Archol123
Archol123
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@Blueberry said:
There is no recent hate of SWF, people have hated facing SWF since its creation. People also don't think every SWF they face is "squad". People tend to strawman that a lot. Even just "casual friends hanging out" is a massive advantage. People don't like playing against someone that has an unfair advantage, they want a fair game. Against SWF, even a casual one, it's not a fair game.
What defines fair in that sense? Usually I would say fairness involves playing along with the rules of the game, and the game rules don't forbid players to play with their friends while sitting in coms... The only thing you could say is that the game is not balanced around that information, which would be true, but that is not something you should hate the players for but the devs... But all they would say is that the killrates don't indicate that communication gives an advantage... Which is ridiculous to say the least.
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742372#Comment_3742372
Wel they normally have to balance i mean "fix" bugs tthat get exploited by swfs, rpd boil over etc,
I mean that is not necessarily exclusive to swf... Exploits like that happen by all kinds of players, to blame that solely on swf is a bit off, I agree though that some stuff is stronger because of coordination... Boil over for example was problematic in other spots, there were maps with no hooks in certain areas so boil over was a free escape for solos as well when they ran it.
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741766#Comment_3741766
Oh it is, is it? That why its so much fun in solo queue.
Solo queue obviously is the weakest role in the game, and it will stay that way until either the game commits Sudoku by preventing people from playing with their friends or by closing the gap between solo and swf when it comes to communication and coordination.
And another reason solo queue feels bad is because you don't know what you are going to get... Not only is the matchmaking all over the place, it also cannot properly tell apart good from bad players.
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@Oh_deer said:
here's the reason i think SWF are bad for the game.
because killers get balanced around SWF.
and i play the game mostly as a solo queue survivor.
i've played over 100 matches of killer during the anniversary event and only lost 1 game to a 4 man tournament team. no draws.
that's what it takes right now for a good killer to lose a match in this game.
How exactly is the game balanced around swf? Please explain... Because I don't think there is any indication for this being the case.
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As long as I can disable those annoying voice lines fine, if not hell no...
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As far as I know the devs stated they want to keep DBD a multi-player game, which is why you don't earn BP against bots and all that, so while I like the idea and think it would make the overall game better, I don't think the game will go that way...
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Wraith is a normal m1 killer with an increased lunge after uncloak... What does he need additional counters for?
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@RoofJumpy323 said:
Okay, so i know i may be salty from the last 5 wraith matches, but why is it when they are invisible the anti-camp Meter doesn't go up? I mean it not going up when Invis far away makes sense, but camping while invis isn't Camping? like bro
If that is the case then it is probably a bug and you should report it...
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741784#Comment_3741784
That's true. But also your mates are less likely to sandbag or yeet on first hook either, and both are a menace in solo. You also know they will come for you in endgame if they can.
Less likely? I only ever get sandbagged by my friends :D:D They once bodyblocked me into a corner so I would die from endgame XD
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741833#Comment_3741833
You're responding to me, not the OP, so what I'm saying is just as important as what OP is saying. I'm saying that it isn't just happening against Merchant.
I don't want to force anyone into participating in any gameplay. If they want to quit, either for silly reasons like the killer they're facing or legitimate ones like needing to step away to take care of IRL responsibilities, that's fine. They just need to face the DC penalty for it, because that's what the DC penalty exists for, and they also need to give their teammates the DC Bot to make sure their game isn't ruined by it.
There are currently no killers (or even really situations) in the game where giving up is universally acceptable just on the basis of what's happening in the match, so there's absolutely no argument for people being able to leave matches without incurring a penalty. Obviously they should give up their bloodpoints and incur the matchmaking lock, because they are just leaving a viable game partway through.
Might be, but how much more likely does it happen against Skull Merchant?
Well they don't need to do anything, that is something the devs have to decide whether they want to keep such things in or not… But ofc it would be the better option to have bots… Even though winning a game with a bot is not much easier than without a 4th survivor at all, so the difference is only slightly more in their favor.
I mean, if you asked people if it is allright to DC against skull merchant you would probably have the majority say yes, so I am not too sure about that one ^^
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741813#Comment_3741813
Yes it would?
I came in here to say that it's happening to me and I WASN'T playing Skull Merchant. If this thread didn't exist, then I would have made it, and I wouldn't have mentioned Skull Merchant at all. Because it didn't happen to me when I played Skull Merchant, it only happened on other killers.
