 are mainly more friendly, more casual than a common pub match.
I think we can learn much more from 1vs1 as the 'objectives' are different.
Even in a custom, all the maps are not available for example (the last aren't available).And there is not really a reason to have a dx penalty, as there is no reason to slug or so...
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@Hexonthebeach said:
Would like a custom mode for killer and survivor where player can choose from some options. Disable hatch, Round time, Banning Perks.
Then I could test some perks and explore maps and the competitive people could make better tournaments and 1 vs 1.
Indeed, 1v1 modes would also be great, we could literally an actual 1v1 ranked mode, in the beginning it could even m1 Trapper only or something like that, with further additions later…that mode could even have its own balancing, like no Bloodlust for example...
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@Coffeecrashing said:
I really hate the lore more than anything else. This killer is cosplaying a character from her dad’s manga. And instead of having a mechanical suit, or anything else that looks like it cost a lot of money, she slapped a cheap looking Wolverine claw onto her arm, then used her 1980’s BeDazzler machine to BeDazzle jewels onto her mask, and decided that was a good cosplay outfit.
She’s literally a millionaire, and that was the best cosplay outfit she could make.
Agreed, she looks like a low budget cos player... Not even taking into account how unpractical the costume is... Because high heels are totally needed when hunting humans...
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@Shaddoll_Serpent said:
It's literally the same gameplay. (Press button to "outplay" your opponents.) Never actually feels like you're getting outplayed by a Vecna, always just feels like it's their power giving them free hits by just pressing a button, just like Skull Merchant. So that leads me to ask why don't people have the same hatred for Vecna that they do for Merchant? Because I personally do not enjoy gameplay against any killer that boils down to minimum effort maximum reward.
Not only is he designed far better not only visually but also his lore. His gameplay is also more engaging you have items you can pick up and use, you have mimics and rolling dice.
Aside from that while skull merchant just puts down drone and runs around the loop until the survivor dies Vecna has some more interesting mechanics, yes some people say mage hand is over tuned, but honestly if you just pre drop the pallet it does nothing, and the cooldown are still massive. There is just way more interaction with his abilities than with skull merchants... Even if skull merchant becomes less annoying gameplay wise I would still dislike her for her cringe Backstory and boring uninspired looks... She is just a sad excuse for what Predator or a bounty hunter in the jungle could look like...
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@vol4r said:
Hello.
I feel like we should have some perk balance changes. I listened some of my ideas below.My ideas consider niche perks, with low usage for both roles.
Survivior:
- Spine Chill - revert the nerf. We don't see that perk anymore.
- Iron Will - give it 100% but doesn't work while exhausted or leave it be 75% but exhaust status doesn't affect it.
- Lucky Break - let healing other increase the duration on a higher rate, 1 sec of healing = 1.5 or 2 sec of perk duration to be increased
- Pharmacy - rework the perk so it gives medkits from rummage, not the chest itself.
- Bite the bullet - reduces the noise when you heal but also when you are getting healed by others.
- Blood Rush - let the perk be used 2-3 times in a match, based on tokens which player is granted at the beginning of the trial
- Botany Knowledge - let's get rid of reduction healing efficiency of medkits, we can't get 1 heal of a MK while using the perks without addons.
- Calm Spirit - get rid of speed reduction.
- Clairvoyance - we could use it while holding an item.
- Distortion - recharges only while in a chase.
- Empathy Connection - increase healing speed bonus.
- Light-footed - decrease or get rid of it's cooldown after rush vault actions
- Low Profile - let it work after the unhook for 30 seconds. That would give surviviors a way to hide after being unhooked, possibly preventing being tunneled by the killer
- Poised - on top of hiding scratch marks it would show auras of generators for 6/8/10 seconds
- Scavenger - reduction of repair speed would last 25/20/15 second
- Self-care - let's make it 40/45/50% healing speed. That would make self-healing take 36 sec
- This is Not Happening - we don't need to be injured anymore, works while fully healed
Killer:
- Blood Echo - decrease cooldown to 40/35/30 seconds
- Bloow Warden - adding feature: exit gates close for 5/10/15 seconds after opening the gate
- Dissolution - actives 1 sec after injuring the survivior, instead of 3
- Fire up - each token grants 4/4.5/5% to action speeds.
