Atom7k
Atom7k
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I won 2 chases just to get reset by a background player/flash light/flash grenade. That down is earned. If you want to save the survivor it should come with maximum risk and not for free
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811927#Comment_3811927
Because Killer role increasingly braindead with every Nerf that happens to Survivor. Killer should learn how to Track and search Survivor instead of crutching on Aura.
Then the next logical step is to delete Windows of Opportunity, revert Iron Will, ban lightweight and make quick and quiet single time use only. Survivors need to learn to look for resources and escape chases on their own.
This whole discoussion does not lead anywhere. The Perks are changing fast because bhvr wants dbd to be a chase game with fortnite optics.
I have no statistics but I can only guess that for bhvr people are "hiding too much" so they buff aura read to make more chases happen.
The distortion nerf is okay. You have a huge bonus which bypasses tons of perks and add ons from the start and then you have to work for it to use it again. No more hiding all game. On the other hand I think they went too far with their changes regarding Sanshin Tactics. Killers should work for the auras too -
Well good for you. And no Im not a popular streamer but I wasn't really talking about getting hold hostage. The amount of cheaters in my matchers is higher then ever before. Almost every report I sent leads to a ban but they keep comming. Im simply getting tired of playing 3 normal matches and then having to create reports for 5 other matches.
It's tiring and I think it shouldn't be my responsibilty to clean up after bhvr.
After all I'm out of patience for the game. I have taken multipe breaks from the game and each time I return it takes less and less for me get tired of it again.
Dealing with cheaters in the majority of my matches killed the game for me. -
@cclain said:
it's because when you uncheck crossplay you play only with ppl on same plateform AND with crossplay desactivated to
Thats very unfortune. It would be way more intuitive to queue up normally and bypass players from other platforms. Guess I will quit dbd again for a while then
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@adam1233467 said:
https://us.v-cdn.net/6030815/uploads/HR54Z1HCBHOI/img-0084.jpeg
This means we have to be chased for 30 seconds to get one token or we get a tokens instantly when the chase starts?
Best possible outcome. Having 3 people with distortion is the single most annoying thing you can face in a match (besides 4 WoO) even if you just use 1 aura element (perk/addon). Having one perk cancel out God knows how many other perks and add ons is extremly frustrating. Especially if you have an aura build but also if you have just one aura perk. It becomes basically useless and that is too much power on one side. I cannot count how many times I had to play hard locked in to burn through the stacks just for them to reload for free. Now you at least need to do something for it. Getting huge advantages should always come with a price and not for free. Like frickin Windows of Opportunity
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@WhoSoup said:
The generator bug has made solo queue a lot more interesting and, to be honest, enjoyable as survivor. It feels really nice to still have a way of coming back in a game after a teammate gets hard tunneled out early. Anti tunnel mechanics have always been a highly requested feature and this bug feels like it is one.
I would very much like to see a feature similar to this implemented officially, something that seriously deters killers from hard tunneling someone out of the game early because the repercussions are actually tangible.
While it may be more fun for you to get a free escape it is absolutely frustrating for killers.
Further you have to understand that while there are people who just tunnel from the start a lot of what killers do is a reaction to how survivors play or have played.
I really dislike hard tunneling don't get me wrong there.
But punishing a killer for doing his objective the (as sad as that is) most effective way doesn't work.
BHVR should stop going for the "Kill is Skill" mentality and instead go for hook stages.
Benefiting hook stages over kills would make the game more enjoyable for both sides I think -
@ThanksForDaily said:
https://forums.bhvr.com/dead-by-daylight/discussion/421387/how-to-limit-swf
Putting so much thought to nerf/limit friends just because they play together an online game is sad.
It is actually reasonable. People just have to get off of the idead that every change or issue proposed is a personal attack to them or their playstyle.
"Punishing for playing with friends" is nothing more then a buzzword. A lot of games apply limits to keep balance in check. BHVR always struggled with that.