To that last point, ruining the match of up to four other players because you personally don't like a killer is a bad thing? This isn't a single player game. You're queuing up on the understanding that four other human beings are dependent on your participation to play as well. That's why DC penalties exist, in multiplayer games.
Yes, and then it would be a different topic and skull merchant would maybe not have been brougth up, but since that is not what happend well…
Well in their mind it is justified for sure don't you think? If they didn't think it is the appropriate thing to do/justified then they would not dc. On top of that, let's say they don't dc… What amount of gameplay do you think is appropriate to force them to participate in? You for sure cannot force people to try to win and as long as they don't go completely afk you don't really have anything to complain/report… So with that in mind playing bad is not a report reason, so if you get a bot instead of the player, is that not a decent equivalent to a real player? ^^
Yes, that is what dc penalties exist for… You see they are kind of a trade off… In the same way a parking ticket is, if you are rich enough… Just that in this case time is money. If you want to park somewhere and you are fine with the ticket, then you just park there and pay the fine for parking where you are not allowed. And when you dc, you somewhat pay with the time you are not able to play the game, seems all fair to me? Those other players can just go next, and you are excluded from matchmaking for a set amount of time. I don't see any issue with that however… Those players can find a new match after ending the current one and maybe find a match where all players want to play… But if it consistantly happens that for some reason people dc 300% as much against trash can merchant than against every other killer in the game, then maybe it is not the issue that players "just dc sometimes because they don't like something" but that the killer itself is the issue, because nobody enjoys it. This argument goes two ways, while you cannot ensure that you get a killer that you enjoy all the time, ideally a killer should not be that unenjoyable, that people regularly dc against it, because they hat it that much.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741802#Comment_3741802
Again, I'm not really here to brainstorm how to fix the problem, I'm just here to mention that my experience points to people giving up for more than just this one killer. I even had a killer give up during my play session yesterday.
That being said, it's obviously a problem that you can avoid the penalty for DCing, which is there for a reason. So, it'd be a good idea to try and fix it at some point, somehow.
I literally don't care that you hate Skull Merchant. That's not relevant here. Obviously disliking Merchant isn't a good enough reason to give up, but that's as far as the relevance goes.
Well it seems to be a good enough reason for people to do so doesn't it? And this post would not exist if it was not a problem when playing Skull Merchant ^^ And when that becomes too frequent there are two possible reasons for it... Either people just give up more in general, against every killer or the issue is the killer that got played because they don't like it.
Well people DC against every killer, the difference is just how frequently, that much is a given…
Technically removing the DC penalty would fix that issue, because then there is no reason to waste more time by pointing toward the hook... But that might as well result in overall more dcs...
Well glad to hear ^^ But why do you think you get to judge what is a good reason and what not? ^^ Or why your judgment of that reasons is any way relevant for the people who play it? If you play the killer obviously you don't want people to use that as the reason to DC against it xD That would be like sheep electing the Wolf as president.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741783#Comment_3741783
For the record, they weren't DCing, they were giving up. Running to a hook and pointing at it, that kind of thing. That is a dick move, because it ruins the match for everyone else.
It's not a federal offence, obviously, but you'd still push back against people trying to justify it, especially when their justification is just "I don't like that killer". It's generally a good thing to make sure the overall atmosphere of a community is not receptive to selfish and disruptive behaviour, even if it is just a game at the end of the day.
This thread has good reason to exist. Ruining up to four other players' ability to enjoy the event because you don't like a killer is, obviously, worth pushing back against. My addition to the thread is that it isn't just happening to the one killer people pretend is an acceptable target for that kind of behaviour, at least not in my experience.
OK so what? You cannot force people to play a game they don't want to play? Other games detect you as afk and give you an abandon for that... But dbd matches are not really long enough to justify that. Sure it might ruin other people's fun, but you don't really have a right to have people play the game, like I said before. And I do think there are some cases where this is perfectly fine... Endless 3 Gen games, appointments you have to go to... It is fair to say that you need to take into account the amount of time you left, but sometimes games just take way longer than you could have expected.
Well perhaps if the vast majority of players absolutely despise the killer, change the killer instead of blaming them for not liking it ^^
I don't know, wasn't it a complaint about having to play VS 3 bots because no one wanted to play the match? So I don't think it fits the theme of that ^^ Might be might not be, we would need stats about DC rates against each killer to be sure... If it happens against every killer it would become problematic if frequent, but because it is about skull merchant in this thread I would just take it as another not very subtle hint that maybe the killer needs a total make over because still nobody wants to play against it, at least from the case the OP mentioned. And as long it is only skull merchant I could not care less, the killer was a train wreck in every aspect since its PTB and I have 0 faith that it will end up being liked by something even close to majority, so I just don't care about that killer anymore. Luckily nobody plays it so I don't have to deal with it often either.