- Hex: Ruin - buffing regress rate to 100/125/150%
- Oppression - decrease cooldown to 100/80/60 seconds
- Overcharge - make th regression to start from 100%
- Save the best for last - revert the changes. Perk was not that opressive while unhooks, surviviors still could trade even with 8 stacks
- Septic Touch - make effects linger for 10/15/20 seconds
- Surge - Increase regression to 8/9/10%
- Thwack - would activate whenever you break the pallet, without getting a hook, but the range would be 5/10/15 meters
- Trilling Tremors - change cooldown to 80/60/40 seconds
- Undone - surviviors don't really miss skillchecks. let's grant 3/5 tokens for every successful hit on a survivior.
What you guys think?
Overall fine, blood rush 3 tokens might be a bit much... Would this not be kind of a blood warden nerf? Because it let's players know that the perk is in play?
I don't know about dissolution, does this not lead to basically breaking the pallet you got hit on while or shortly before vaulting? If that stuff is excluded I am fine with it.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743576#Comment_3743576
Now you bring up a killer against which macro is even more important. Sure, good players who play much more than casuals will win the majority of their games. I don't want to discuss if 500:1 or 1947:1 is appropriate for an asymmetrical game with a playerbase of this size with a matchmaking to make queue times reasonable.
To get back on topic I will repeat mobililty makes Blight overtuned. There are plenty of >P50 Nurses, Blights and Billys with far less than 10k hours destroying lobbies left and right. Unless you want to tell me all of those are comp players, too.
The point stays though, it should match people with equal skill and does not do that, therefore the streak continues, which is kind of fair... Like my whole point here is that it did not once match KNightlight with players of equal skill, probably because 4 men comp Squads don't really play pub matches... But that's an issue by itself... We cannot even know if Blight or Nurse are busted when mastered because we don't get to see a fair match with equally skilled opponents in public matches in an amount that would allow us to judge... And to be fair, no matter if nurse or Blight in that scenario, if you are not a comp squad in that scenario you won't win against a comp player... Which is once again fair, because how could you expect to do so otherwise? The game would be majorly unbalanced otherwise.
Sure I guess, you don't need to be a comp player to win the majority of matches, look at almost every streamer, they also win the majority of their matches, on almost every killer... The major issue is matchmaking. I play mainly Wraith these days and I would say I win almost all my matches (chase wraith, not the hit and run stuff...) and I also don't have 10k hours, but the majority of games I get just have rather new survivors... And before somebody tells me I am low mmr and that's why, how am I low mmr if I win almost all of my matches? I am pretty sure there are competent survivors around my level in the matchmaking pool, but I guess they get the far players, because at that level there are not enough to match... So to go back on the main topic... Matchmaking is the issue, you can play almost every killer and get to a really high streak if you are good enough, there players with 200+ streak on Nemesis, 100+ on Clown and so on... Those killers are by no definition overturned, by they still get huge streaks.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743582#Comment_3743582
The whole point is that anything BHVR does to close the gap between solo q and SWF, should primarily revolve around addressing the lone wolf survivors and ragequit survivors, because they are the main reason the gap exists.
Giving solo q more information doesn't address that problem. The benefits of having more communication, would help the survivors that want to work together, way more than it would encourage the lone wolves and ragequitters to be team players. And that's why it's a bad solution.
Why not both, why not give soloq the same tools swf has while also addressing the issue of people playing selfish.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743309#Comment_3743309
If someone wants to ragequit or lone wolf, you likely aren’t going to be able to “talk it out”, and convince them to change their mind.
The more likely scenario is that when a player gets frustrated with their solo q teammates, they’ll very loudly yell bad things about them, and let them know they are ragequitting because of how bad they are. Then the teammates will start yelling back, and people will try to report each other for bad language, and BHVR will be stuck with sifting through a whole bunch of voice chat related ban requests.And the more likely scenario for lone wolf survivors, and their teammates will try very loudly yelling stuff like “why haven’t I seen you touch a generator in the past 5 minutes”, and “why are 3 of us on death hook, and we haven’t seen you in a chase even once this whole game”, and “are you just sitting in a corner waiting for us to die”? But, of course, more swearing will be involved. And then the lone wolf survivor will will start swearing back, and they’ll report each other, to get each other banned for bad language. Or the lone wolf survivor will stay silent, and just report the other players for verbal harassment.