So maybe try to think about the subject and try to understand why it is an issue or why it is not. -
@Oh_deer said:
the main problem with DBD:
1.) solo queue players are playing a game of checkers
2.) SWF players are playing a game of chess
3.) you can only balance the killer around checkers or chess
4.) but you can give solo queue buffs that make them stronger
5.) or you can nerf SWF that make them weaker
6.) and before you say "any buff to solo queue is a buff to SWF" that's not true at all. not if we gave solo queue more perks, or took away perks from SWF, or added in similar modifiers that altered the game for one but not the other.
Agreed
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@kosaba11 said:
I can tell you're a killer main, and a bad one at that, cause there's no way anyone but a bad killer would be upset at people playing with their friends.
Imagine people who are good at a game still find issues and try to talk about them. Too much overhead for you I guess.
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@Hunkulese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766025#Comment_3766025
How do you know it's a problem that you and your friends are facing. You have no way to know if you're against a team. I've had killers complain so many times about SWF nonsense in post game chat when we were all solos. It's really not that hard to coordinate with other solo players if you're paying attention.
It's also not that difficult to beat the majority of SWFs if you're a competent killer player. If you can find survivors, win chases quickly, and keep track of gen progress, SWFs can't do much and will often throw games trying to be overly altruistic.
The magic 60% your asking for is pretty much bang on already in all scenarios except the extreme cases.
The only change they need to make is to let solo players see everyone's build so we can use a wider variety of perks effectively.
Its actually more easy then you think. There are some elements that make it obvious like matching names, matching outfits or players commenting on each others profile. The more subtile hints have to be observed in game. You will notice pretty quick if survivors are coordinated, run clock system or pre run/hide even though they shouldn't have information of your whereabout.A pretty good hint is also when survivors who haven't been in a chase with you yet are counterplaying your perks. Even though its not 100 % proof its pretty consistent.
The second part of your argument is more speculating. IF you find surviors or IF you win chases fast. Loosing a gen per chase is pretty common these days and depending on map and killer/build you are not in the position to match that.
Thats okay though as different maps are better or worse for different killers.
But that is if you get a neutral map which is more rare lately as most of the survivors I face bring map offerings for survivor sided maps. -
@SunaIIanu said:
As other have already mentioned, your stats are not correct:
https://us.v-cdn.net/6030815/uploads/NENM9X765MUV/dbd-swf-stats-jan-2024.png
The link to the original post is here, if you doubt that those stats are official:
https://forums.bhvr.com/dead-by-daylight/kb/articles/433-developer-update-stats
Do we know whats considered "High mmr" ? I've always wondered how this bracket is described (aside from the blant numbers they mentioned somewhen). I don't know if I am in high mmr but I would say it feels like I am. However when looking at the high mmr bracket there is the almost gap I was talking about.
As mentioned earlier I don't want to stomp survivors. I don't know how to reach common ground with that many aspects and variables and maybe its simply not possible to do so.
But is it fair to just say "there is this group of squad players and we will just accept as a fact that they bully killers on purpose or win a lot more then intended by the basegame mechanics"? I don't know how big the group of "high mmr" is after all but shouldn't a game aim for equal conditions among all players? -
@TieBreaker said:
Imagine looking at a 50% escape rate and deciding that's unfair to play against. Yet solo survivors, with their 40% escape rate should just accept it? What kind of logic is that?
If you can't handle anything but solo queue players then that's a skill issue. Have you considered that maybe you could be playing better? Or is the only option to nuke SWF, seeing as their average of a 50% escape rate is so busted?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765992#Comment_3765992
It's a luxury that most take for granted. That's why killer players jump on here and ask for more lobby shopping options, whilst also getting angry when survivors ask for info on the killer so they too can shop for a match they want. There's always some excuse for it, despite the fact that it's terrible for matchmaking in general.
And here is the person who takes it personally lmao. This discussion is not about me or you. It is a general problem that my friends and I are facing a lot as well as others. And the intended rate is and always has been 60 % kill rate. So if that number is not met. things need to be adjusted
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It is that way because it is asymmetric and the killer cannot swap its power once the he joined a lobby. From what I learned thats way its only one way.