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@hxp said:
SWFs are not op!
Look at the stats that were recently published. It helps experienced players to some extend, but it is far away from being op.DBD is killer sided! And I don't understand why BHVR not even tries to balance it!
Their understanding of it being balanced is a 60% killrate... So from their POV it is not killer sided. Aside from that, the game favor whoever brings the most broken stuff into the match.
And when you look at the highest level, skill of comp players, but not with comp rules, 70% of killers are not viable against them, 20% are somewhat even chances and 10% are expected to win against them... So kind of a hot take to say it is killer sided, when quite a lot of killers are actually quite bad. Maybe specify a bit more on what level of experience.
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@JPLongstreet said:
The main advantage of SWF is midigating the randomness of your teammates, the quality of which is the reason solo queue can be so frustrating at times. I feel this is more impactful consistently than any info shared.
I would say potentially... You will still have friends that play like clowns, but at least you know from the beginning what to expect ^^
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741772#Comment_3741772
I am not speculating. During the event, I personally have witnessed survivors giving up in roughly half of my games, and I wasn't playing Skull Merchant in any of them. Obviously I'm just one person and so not a good sample size overall, but it's not speculation to say it's happening to me too.
As an aside, no matter what the killer is, giving up entirely just because you don't like a killer is a dick move and isn't justifiable. I don't know if that is what's happening - I'd assume not, I was playing Nemesis and Clown and this doesn't happen to them as often in my experience - but if it is, it's obviously worth calling out as those players being in the wrong.
OK? And it has not happened to me at all for all games I played during the event... We are not speculating about personal experience but about there maybe being a connection between playing skull merchant and survivors dcinf because of it...
Well funny thing, you don't need to justify dcing the game already has a punishment for doing so, if you want to do that you accept the punishment and it is fine. I don't necessarily think dcing is a dick move… there are plenty of good reasons for it, real life issues, not feeling like playing the game in general anymore and many more things, and you even get a bot that helps the team out, unlike when you just die on first hook. You make it sound like dcing in a video game is a federal offense ^^ Sure it sucks for everybody else, but so what? That is something for the game itself to take care of.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741730#Comment_3741730
But it is though. Just because the balance isn't to your satisfaction, doesn't mean the game isn't balanced. Your personal dislike of SWFs doesn't make the game any less balanced.
I mean no offense, but the tools at hand are not equal for solo and swf, I mean sure not everyone is a 4 men swf comp squad with clock callous. But you still have access to a lot more information if you want to use it. Which means that if you wanted to you would not need to run certain information perks, because they give you nothing you don't already have potential access to. The game in no way is balanced around people having or not having the potential access to those kind of information.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741761#Comment_3741761
This is not a thing just happening to people who play Skull Merchant.
Might be, who knows, we are just speculating... But give that people complain about it happening a lot more often compared to how frequent the killer gets played there is probably a bit of a connection at least.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741745#Comment_3741745
I'm not relitigating why the hate for Skull Merchant is irrational, that explanation is out there if you care to find it.
I'm pointing out that this isn't a Skull Merchant problem, at least not for me. I'm also seeing a ton of survivors give up on first hook, and I've only played Merchant once this event.
Even if it is irrational? So what? That is not an argument when it comes to the subjective preference to dislike something? Preference is always subjective and it is completely irrelevant whether or not you can base it on facts or just on how you feel about it.
I for example don't only dislike her because of the gameplay, but also because her lore is generic and uninspired at best, her visual design and her mori are uninteresting and uninspired. She was just overall a big disappointment, her concept had potential, but she just turned out to be another put stuff on floor killer.
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@jesterkind said:
Obviously, everyone pointing out that you're playing Skull Merchant is part of the problem.
Anecdotally, though, this has also been happening to me a ton and I've been playing a variety of killers. There's something about the anniversary queue that makes a lot of players - including one killer, even - just flat out give up super early. Very weird behaviour and I don't know what's up with it.
This is such a fit for the Simpsons meme with the school principle... Is the reason because the vast majority of players absolutely despise this character? No they just unreasonably hate the killer...
Part of the problem is the killer because people despise her, not the player for playing it and not the community for hating it...