Well you will never know if you don't try, but when they would do that anyway you might as well give it a shot. If people don't want to do their best that is fine, it is not like you gain anything out of an escape in this game anyway.
Oh no poor bhvr needing to moderate a voice chat… Come on man, there is a mute function for exactly that reason, every other game also manages to provide a voice and text chat and those companies also don't cry about having to pay people to moderate stuff… To have such features is the bare minimum you can expect in an online coop game.
Maybe you took a bad example there, but if that person seriously never touched a gen in 5 min, never was in chase for the entirety of the game even though everybody else is on death hook, then that person kind of is the reason they are losing the game, because next someone of the 3 remaining guys is about to die on hook and then it is a 3 v 1… which could have been avoided if that person did their job of taking a hookstage/chase…
It is easy to only focus on all the bad things that could happen and fully neglect the benefits of having communication.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743193#Comment_3743193
First off I was mainly talking about Blight's pre-nerf state because that's when he became hated and that's when most of that streak happened. If he is still massively overtuned I can't tell because I rarely face him since most switched to the next flavor of the year broken thing that is Billy. Though I argue mobility like this is an obvious headstart to being overtuned as speed most easily snowballs games.
My point about that streak is the Blight player wouldn't have lost this match if he wasn't a cocky little gremlin pushing for 100 wins in 24h. This loss was entirely and easily avoidable with a little nap and is more a testament to how exhaustion affected the player than the survivors actually doing the right moves. This is of course speculation, that this game would turn out similarly but better with a little rest, but considering how tilted he was during and after the game it seems reasonable to me.
Matchmaking is an issue, sure, but it's hard to determine if it is to the degree you are implying. You say good Blights destroying soloQ lobbies are just better because matchmaking sucks, but there is also the problem of the high difficulty of playing against him because of the general lack of information about what is going on. Who is where? What gens are being done? What part of the map should be used to avoid leading him to gens being progressed? Where to go down? Is he committing to the next chase allowing me to unhook now or should I leave that guy on the hook for another 30s? His mobility gives him a high skill ceiling and more opportunities than the vast majority of the killer roster gets allowing him to display more skill. This together with a bunch of perks that are busted on him can make any P100 Blight look like a Serral.
SoloQ survivors are denied by the game a skill they need to adequately verse a good Blight/Nurse/Billy: communication. A good chunk of those opportunities could and need to be denied by survivors. Coordination is of vital importance against Blight and it is just not available in soloQ where the majority of DBD is played and was designed for. He can also bruteforce his way out of mindgames most other killers would have to engage in. His tools heavily outperform anything soloQ survivors have to offer in the core way this game is supposed to be played: without comms. It's almost like having one player in a Starcraft 1v1 play with a keyboard and the other without.
That whole archive paragragh strawman I won't address as I already said it's beside the point and merely pointed out additional insanity.
Well I guess that is just speculation, considering he just lost a huge streak I would assume that the frustration came from that and was not necessarily because he could have avoided it if he was more awake…
It is fairly easy to say that that is the reason… Let us have a look at Knightlights 500 wins on Nurse without perks or addons, before and also while doing the streak he always said that the streak will end as soon as he faces a 4 men comp squad, wanna guess how many 4 men comp squads he got during those 500 games? 0, which is why the streak is still active. As far as I remember there was only like handfull of games where they even managed to finish all gens, and none where the gates got opened… I think that should be enough evidence, when a person can win 500 times in a row without facing opponents he should get matched with a single then clearly matchmaking is broken.
What you describe here is the macro game against Blight, but people didn't lose to these comp level Blights because of bad macro, they lose because they last like 20-30 seconds in chase each… If you get 4 really good solo survivors without comms they will do far better than the people that are usually unlucky enough to end up in games vs people doing win streaks. I fully agree that it helps and that soloq is at a disadvantage when it comes to the macro, but even if those ordinary people playing against the comp Blight had voice chat and callouts and all that stuff, they would still get demolished because the other guy plays on comp level and they don't. Also you can negate some of those things with good game sense, which is something good players tend to have. No, those things don't make people look like Serral, there is a massive difference there and it is not even comparable.