It would lead to survivors having a character ready to counter every killer and his basekit power. That would lead to very stressfull games. -
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765985#Comment_3765985
Serious question: how would you ban Discord without installing malware on a person's computer, and how would you stop people from using it on their phones to bypass that? And Xbox and PlayStation have their own voice chat features, which if I remember correctly games are not allowed to interfere with.
You could check if discord is running but I doubt they would do something this extreme. Proximity chat was never intended because they feared toxicity amongst survivors.
Well there are still tons of toxic people who then use the after game chat but behaviour pretends toxicity doesn't exist. -
Then we saw different statistics old school
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3765939#Comment_3765939
BHVR has said repeatedly they won't punish people for playing with friends. That means no treating them differently from solo players. You can write ten novels about all the different ways you'd like to chain SWF and tie their thumbs back, or even suggestions about gently encouraging playing solo with small BP incentives, but none of it will make it to the game. People are telling you it's not worth discussing for your benefit, so you don't waste time and energy on something that has already been discussed a million times before and simply will not happen. BHVR will not treat solo and SWF differently.
What BHVR is willing to do is make changes that help solo players without greatly affecting SWF and then go from there. Changes like they did with the HUD, to show what your teammates are doing.
Bhvr always tells a tale and then doubles back. Its kind of their thing. So no. I will not remain silence or stop adressing issues while bully squads and unlimited swf are allowed in dbd.
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@Pulsar said:
Uh, we don't do anything because there isn't an issue?
Even High MMR 4-man SWF's escape less than 50% of the time. Solo Q High MMR is sitting around 43%, which means that there's a 5% difference between the two of them.
In every other bracket, SWF offers no significant advantage.
Therefore, I would say we should not punish people for playing with their friends. We get it, some people can't accept a loss and they have to blame it on something other than the fact that it was their own fault, but jeez.
From the numbers I saw from bhvr themself it was almost 10 %. So I'd say it is an issue because the aim is 60/40 and that is not matched in swf statistics.
Saying that swf does not offer advantages is a pretty bold statement considering the amount of information that is shared via voicecall. Swf and toxicity in dbd are problems and pretending they are not while numbers tell you different is kinda a confusing hill to stand on.
I was prepared to be attacked by people not ready for an open discussion though. -
@Quperdu said:
I agree, aura reading perks are too 'powerfull' in the context of skilled killers. First at all, I think gen/injuried noise and path info are already 'good' enough information for killers. Some months ago, we had the mode with random perks (or not at all ;-) and rarely aura detection ones for all) but these info were already quite enough for killers. Killers don't really need aura radar and when they don't, they use other info such I said… So the issue is not only the aura detection perks but sensoriel perks for both and when you can't hear killer, the game is far easier for killer (gain some precious meters). Loops are only valuable if you are 'skilled' enough (perks for that help) but a killer that can run or teleport accros the map in a couple of seconds will only catch someone in a couple of secunds and for these ones, aura detections are way too easy even for skilled loopers or they loop but don't do gens or so few… For me if you don't have a chance to escape a skilled killer sometimes, more 2 times by 5, you can only hope that there are good loopers in the team without forgetting that they use most of the pallets at the begining… Actually, you insinuate that all survivors must be 'runners' when that's not the way it's going regarding all other perks… So you would like one type of survivors but I'm sorry, the game is not necessarely fun during chases! It's also fun when you 'play' hide and seek… Chases are only fun when you can keep distance or confuse the killer but good loopers don't help others sometimes (go near fixed gens and break ) or focus them on others when they are not specialised on looping… It's really hard to say what is a good balance to counter the aura perks of killers maybe 2 secs max and 60 to 90 secs reload (for all available perks that uses it).
You seem to forget the fact that scratch marks are not working properly (I don't know if its a bug or intended but they changed). Then we have iron will so grunts of pain are not audible anymore etc etc.