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@Clutch121 said:
Not much of a discussion, just my personal reasons for leaving. No one has to agree with me, just saying my goodbyes.
I started playing this game when Moris worked after 1 hook, and DS stayed permanantly, must have been 2018 or so I think. Played my way up through the ranks, got rank 1, and eventually after a while I got bored, quit playing for a few years, and came back in 2022.
My favorite playstyle for the past year has been centered around the perk Background Player, this perk brought life back into the game for me, not only did it make chasing the killer while in chase looking for saves a viable strategy, but it made getting saves consistent if a killer wasn't careful.
I actually got so bored with the MFT Dead Hard meta that I ran BP Empathy for a month or 2 while MFT was still strong.
I enjoyed it while it lasted, I've used it for almost a year straight now and consistently had fun in this game with that perk. It was a viable strategy in game instead of just being some clown that's running around with a beamer being useless. If you made good use of the perk, you were providing value to your team, value that was on par or better than sitting on a gen depending on your skill level. With the recent nerfs, you really are just wasting time, your 50/50ing on hopes that the killer faces the right direction, and you're hoping your teamate isnt' next to wall. Before you just had to be sure of one factor, which was worth the risk, now killers who are aware you're going for saves won't likely get saved on again, unless you want to throw the game.
My point is, it is simply just another unviable strategy in dead by daylight, you truly are better off focusing on gens.
This is my reasoning, I wish you all luck in the fog, it's time for me to venture to new games.
If you were reliant on 200% ms to get a safe instead of the current 150% then so be it I guess.. That thing was busted and you could be way too far away, it has nothing to do with the killer not being careful when you can still get the safe from 30m away... The perk is still decent, but it is not free anymore.
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For some reason the community seems to blame the players for playing with their friends and doing it efficiently, instead of blaming the devs for not balancing the game properly and giving everyone the same tools... Swf itself can be problematic against certain killers, but the individual skill of the players is overall more important.
On top people seem to blame swf for everything, 90 second chase, 3 gens pop "swf is genrushing me", some one getting a flashlight safe after doing nothing for 2 min but following the killer "swf is so coordinated" and so on...
They should just give all survivors the same tools and then balance the map around that, instead of letting hate grow upon 50% of the player base for playing with their friends while sitting in voice chat.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741059#Comment_3741059
It doesn't work against flashbang/flashlight, but it works on pallet stun unless survivor actually time it perfectly.
If survivor tries to play it save (wait until you move), you can send the survivor away.
I usually don't go for save while playing survivor, so I don't care about it as survivor and it just feels so good as killer to use it.
Thing is if there was perk that would do only this effect, I wouldn't consider it good anyway. It would be definetly valid to use if you are worried about sabo squad, but otherwise I think Agitation is just better.I mean it should be required to get the timing right for the safe, but currently that is just not the case...
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741282#Comment_3741282
Would appreciate it, and if he has evidence of reliable checkspots then yes I would agree its safe if the player its good.
This is the video I meant... He has several others as well.
https://youtu.be/B_RFP4odGr8?si=rYbprT26j8hw9Ffi -
@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741018#Comment_3741018
Yes, thats why I am discussing gideons map layout, because unlike other maps gideon makes almost every checkspot easy to play.
Also that pallet you are talking about I would not classify as safe, because the killer can get a hit on it without breaking the pallet.
There is a video made by excize, a comp player, that gives the checks pot for it, so it is safe when you do that... I can look for it if you want...
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@feechima said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741059#Comment_3741059
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3741059#Comment_3741059
I'm not repeating see above. Devs implemented a power with with a janky server network. Even with pallet stuns and flashligh blinds teleport to hooks is still getting through in some instances.
Sure but then that is on the survivor for not having proper timing on the blind. Usually killer cannot dodge the blind, because he does not get control back before the blind goes through.
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@Halloulle said:
You do realise you don't have to finish every chase you start, right? Why do you let yourself be guided across the whole map from pallet to pallet?
With Nemo I don't really care about pallets soon enough - but with other killers I generally do some bouncing around, get injures, get pallets out of the way, push survs off gens regularly so the pallets go faster than the gens. Except for coordinated pre-leaving swf (who don't need to drop the safety-pallet close to the gen) it usually works pretty well. More makro gaming and less chase gaming but that's one of the oddities of that map.