Well even though I don't think people will suddenly be that much better against a Blight that would currently wipe their floor I am all for evening the grounds between solo and swf.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743024#Comment_3743024
In a perfect world, matchmaking would create more balanced matches, but that doesn't mean certain killers/perks aren't strong or overpowered. You mention Nurse, saying she's "beatable if players know what to do." This is surprising because many/most pepole in the game reagardless of killer main or survivor main agree that Nurse is fundamentally unfair and overpowered, because her power is basically a cheat. Just because people have won against her doesn't make her any less oppressive, as is the case with Blight. These killers have winstreaks in the thousands, and I feel it is unreasonable to say it is only because of facing unskilled survivors due to poor matchmaking. Assuming they only win because of bad matchmaking and not because they are just inherently strong shows a strong bias.
The issue with survivor skill not matching killer skill is significant. To have a chance at winning, all four survivors need to be equally skilled to match one killer, which is inherently imbalanced. The game is designed for killers to be stronger to make the 1v4 dynamic work, so the killers "skill" is already higher by default. Expecting the entire opposing team to lose (excluding hatch) if even one of them is a "weak link" which again, just means a player who makes a mistake, is not indicative of a "balanced" or "fun" opponent.
If your argument is that a more skilled player should win, it depends on what you mean by skill. In a 1v1, the killer always wins. In a 1v4 with no perks, items, or add-ons, the better skilled player(s) should win. However, this isn't always the case due to other factors in the game that can change outcomes drastically: maps, perks, add-ons, items, "playstyles" like slugging or tunneling, and perk synergy all impact game results. Combining these factors with a killer who is already strong without any of those things creates an oppressive opponent that can feel unfairly matched.
Personally, I think Blight is in a decent spot, but that doesn't mean he isn't strong. He often tears apart teams rather than struggling against them, as shown by stats and winstreaks, and many players' experiences support this. This is why people may not enjoy facing a killer who feels very punishing. I usually like the challenge, but I'm not surprised other people may not.
Basically to end this, your question was why people "hate going against blight" and your position seems to be that blight isn't that strong and it's just bad matchmaking. I disagree, I feel there is plently of evidence to support that he is strong regardless of matchmaking, and I was just explaining why I believe people don't enjoy going against him. You can disagree, that's completely fine. I'm not trying to sway minds here I'm just trying to give a little insight as to why people really struggle with this speedy boy.
I wish you fun in your future matches! gliyn gamer
Well it would show bias if such huge streaks were common for example in comp… Why does Nurse in comp not win every single game? I'm not saying those people win only because of matchmaking, I am saying the win that many games in a row because they are really really good at the killer and the matchmaking does not provide players of equal skill… I'm also not saying those killers are weak, but there is a difference between strong and overpowered… And I don't think neither Blight nor Nurse are overpowered, it is just matchmaking that makes them look like it in combination with facing players of superior skill.
I mean if you want a balanced match the survivors skill and the skill of the killer need to be equal, the rest of what you say here is just personal preference.
I mean ofc the killer is going to win eventually in a 1v1, because the ressources on the map will get used, so what? That is intended by the game. Skill is the ability to do something, in our case play the game, I don't really think there is much to argue about what skill is… Obviously the game has many random elements, but in the case we talked the outcome was fitting wasn't it? Both sides brought the strongest stuff they could think of and one side won, presumably because the other side made too many mistakes. Playstyles are also a form of skill, just like using a build order a macro playstyle in DBD is something you need to learn and execute when you deem it fit, just because something is unfun for the opposing side does not mean it cannot be effective, in the scenario we talked about it was basically about winning at all costs, so taking into account the fun of the other side is pretty much a non factor here.
I never said he is not that strong, I said he is not overpowered, and such huge winstreaks are not a result of the killer being overpowered, but the killer being strong, the player being really good at the game and the matchmaking being absolutely terrible giving the Blight almost exclusively way worse players.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743317#Comment_3743317
I'm not sure what you're arguing against here?
My position has pretty much solely been criticising player actions, I haven't really made any pushes for the devs to do something about it.
Also, yes, you are free to leave as long as you face the appropriate consequences for it, which subverting the DC penalty system is avoiding. DC if you want, but it should be a DC.
I don't know what BHVR can do to enforce that. Probably nothing. But I know that I can criticise the players who choose to avoid the system in place they're supposed to use when leaving games.
Suffer the consequences that the game provides, which in our case is nothing because you can killer yourself on hook.
Sure, they are supposed to do that, but why would they? They have 0 incentive to do so, they even get a penalty if they do… Realistically for them there is no benefit to DC instead of ending themselves on hook.