There is just too much going on.
When talking about aura reading why not talking about windows or deja vue?
If youdont like aura reading then gen regression will have to arise again but if you don't like that either then what perks should killer run?
If you start to dictate killers what perks to use then survivors shouldn't be allowed to use their beloved second chance perks or meta builds.
Then we have the problem of people using filters to enhance their view of a map.
So in conclusion there is a lot of things to keep track on and in mind when it comes to perks and balancing. -
I think the easiest solution would be to apply an impact multiplier. If the killer is top mmr, reduce time a gen needs to repair by x. If it's swf with high mmr, dont. If its swf with average mmr, apply multiplier to a certain point (percentual difference between mmr for example).
Solo q get's easier that way and comp stays the same. -
I think the key difference is how you want to play/ how you are playing.
Dredge requires you to mindgame a lot. Placing the remnant at the right position, teleporting back to it at the right time, playing pallets and gyms. It is my favourite killer but I have to admit I stopped playing dredge because the powers are useless more then half of the time due to bad locker placement and a lack of strength. You will always feel like you are missing one add on slot for dredge because while not being weak it is not a killer for long chases. It has nothing basekit (outside nightfall) which will give you an advantage so commiting to a chase is almost never a good idea with this killer. Dredge is very dependant on survivors being injured so the hit and run playstile is more common. (You gain nightfall progress for downing and hooking too but you will need more time because there is no m2 attack).
Demo on the other hand can give you the advantage you need with his m2 attack. He is the more stealthier killer (because dredge has directional audio all the time even when undetectable). Demo does not emit any terroradius after its teleport. So you can surprise survivors more easily (becaus you can decide where to place your teleport destination) and follow up with an m2.
xeno (veteran comp player) managed to kill all survivors of a comp team with 5 gens left. I truly believe something like this cannot be pulled off with dredge.
So to sum it up. Do you rather play a hit and run playstile with lots of mindgames or do you prefer to surprise survivors offguard and be able to pull of some sneaky downs with the m2?
Both killers have up's and down's but it depends on your playstyle a lot -
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3712746#Comment_3712746
You're misunderstanding what I've said.
I'm making two separate points:
- I don't believe filters to be cheating.
- Even if they were cheating, nothing can be done about it — so I don't understand why this discussion gets brought up every couple of weeks on the forums/X/Reddit/Steam/etc.
I'm not saying I think filters are permissible because the developers can't forbid them.
Gotcha.
Thanks for the clarification.
I think people still bring it up because they hope the devs would say something about it even though there is nothing they can do (besides doing some crazy kernel based stuff to bypass nvidia).
In the end people just want to be heard so they let of some steam by talking about why they think it is problematic and the reassurance from other players help them mend the negative mental effect i think.
Tbh I think this game will not survive the next 15 months at the state it is right now. -
Why is it even possible to walk through the killer during pick up animation? I think this shouldn't be possible at all.
Backgroundplayer is problematic to me because it allows you to stay far away and get the pallet save and still have enough haste left to get somewhere safe. It does require more then the ftp buckl up bs (I still wonder why that is still in the game) but essentially it has the same problem. It prevents a hook that was earned with no risk to the one rescueing. -
I stopped playing survivor because of survivors instantly quitting the game or killing themself on hook. Then I stopped playing killer because of the sweatfest swf comp situation we are currently in (+ bully squads).
Overall the entitlement and toxicity in this game is on a dangerous level.
I already saw lots and lots of people quitting the game entirely and even veterans and content creators are leaving.
On the killer side however I did notice that in more then half the games the suvivor who gets downed first quits. -
@OnryosTapeRentals said:
No. Filters aren't cheating, and even if the developers deemed them so, it would be completely unenforceable. So the whole debate around whether they are or aren't cheating is pretty moot IMO.
Your logic here is basically: The devs cannot prevent you from using filters so they cannot forbid it, therefore it is allowed and not an unfair advantage.