I mean with people consistently running windows of opportunity to prevent running in player induced dead zones you won't be that successful and even if you play a more hit and run playstyle that does not change that you still need to kick pallets to get hits beforehand, because the map is so loaded... Obviously you don't let the survivor loop you for 3 min straight, but this does not really do much, until you got rid of 10 pallets there is not really much you can do...
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739295#Comment_3739295
If nurse safe blinks on MAJORITY of tiles there is no counter play. Double back, stand still, wait and hold W. That second blink will just hit you if the nurse has 20 games and the ability to learn semi-efficiently. Billy is the hardest mechanically but blight is the close second and instant read collision along with creating a geometric path in your head in miliseconds based on that knowledge is FAR HARDER. Like wow, billy holds the tittle of the most mechanical killer, that's nothing in dbd terms. Blight has second to none mechanics and knowledge base above all others. Nurse is nothing mechanically, if you can't learn her timing in 5 games idk. Safe blinking even in comp will result in a hit 90% of the time at least. It literally comes down to LoS rng(GREAT COUNTERPLAY).
With all that side no blight player has touched something akin to a perfect bot, unlike any other killer main in the game.
Skill ceiling on the killer side isn't high and nurse is definitly not up there. Wesker, Billy, Blight and Oni are way above that killer with an extremely overated skill ceiling.
I remember a couple months into dbd my friend who had quit dbd asked me to play nurse. I lossed my first game, and then won my next 20+. You can try and force the knightlight "comp" thing but the safe blink playstyle doesn't care about that whatsoever.
I mean I am not arguing about the mechanical stuff on Nurse or Blight... But I would assume that one of the best comp players in the Scene and also one of the best Nurse players out there knows what he talks about when he makes a statement like that... Maybe he meant it more in the macro sense than in the mechanical sense? But I would assume his statement to be true in some regard.
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@feechima said:
Hopefully this experiment has resulted in them deciding not to implement a perk that does this. Saves the killer so much time. Negates flashlight saves, pallet stuns, and wiggle. Nullifies breakout and boil over. Sabo is completely useless. No one ability removes so many survivor options. In my opinion this was not very well thought out. And the trade off is a pallet killers just respect until it's dropped and completely useless or a real one that can be broken instantly with an invitation.
How does it negate flashlight saves and pallet stuns? Those happen at the point before you even get control of your character... At least it would lead to people needing timing again in flashy saves...
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@turfking said:
Anyone, Get your best 4 Guys together. You can even cheat by communicating during game. I'll give you a choice of 10 Killers to go against. You choose who I use. And if I dont Kill 10 of you out of 12 in 3 Games, you win. You then convince me. I've been playing since about 9 months before Stranger Things went away. So I did miss a few early years. To me, the fairest time for both sides was before the shrinking of every map. Before Medkits that do all the same thing just slightly faster and after the boon healing was taken away. Are Anti-Camping measures better, 100%. All I know is, I was the worst Killer out here for my first 18 months and I used to escape about half the time via teamwork or find ing the hatch. Now its more like 25% of the time and part of that is a Killer letting last guy go. So please, lets do this and show me I am wrong and I am the problem. That I play terrible Survivor now and I get lucky to Kill all when I choose to.
Make a general discussion then, this is kind of the wrong place to try to convince people otherwise... And given that you have not seen the origins of the game where it was way more unbalanced than currently you probably will not convince the majority of people. Your experiment also does not really anything about that...
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740905#Comment_3740905
How is holding a checkspot at a safe loop more skillfull than actually playing a tile where your opponent can outplay you?. Like you know you are 100 % safe, the only requirement you have to not get hit is have functional eyes and br able to react to what your eyes see. While on mindgameable tiles you need to look out for the red stain, know when to bait a vault or a double back, when to actually vault or double back.
One is literally playing a flow chart where you are guaranteed success unless you make a MASSIVE blunder or you are playing against a nurse and the other one actually requires you to do something that is not directly obvious.
Fully depends on the loop, there is this corner pallet in Lery which has check spots in the sense of vault when killer goes there and it is super easy to mess up, playing that right is actually quite hard...
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@Tzimiscelord said:
No other map comes even remotely close.
The map is an abomination and should have been changed years ago… Hardly any of the pallets is mindgameable for half the killer roster if the survivor is sentient and you basically have to spend half the game kicking pallets before you can even start to play the game, sure it has barely any windows but that makes it even worse design, because they obviously knew you would have to kick pallets for 5 min straight … Just because some killers can work around it does not mean it is not bad design, because even on those you are basically not looping or anything, you just reach a safe pallet and drop it, some killers can hit you over it, but there are no mindgames, no unique pathing, just nothing.