Sure man you can critisize everything and everyone, but you cannot really blame them for doing that, because like I said, there is no incentive for them to behave in the way you want them to behave.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743050#Comment_3743050
"barely have an impact" ??
Enough that the forum asked questions when the BHVR made some adjustment, with out saying anything. And then BHVR came forward and told that they in fact did make those adjustments.
I mean, the soft cap still exists, streamer with thousands and thousands of hours get matched with really casual players with a few hundreds of hours and so on… It is nice that they apparently made changes, but I don't think those things have changed…
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743325#Comment_3743325
I do think killer needs some sort of early game mechanic and a mechanic that discourages tunneling, rewarding hook spreading and punishing heavy tunneling.
Making the game focus on the killer getting as many hooks as possible and keeping the 1v4 up as long as possible would result in a more fun experience all around. Obviously this would need heavy basekit changes for both sides.
I'm fine with small changes for killers in the current version of the game. Blight is fine in our current version.
But if the game would change for the healthier, killers like Blight could easily become a problem.
Would be nice, but I don't see that coming any time soon…
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743318#Comment_3743318
Of course all other killers can do that. Blight and some others however, have base powers that strong, that a mechanic like this can easily make them too oppressive compared to other killers like Doctor for example. That's why I pointed out that Blight and some others will be a problem if the game becomes more oriented towards the lower tier killers in a form of basekit killer buffs.
I know it's a time limited event. That's why I mentioned other aspects as well.
Ok, but when you basekit buff specific killers, how does that concern Blight at all? Nobody is talking about changing the pallet break time or basic attack cooldown or something like that? If you thought that you were completely missing the point. When people ask for basekit killer buffs for the lower end of the killers they want the basekit of those killers buffed… Not killer overall.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743205#Comment_3743205
It immediately negates the time to walk to a hook. I'm not talking about his cooldown. I'm talking about the downtime where he needs to carry people to hooks. That is valuable downtime for the survivor team.
A killer wastes a lot of time carrying survivors throughout a trial. You can find out how much time that is by slugging anybody and not hooking at all.
By using autohook, killers can negate that downtime. This saves a lot of time. For most killers this is fine, but for the higher tier killers, like blight, that can apply pressure very fast, this can easily become too much.
That is the exact same time for every killer though... And it is still a time limited event, all the other things also safe time.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743269#Comment_3743269
When you queue up to play a multiplayer game, and when you leaving that game partway through would ruin the experience for the others, you are under an obligation to not leave partway through unless there's some genuine extenuating circumstance.
This isn't a new or novel position, nor does it just apply to DBD. When you show up to a group activity, you do so with the implied agreement that you'll engage with that group activity.
How responsible you are for the fun of other players is a different topic, but you do have some responsibility to uphold the game actually getting to happen at all in the first place. Obviously if you have to step away for some genuine irl situation, that's different, and it's why DC penalties exist as they do; you won't be affected if you just leave one game every once in a while, but serially leaving and screwing over every other player - teammates and opponent - will accrue a noticeable penalty.
It's a good system, and it being possible to circumvent it is a problem.
No you are not, you are free to leave the game at any point in time if you want to, you only need to be OK with the consequences the game offers, there is no obligation whatsoever to stay in the game. The DC penalty is only supposed to keep you in it, but if you don't want to that is fine, that's why the leave button exists.
Sure, but even in real life you can leave when you don't want to, and all that happens is that you need to deal with the consequences the other people or game itself provide. Nobody can force you to stay and there is nothing morally wrong with not continuing to do something you don't want to do anymore.... Maybe your friends won't invite you anymore, but if you are OK with that you can leave.
Well with that reasoning a DC penalty should not apply when you have a genuine reason, but this does not get checked in any way, it is obviously not possible to check that either, but if the reason for the DC does not get checked then the reason does not matter, all that matters is the frequency, how often does somebody DC, nobody cares for the reason though.
Sure I guess, let's remove 4 % then... Oh wait people can still just run back or stay at hook and just downed and hooked again, all it takes is a bit more time.. Don't get me wrong I do think 4% along with some other rng stuff should removed, but I don't think you will find a way to prevent people from just running into the killer to get out of the game, no matter what you do, that is just the nature of the game...