This doesn not make much sense to me. You also could argue using macros which always rotate you towards a survivor, or perfomrs the blight S swing for you would not be cheating. Personally I think everything that you do manually outside the game to gain an ingame advantage is essentially cheating.
If you are having trouble seeing something because you are playin on tv or have a lot of sunlight thats a different story. But every change activly done outside ingame settings are not in the sense of sportmanship to me -
@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711654#Comment_3711654
You mean the game is more unbalanced than it's ever been. 50% kill rate is balanced, which means the game was far, far more balanced pre-6.1.
The dev's said they aim for a 60 % killrate on each killer. With that in mind, yes it is statisticly balanced. Unfortunately it is very stale due to sbmm, meta builds, swf, tunneling and rng dependency
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Feel you, played for 5 years, stopped 6 weeks ago. Came back for a few matches. Worst experience ever. Decieded to quit again. The reason? Toxicity. Killers are one thing and its annoying but survivors are the most salty toxic players I've ever seen since Modern Warfare 2
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Tunneling is a safe way to make 1 or 2 kills against swf, aside from that its noob behaviour. I will die on that hill
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@Assembled18 said:
Would you come back if they made a gamemode including 2v8 or FNAF chapter that you guys wanted?
I think new game modes would be fun to try but the experience would be also pretty bad as people would look for the easy way around the challenge by running around the map together with killers like bubba or nurse like in the 2v8 video supaAlf did a while ago. In the 'Lights Out' game mode we saw exactly this. Instead of embracing the challenge a lot of killers just picked legion to bypass the challenge or camped around the corner of the hooked survivor. The game mode wasn't the problem. It was way more fun then normal dbd but people made it horrible sometimes.
Also new chapters are not really interesting to me as the new killer wil get played the same way as the old killers if his power is not fundamentally different. So no, unless they change the balancing and add mechanisms against tunneling I don't feel like playing this game anymore. It would be sufficient if they introduce it as a new permanent game mode so people who prefer the old way of playing can keep doing so but those who are tired of this stale gameplay can move on.
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While xernoton provides value to the discussion
Don't be like that. You guys sound like the most unfun killer mains the game can queue you up with. The standard answer to every problem survivors have with killers is "use that perk". Well there not enough perk slots to equip one for everything and you should know that. Yet it's your only defense. At least you acknowledged that the perks will not be enough to save the targeted survivor.
Tunneling never has been normal. Some people try to normalize it but it never should be. It is the most unfun way to play dbd as killer and as survivor. I am pretty sure the dev's will put an end to it at some point and then all people who did nothing but tunneling realize that they are putt in their place because they will start to lose a ton of matches because all they ever did was tunneling instead of learning how to mindgame, zone, defend or use their killer power to it's full extend.
So what exactly is your guys problem with the statement that killers can ruin a match too? It almost looks like I touched a nerve here.
Maybe a lot of unfun people lead to even more unfun people due to frustration and the circle repeats. You can't deny the fact that almost every killer in dbd is tunneling currently and/or uses a full meta build. The sweat is at its max. Survivors are sweaty too for sure but the killer is the surpreme power in the game. So if a survivor is unfun or toxic, you can kill him. As a survivor there is little you can do.
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@Xernoton said:
You're not supposed to quit every other game on a whim. If you don't feel like playing, then don't play it's that simple. But don't queue up and then disconnect and ruin the match for 4 other players.
I would agree but there are 5 people in this equation. The killer can ruin a match too.
My suggestion would be that you can earn a penalty free dc if you are getting hardcore tunneled or slugged forever. There is no need for the player being present if he is on death hook and the killer is greedy enough to slug them for 3 minutes plus to find the last survivor.
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@AnxiousGummy said:
Anyone else completely hyped for the next chapter? I feel like it's been ages since the PTB came out and we still have another week to go before it drops. I'm excited to play as Sable against the Unknown on the new map. The perks in the chapter may not be the best, but the marketing, survivor, killer, map, and overall vibe of the chapter are big wins imo. I love how they're tying in Sable into Mikaela's lore. I'm so excited!