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740723#Comment_3740723
its not only a possibility, its definitely a castlevania reference. 100%
I'm not talking about the code… I am talking about posting a chicken… with the subtext of "behold, a man"… That should have been clear with the whole thing before, should it not? Obviously BHVR is not quoting Plato with this…
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740505#Comment_3740505
And the actual problem with Freddy is his skill ceiling is way too low. He has an easy to aim power, that never needs to be aimed at a moving survivor, he doesn't have any fast movement abilities that are difficult to control, and he doesn't really have any advanced tactics. There isn't enough opportunity for high MMR players to mess up his power, so there really isn't a good way to balance him across all skill levels.
What is funny is that Trapper and Myer's share exact same problem. Their skill-cieling are too low. They have easy to aim power that never need to be aimed at a survivor and there are no advanced tactics to using them. I would argue that there isn't a way for Low-Average MMR players to mess up their power, as a result, there isn't a good way to balance all 3 killers across all skill levels. a high MMR player on said killer is not going to make many or any mistakes with their ability because they invented a lot of time to be good at said killer within the killer's limited skill-cieling.
Trapper and Myer's at least have iri add-on's and Mori to elevate their total power-level while freddy really has nothing.
I mean on Trapper you can easily misplace a trap... But other than that sure I guess...
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@SleepyLunatic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739726#Comment_3739726
Whatisaman is a castlevania reference.
One of the most popular lines thereAs someone said before, might be a possibility…but then again the "Behold, a man" was more in line with the Greece story...
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740346#Comment_3740346
played a game a couple hours ago the entire team dc’d and forced me to play against bots.
That kind of leaves the question if you can increase your MMR when you DC... Like those guys, do they gain mmr if they get out or if you DC? Or are you basically free to DC and gain the win? Because they DC first or how does this work... I mean nobody should be forced to play out a match against bots... But then again you played skull merchant so you cannot really complain when people DC... It is kind of the same thing like with old legion, the survivor input does not matter too much and you will go down after x amount of time... So your gameplay experience should not change too much anyway... If you cared for chase interaction you probably would not play that killer anyway ^^
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@kaister901 said:
So, I have been seeing survivor players in various social media claim that slugging is bannable and devs have actually banned people that they reported for slugging.
I am unaware of any changes to the rules for bannable actions. In fact, in this forum it still says slugging is not bannable with no exceptions to the rule.
Can anyone verify if there has been a change? Not that I slug frequently but I don't want to get banned accidentally for slugging or slugging in a way that is bannable.Pretty sure it is not bannable...
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@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739613#Comment_3739613
Oh brother, COH on release is what you consider "old"? I shudder to imagine how you would react to REAL old dbd
Old double pallets, shack with two windows, old killer vault speed, old old cow tree... No Bloodlust, no entity blocker, maps the size of Australia... I have no clue how the game managed to survive in that state, it should have died right away because of how stupidly unbalanced it was... Oh right every rushed vault was a fast vault for survivor xD I cannot understand how killers managed to get hits in that game...
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@Sinndica said:
Over 22 hours now… Behaviour what's going on?
I mean there are enough things that are definitely behaviors fault, where they just made bad decisions or messed up completely when coding stuff and what not... But I don't know if a. This one is on them and b. If they are obliged to give you an ETA... Sure it would be nice, but like maybe they just don't know... So what are they supposed to say otherwise...
Like I said before there are plenty of stupid things they did and fully deserve to be criticized for, but I'm not so sure this is one of them...
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740449#Comment_3740449
Technically no, leveling up 3 perks 2 levels each is not a huge cost. Its a brain trick, assuming the worst cost for leveling up 3 times to get those perks its 150 000 bps you would only see a benefit to going to P3 after 13,33 characters. Then again, most people play on a few characters so it does not really matter what perks Adam has because I'm never gonna play him.
Facts are you only need 1 million bps per character now, any other unlocking's benefit is highly questionable. Like how much value did I really get for unlocking Unbound on Nurse, like come on.
Furthermore I dont share your view that so many perks are useless.
I mean you would be in the minority if you don't think at least 30-40% of perks are extremely niche if not borderline useless...