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742414#Comment_3742414
I believed that statement from BHVR. Solo q is more likely to have lone wolf survivors and rage quitters, which can reduce the escape rate of the rest of the survivors. Solo q is also more likely to have a lone survivor that is throwing the game to complete a rift challenge, even though the other 3 players actually want to win the match.
I would still say that it is way easier to work around such things with communication, you can get your teams help in completing the tome challenge. Rage quitting becomes less likely when you can Rel on your team because they have your back and a lone wolf in a coop game is not something that should be wanted, because that guy can potentially ruin the game for everybody else.
I don't think their statement was true at all and even if it was it would still not be a reason to not close the information gap, not having the same tools will always be viewed as a two class system, no matter if it changes the outcome.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742715#Comment_3742715
That's going to be statistical noise with a large enough sample size though. The outlier games players experience on an individual basis aren't going to make a dent when they're sampling hundreds of thousands of trials from all regions.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742700#Comment_3742700
They have to quantify the results somehow. Kill rates are going to be the most consistent way to do that across all regions and MMR brackets.
Killrate only mean something when you take into account how they happened, if a noed kill with 1 hook action is just as good as a 1 K with 9 hooks then this whole thing is pretty worthless...
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743261#Comment_3743261
Because their team is still dependent on them?
Don't get me wrong, in those scenarios I wouldn't judge as harshly, but they are still screwing over their team by leaving. I also did specify immediately, though; if you give up just because of the killer being played or because you're the first one chased/downed, and you don't DC to give your team the DC bot, that is what I'm criticising.
Why should they care about their team? It is 4 seperate 1v1s, and oftentimes people argue that they don't want to risk going down to go for a safe or prioritizing themselves over thir mates, because that is what the game wants them to do... And the devs also pointed out that they don't want to force people to play a certain way... So once again, why exactly should they care about their team? The game for sure does not give them an incentive to do so... Unless you want to come up with general empathy because those are people as well that just want to have fun we would still need to discuss why their fun is more important than the fun of that one player...
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@th3 said:
I'm annoyed with blight players abusing his stun bug atm. It's gotten very pervasive every game with a blight just abusing tf out of it.
Well I would blame the devs for A. Creating that bug... B. Not kill switching Blight... And also kind of the players, in case the bug is something you need to specifically aim for...
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743208#Comment_3743208
I wouldn't use Enduring with it. Just use it to annoy survivors with it as much as possible.
Enduring would get only stuns basically on current level, but blind would be still longer.
Well so still not a good perk, but an annoying one ^^
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@Rauy556 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743193#Comment_3743193
I think you completely hit the nail spot on as to what I was getting at with my discussion, I truly dont get why lower skill players complain about a character that requires considerably more dedication to be able to use and be proficient at as opposed to a low skill ceiling killer that should obviously weaker. I think Blight is the perfect killer and I wish they added more like him, strong but difficult to get good at and even harder to master on individual maps.
Also as you mentioned, the issue is not Blight as a character, it is 1000% the horrible matchmaking system of dbd that makes lower skill players blame the character for their loss instead of realizing that the player they played against is simply better at the game and wants to win more. I think its very unreasonable that a team of 4 solo Q players not running meta builds and not being very good at the game have a chance to win against a competitive player running a meta build and playing optimally. It seems most players want to be handed free wins against clearly more skilled and dedicated opponents which sounds absurd if you consider the situation in any other video game scene, you would be clowned and told to get better, however within the dbd community it is baffling how widely accepted it is that worse players should be able to compete and maybe even win against considerably better and more skilled players.
Thanks man ^^
Well I guess they just assume that the matchmaking will never work, so if the killer becomes worse they stand a chance when the other side is way better, which is quite unreasonable to want...
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@Souplet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743214#Comment_3743214
So you would rather waste 1 hour of your time because the killer played ruthlessly instead of just move on with your life ?
You people have too much tome on your hands i guess.
Not really? I m just arguing that both positions are valid... I don't even take the time to sit around when somebody decides to bm me while bleeding out, I just tab out and do something else in the mean time, same when the team decides to give up, I deem my time too precious for that... However what I argued about was that one side is not worse than the other... Remember chess merchant when she held the game hostage for an hour? Kind of similar, some people deemed that a good time investment, and if it was only to prove how stupid that thing was... Sidenote: Just like everything else about the stupid skull merchant character was and still ist...
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743204#Comment_3743204
I'm not sure why you're feeling so combative here.