Honestly? I WAS excited about the new map, the new killer, the new survivor and everything.
After being in the PTB for some time and playing outside PTB I realized. This game is heading into a dead end. Adding more dlc's will not be enough to stop this ship from sinking.
I already know that there will be a ton of killer proxy camp and shoot you with UVX as soon as the unhook happens. From there it will be tunneling again.
It is so tiring. So unless something in the core of dbd changes new chapters will no longer excite people for a longer time. You could tell when Alien dropped. Everyone was beyond excited but after just 3 weeks the game felt stale again.
The reason for this is that every new chapter you have to do the exact same thing then the last 7 years. The survivor looks different, cool, the new perks are meh, the new killer is quite okay but are we really excited because his power is something different? Absolutely not. It doesn't really matter what the killer looks like or what power he posesses, we already know we are going to have a ton of sweaty tunnel camper games.
This kills all excitement and makes me even wonder whether why I enjoyed dbd for so long. I just bought helldivers 2, see you around.
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@D3spair said:
Just the title, there are certain curves you can only do if you are not on overdrive.
For Context, I use my Q & E keys for curving.
You will never get tight curves on overdrive are you are simply too fast to tightly curve.
An example of this is the Right window on Tracktor on Farm Maps, You can curve that without overdrive but will miss it if you are on overdrive.
Can we have an option like hitting CTRL turns off overdrive?
It is part of how he works. I don't think billy deserves to be buffed even more and be even easier to play as. He already feels pretty overbuffed to me. What you suggest comes equal to the nurse being able to cancel blinks.
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I'd prefer more singularity cosmetics. I hated all versions of skull merchant and still think it is a terrible killer
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@sinkra said:
If someone enters a lobby and leaves (either killer or survivor) put a time limit on when they can queue up again. It could be 2 min or 5 min. Maybe stacking. It cannot be that players can instantly get into a new lobby they prefer.
I was in a beta group where the names and rank of survivor where hidden from the killer. BHVR wanted to test if that would reduce lobby dodging but people would just check out the profiles to then guess how good survivors are and if they are playing together.
Anyway's I don't think lobby dodging is that much of an issue. You still get into a match fairly quick.
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668409#Comment_3668409
I shouldn’t have to bring UM to find survivors this isn’t hide and seek dbd anymore. I have 5k hours.
Then I shouldn't have to bring off the records, decisive strike and calm spirit just to avoid hardcore tunneling.
You see that this logic does not really apply well. If you are that experienced then you should already know the possible hatch spawns on the maps. So what exactly is it what you are mad about?
The dev's will not grant you an easy 4k just because you don't like the hatch game
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@Aven_Fallen said:
I think it is fair that Killers adjust their build to what Items are brought. Where it was not really good was when they could still switch in the Lobby, so seeing Medkits and switching to Plague was kinda...eh.
However, the Lobby is simply outdated at this point. Killers dont use this information to prepare, they use this information to dodge the Lobby, they are cherrypicking. Which also screws with Matchmaking and results in weaker/stronger Killer players ending up in Lobbies they simple dont belong in.
IMO it would be fine to remove the Lobby completely. It really does not fit the purpose it was intended to fit, let alone that it is a relic from the time the Killer was the host. Or they keep it (removing names and profiles of course, those are not gameplay-relevant anyway) and give the Killer access to which Items Survivors bring to prepare, but put a penalty on Dodging.
Nobody want's to play a swf p100 party of 4 with 4 flash lights. At least not until you mastered the power of your killer the perks youre using and game mechanics to a good degree. I used to dodge lobbies too as I wanted to play for fun and not for to get made fun of. Once I was good enough with my main Killers I didn't care anymore who the players were or what items they brought.