We have like 40 survivors in the game, and new ones are getting added quite often... Given that you have certain tome Quests and dailies that require you to play different characters I guess it would be nice to have a bit more. But while this is debatable on survivor it becomes a bit weirder on killer... Because here the math does not add up, given that you might want to have the killer perks you have now on all other characters, for example corrupt, pain rez, bamboozle, pop, lethal pursuer, BBQ, floods of rage and so on... I guess the majority of people play more than just 1 killer so for those you would still need to unlock almost everything, aside from entirely useless perk characters, unless you want to play them and need the addons... So even if it is not just for the perks you still need to sink a lot of BP to get the addons...
So while I find your argument acceptable for survivor I would say that killer works a bit different, unless you only play like 1 or 2 of them...
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739728#Comment_3739728
The game having different killers that cater to different MMR levels, benefits everyone, because everyone is included. High MMR players aren't more important than average MMR players, and the game shouldn't revolve around them.
And the actual problem with Freddy is his skill ceiling is way too low. He has an easy to aim power, that never needs to be aimed at a moving survivor, he doesn't have any fast movement abilities that are difficult to control, and he doesn't really have any advanced tactics. There isn't enough opportunity for high MMR players to mess up his power, so there really isn't a good way to balance him across all skill levels.
For the it benefits everyone part of this... That is a bit of an oversight here, because sure the overall thing that everybody has killers to play benefits everyone, but certain killers that are limited in their usability for certain players don't benefit those players, and that is the whole issue we are complaining about... A playable character should not be so weak that he only works against players that have no clue how the game works. Or to have a more plastic example...
We have a library, with all types of different books, medicine, laws, sports and so on, all really specific and not for the general reader... And while everyone benefits because everyone has what they need to read or want to read for their studies... The laws student does not get a benefit because there are books about sports and the other way around... While the overall thing does help everyone, the specifics of it do not help the people it is not addressed at... And that is an issue... Imaginary in dota 2 for example if there was a hero that was so useless that nobody above 3 K mmr could win with it, but all the trash players would stomp using it... That would be terrible design and a good reason for a rework.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3739728#Comment_3739728
The game having different killers that cater to different MMR levels, benefits everyone, because everyone is included. High MMR players aren't more important than average MMR players, and the game shouldn't revolve around them.
And the actual problem with Freddy is his skill ceiling is way too low. He has an easy to aim power, that never needs to be aimed at a moving survivor, he doesn't have any fast movement abilities that are difficult to control, and he doesn't really have any advanced tactics. There isn't enough opportunity for high MMR players to mess up his power, so there really isn't a good way to balance him across all skill levels.
I mean sure, but you also should not design gameplay around people having absolutely no clue how the game works... Freddy is not a complicated killer and his tools are really weak, I don't see why he should have any right to perform as well as he does when people understand the basics of the game... And I don't see how good players benefit from characters they basically cannot play because of how weak they are...
I would even go as far as to say that there is not really a way to mess up his power for anybody, as it is that simple to control, Freddy has has indeed no skill ceiling and his skill floor is also very low, on top of his power being incredibly weak overall... And because his skill ceiling is basically non existent there is also no way to show skill expression with him, because there is basically no way to tell apart good and bad players from the way they play his killer specific parts…ofc you will see a difference on the m1 killer gameplay...
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@Rigbeta said:
I was in a Masquerade match where the Killer slugged for the 4K, typical game of DBD. But after a while of picking my teammate up then working on the gens, he finally downed us both.
After hooking her across the map, he flew over and decided to stand on me using all his spells over and over (He was a Lich).
I had barely lost any bleedout, so I had practically a full bar, all while he just kinda bm'd me over and over.
Obviously, this is very boring, and I clearly won't make some grand escape, so I got up and made Coffee to pass time.
I come back and he's STILL just cycling spells and pointing at me and such, and I have crows of course.
At the last slither of health, he picks me up and tosses me on a hook, hitting me and nodding as he does so.
So here's the gripe: Why is this even something.
I have no idea what could be implemented to discourage this type of behavior. And no, I don;t think slugging is the issue, it's the fact I was the last survivor, with no means of actually ending the game in any way due to bleeding out. I obviously could'a just crawled until I found hatch, but the futility of the situation and my expectation for him to grow bored just lead me to walk away for a bit, yet he still wasted a lot of time and proceeded to bm as though I was in a 4man with all flashlights refusing to participate (I also record all my matches and looked back, and lo-and-behold, he actually stood there bming the ENTIRE time).
I was just thinking, if there's literally no way to escape, the killer has everyone else dead, and I have obviously no means of saving myself, can the Devs just make a "Give UP" button kinda like the Unhook self button?