I simply said the devs had rejected ideas very similar to this before, and then even agreed they could change their mind.
At no point have I even injected my own opinion on the matter, this is literally just facts about DbD history here.
Well sorry if it seemed like I was aggressive towards you ^^
It is just that the devs tend to mess up so bad I really wonder how the game is still alive... Like Pinhead on release had a broken lunge, no clue how they managed that... They broke vault distances for female characters like 4 times now, how is that even a thing considering survivors are only skins? The options of the game are so little to customize that I have games from the early 2000s that are more user friendly in that regard and many more such things, but instead of Adress sing such stuff and doing something to make the game better they release and exorbitant amount of overprizes cosmetics and pat themselves on the shoulder for doing a good job... It is really ridiculous. Nurse is broken since 2023 when it comes to her field of view and some other things... Then they create characters with the most obvious flaws and wonder why nobody likes that character, but also never really fix it... It is mind blowing...
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@Souplet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743194#Comment_3743194
Except for the fact that, this is actually reportable
Like I said before, fully depends of the duration of hiding... It has not been clear yet if it was 10 min less or more... I think the line is 15 min of not progressing the game? Which is fairly easy to avoid..
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743155#Comment_3743155
why? A large majority of the killer in dbd are messing with movement in the game.
Which is bad enough and people complain about it a lot... It changes the safety of loops without the player able to do much about it and can even reduce the distance gained to get out of dead zones... There are already enough of those killers in the game, we don't need a 10th ms slowdown killer. If we want to buff Ghostface, which would be fine, I am sure there are other things that could be done... Like a shadow teleport to avoid stepping in open field and reappear behind cover, a tracking ability to know where to go next stuff like that.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743184#Comment_3743184
True, I would make it same duration as stun/blind.
Would be funny combined with dark arrogance to make it last longer. The perk would finally not be so bad...
I guess ^^ but would it then not get nerfed by enduring on the killer? And therefore be kind of useless again xD Because of the survivor is blind while you cannot move... How does that benefit you? ^^ Especially when you get stunned longer xD
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@radiantHero23 said:
Blights base power is unhealthy for a version of the game where 90% of the killers are more viable.
Just look at the new hook feature. Absolutely fine on almost all killers. On blight? Pretty stupid because it makes his downtime after a successful down non-existant.
Blight is, similarly to Nurse, pretty easy to get good results with. He has a really high skill ceiling, which is almost never necessary to reach in public lobbies.
He's very fun to play, therefore often seen.
He had the strongest set of addons almost any killer had for a very long time, making him very despised for that reason alone.
Those are just some reasons to why Blight is not liked.
But if you down someone using your power it will be on cooldown, so if you hook someone close by or instant hook, that does not make the cooldown go faster... He gets less out of it then for example Wraith who does not have a cooldown on his power?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743052#Comment_3743052
I mean, they can.
But it's not like this is some kind of mind blowing original idea that the devs have never thought of before.
The concept was considered in depth and rejected.
I mean let's be honest here, the devs are nowhere near perfect in their decision making and some rather recent killer designs or gameplay decisions show how terrible their ideas sometimes are, with that in mind I do think that some of rejected ideas were far better than they assumed they would be... I mean they resisted for years to have other game modes or modifiers and now look how popular they are... If they would not have been so stubborn to not introduce them earlier the game could be far bigger right now than it is currently in the sense of active player base... Look at old games that have a lot of custom games and how many people still play them, despite the lack of new content from the devs of those games...
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@Souplet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743156#Comment_3743156
Exactly, it's a game. So tell me where is the entertaining bit of not playing it and just waste the time of everyone, including yours, to prove a point to a random that you'll probably never ever talk to or meet.
Grow up.
I mean both sides are kind of fair... One guy feels mistreated, as he feels like he did not get to play the game because the other side played in an unfun way and now the same thing happens to the other side... I would almost call it Karma…ofc it is not the most mature thing to do, but then again it is a video game, you can be as immature as you want to, exactly because you never meet the other guy again, there is not punishment for that.
The thing is both sides can do whatever they want within the rules of the game, and as long as that's the case all is fine, so if he wants to hide for an hour, progressing gens a bit every 15 min so it is not reportable then that is completely fine... Quite honestly the other side cannot really complain, they started off by playing unfun to reach their goal and now the opposing side does the same... Not saying it is the mort healthy thing for the game, but it is understandable.