I actually don't even look at the screen anymore until the game starts
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@AnxiousGummy said:
There always seems to be more posts about things people dislike about the game, so as a change of pace, why not mention something you are grateful for or enjoy about DBD? Although the game does have its issues, there are still many things to like about it. For me, I'm grateful that BHVR has brought so many iconic characters/people into the game (NIC CAGE!!). There is no other game where you can fight for your life as Nic Cage while being chased by a killer Knight on an alien planet. So cool! I've also met some of my best friends while online playing DBD. I'll forever be grateful for that. :)
What about you all?
I like that they invent crazy cool skins for killers every now and then. Just today when I saw the new Artist skin I couldn't resist playing her for the rest of the evening. (May sound odd as I don't see her skin when playing her but it's like driving a nice car, you don't see it but others will)
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The hatch is in the game so the last survivor has still somewhat of a chance. If all of his teammates die quick or because they got tunneled hardcore it wasn't the survivors fault (most of the time) for still being alive. So if you remove hatch what is he suppose to do? Repair 3 gen's on his own?
At this point you wouldn't really like the game anymore as the remaining survivor would probably just either give up or hide forever until you dc.
If you struggle with finding the last survivor try Ultimate Weapon, Whispers or Spies from the shadows. Aside from that you could bring hatch offerings to know where to find it. You then still have to secure the gates but as I said you cannot just leave the last survivor with zero chances.
That's why the game system count's a 3k as a win for you. 4k is just for your ego. It does not affect your mmr.
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It is such a discgrace that even new players immediatly pick up tunneling. Had a huntress player with less then 200 hours in the game and he hardcore tunneled + proxy camped from the start.
You need a full team to break a hardcore tunnel killer. I don't see how new players have a chance against this.
Something definetly needs to change, I don't blame people dcing after getting tunneled the whole game.
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A lot maps have bad locker placement which killers who's power is locker related. I think trickster and huntress have never been at a weak state on these maps because their power is not bound to lockers. The dredge on the other hand really suffers from bad locker placement
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@MikaelaWantsYourBoon said:
I made similar post for survivors, so i am asking to killers now.
Are you happy with current version of DbD? Do you think devs care about your role? And why you are happy/unhappy about game, what is your reasons?
There still a lot of toxic people in the game and sometimes you just want to grab noed and tunnel but aside from that playing killer is pretty decent.
My only concern currently is the decision making at bhvr. Instead of reworking maps to improve locker placement they gave trickster and huntress buffs. That's uncalled for (at least for the huntress) but as far as I know they have never done anything to improve the dredge. I would like to see some quality of life changes on this killer. It is a fun killer but not very effective against experienced survivors. Basically a m1 killer then.
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@darkshadows8326 said:
Can you give us a function to not be matched with players that are queued up with a killer we choose to avoid. I say I don't want to play against The Mastermind today so I can have the ability to avoid any matches that are with a player queued up as The Mastermind. Maybe I get paired against a killer one too many times so I can just block matchmaking from that killer. I and many others would take the longer que times just to never play against a killer that they don't like. Would reduce the disconnect frequency as well since more than 25% of disconnects are from players who find out what killer it is and disconnect right away.
I don't think a block is the solution but maybe a functionality to decrease the chance to get queued up with the same killer player and the same killer character. So you decrease the amounts of matches followed by the same killer.
A block however is too drastic. You would then need a block on killers side too to avoid adrenaline as an equiped perk or avoiding dark cosmetics. This would be way out of line and cause a lot of trouble in matchmaking
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The new killer is already in the public test build and to be released in (I think) 8 days.
The kind of killer you are describing is cool as a concept but wouldn't work in the game. If you have just 2 people on coms you have already halfed the possibilty to catch them offguard. 4 people on coms and the whole power is out of the window.
I don't think looking like a survivor is enough as the killer power.
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It doesn't bother me that they try to be toxic. It takes a lot more then a few bad matches to ruin my mood but I was so surprised that they were litteraly asking for it. I know that some people can't be helped but being mad at a killer because he did not tunnel or use a meta build? Like what?
That seriously catched me offguard xD
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@Raptorrotas said:
You leave, you get penalised.
If anything survivor suicide should get removed or atleast penalised too. No skipping the rules for one side only.