And I mean specifically in these kinds of scenarios, where the killer is actively refusing to abide normal flow of game.I think the give up button should have some conditions... For example you can give up if a. Everybody is in the dying state and there no means of getting back up, every single player can decide to just give up. b. The team majority votes to give up the match, so at least 3 votes, in case of a swf being in the match maybe even 4 votes. c. Less than 3 players are alive, all players need to vote to give up and so on and so forth... There is not reason to force players to play the game in those cases...
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@Emeal said:
The grind is not long in dbd anymore, its a million bps per character for their perk unlockable anything above that is cosmetic.
Any new player wont be buying all the chapters on day 1 anyway.I don't think this is a problem for new players, there are SO many ways to get bloodpoints, rift, tome etc.
I think this is only a problem for the type of player who thinks they need ALL the PERKS to survive, you dont.
The grind is entirely OPT-IN and the part you have to do for just the perks is minimal. And ontop of that excess use of the top perks will push your MMR higher than your skill can maintain. So its not even a good idea to get the top perks.Technically more like 3 million, because otherwise you need to level the perks up again… on top of that basic perks usually take an entire cycle at least, if you don't have the other characters level 3 as well it will take far longer to get all the perks.
And considering how many characters there are... The point is not that you need to buy all of them when you start playing, but that you will constantly need to put points in again and there is no end in sight. It definitely got better, but the grind is still massive... P3 every character on both sides and you have like 180. 000.000 BP possibly more and that is just the basic to get all perks on level 3. Given a good game outside of events might reward you 50-80.000 BP that is a huge amount. (Also yes P3 is basically required because otherwise you need to level up all perks to level 3 on all characters, which takes way more points than just doing it that way.) and that is if you only want the perks, I don't think it is minimal... But yes ofc it is not mandatory, playing the game is opt in, using perks is opt in, having perks for decent builds is opt in, the issue is how much effort is needed to just have that stuff... That is what people mean when they complain about the grind being massive.
Sure having for 4 perks to use as the base and everything else is opt in, however the perks you have in the beginning tend to not be too good... Base perks on killer are pretty bad, and those you get from the first 5 killers are also not too good... If you just want 1 good build you will still need to get 3-4 characters, because the good perks are kind of spread among the characters.
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@DraculaChad said:
Without grind lots of people would play for fun.
If you have people playing for fun, they are gonna quit the game pretty fast because it's just not fun. Grinding it's what keeps the game alive.
If the only thing that keeps people playing the game that means the game is dogwater... The game itself should be the incentive to play, not some stupid number popping up or a dumb costume for a character...
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@WookV3M0 said:
Hello,
Now I know blocking doesn't actually prevent you from playing with a person you blocked but I was under the impression that it blocked any communication. For the most part this isn't an issue when dealing with console players but when the person is a PC player even if I block someone who says bad things I'm still able to see their comments. Is the block function broken or am I completely misunderstanding the point of this feature?
Nope, in every other game it would, but for some reason not in this... I think it only makes it so you cannot get friend invites... No clue why you cannot block text chat with some players or something like... Every other game has that feature, but for some reason dbd is stuck in the stone age of basic features in video games.
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No clue, but in some sense the game gave you even more of what you wanted ^^
You decided to play the worst character in the game, so you somewhat wanted pain... And the game decided, you know what would be great, even more pain xD Kind of funny from that perspective..
If I had to guess it is either because of the temporary event pallets or because the map does not spawn place without pallets? Nostromo has quite a lot pallets, but they all kind of suck, I would assume there are just not many empty pallet spawns you could use? Even without the event? You could check it out in a custom lobby, I assume the event is not going to happen there?
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@vol4r said:
Hi!
I am wondering, how people are getting for example 130k bloodpoints on base on the event?
It feels mysterious and inconsistant to me.
Did somebody figure that out yet?
Because cakes stack and they give a bonus of 108%? It is fairly simple.
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/417363/my-event-is-being-ruined
Welcome to playing Skull Merchant. Getting an actual game is very rare. 9/10 times someone will either give up on first hook or just DC. Which doesn't even make sense because reworked Merchant isn't even bad to play against, at the very least she's better than Nurse, Blight, Chucky, Plague, Clown, it's just her reputation from before the rework.
Maybe not objectively, but subjectively... She is still super boring to play against...
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@solidestcross63 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740356#Comment_3740356
I get 4ks almost every single match tbh don't feel useless but ok
Which by that logic applied means you don't play against good survivors xD That is basically what the guy said...