Gosh imagine they actually allowed killer to DC like survivor do. There'd be no functional trials except those in which the killer win.
I assume you haven't read the whole thread. If you panlise suicide they will just run to the killer instead or go afk. People who are like this will not start playing the game all of a sudden.
Killers acutally can dc the way survivors do. The penalty is the same. I don't get your point here
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663592#Comment_3663592
No swf required. Experienced survivors can practice soloQ. Of course there are matches that don't go well, but I've also experienced many matches that didn't.
Most players who have progressed in this game should have experienced it. If you say that it can't happen or that the probability is too low, then your environment and mine are too different. I don't want to believe it.
I doubt that there are a lot of solo-q matches where you get away with a 5 gen tunneling killer.
Most of the time at least one teammate does not realize the killer is camping around and will get hit if not even downed so now we have 2 disabled survivors. One has then to go for the hooktrade/save and will probably end up on the floor too. This means only one person does work on a generator, 3 survivors are injured or 2 injured and one on the floor. It is complete chaos.
The only time I escaped a match like this was by hatch or by facing a killer who cannot really control it's powers. But if a killer is so bad at the game that he cannot utilize his power enough in a 3v1 with 3 gens left then he probably is not very experienced. This would mean that people tend to start tunneling pretty early in their dbd experience and fall back on that except from learning more about their killers power or map control.
I may not be the best survivor but I've been around for quite some time and wouldn't consider myself an easy target.
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@KatsuhxP said:
I actually even stay in matches with cheaters and don't even leave then: yes.
But that wasn't the point what I meant with the overwatch-reference, my point was that you don't get a new mate when someone leaves.
Besides that there's a big difference between cheating and tunneling: Tunneling is maybe not a nice way to play, but it's not against any rules or systems at the moment unlike cheating in general.
Welp in the end I didn't see any ideas not abusable until now, but I'm okay with discussing that. I'm just strictly against making leaving easier so that people can leave even more than they already do.
To start on that topic:
I don't think anyone cares about the reward when they're hard-tunneling: They will probably just kill you because they want one specific survivor or anyone at all dead.
Even me as someone that soft-tunnelns (means I will tunnel you when you're the better target and I find you somehow, but I won't search for you specific) wouldn't care about not getting a reward for that survivor, i'd be fine with the things I get for the other 3 or even the win (at least 3 dead).
I do get what you mean but while the bot replacement being useless half of the time it will at least do gen's if not in chase and rescue you from the hook. So it still is better then nothing. Currently people run to the killer and exit the game via hook. They don't get any penalty and their team is still screwed. If you penalize unaliving yourself on the hook you would have to make it in a way that beginners are not getting penalties all the time as they will most likely miss these skillchecks. People will then probably just go afk or run to the killer. So again nothing really changed, they do not get a penalty. Maybe we need to accept that we cannot bring justice uppon them (aside from reporting).
For your second point. Tunneling is maybe considered a gray area as it is said you can't report for tunneling but technically in the official dbd rules it is stated that "targetting one survivor specifically to ruin his experience is bannable behaviour". So yeah. It may not be forbidden explicitly but it is on the very edge at least.
As someone who plays killer a lot I don't really see a reason for tunneling. I agree with the softtunneling, most of the time I am not going to ignore you just because you ran into me again but thats it. If you are not playing in a tournament I don't get why you would need to proxy camp and tunnel as blight or nurse for example. Most of the time this behaviour was observed by people who have not mastered the power of their killers. This leads to the assumption that they cannot win without tunneling which makes it even sadder to see.
On the topic again:
It might work if you make it rather unrewarding.
There was the idea of the status effect "touched by the entity". By lore the entity feasts on your pain and agony so you could say when you are hooked the entity feasts on you so you are in "contact" with it. It would be active for 60 seconds after being unhooked or deactivate earlier when touching a genereator or being healed completly. The effect goes like this: The survivor has no hitbox collision with the killer. This means the killer can walk straight through him to ensure abusing it with bodyblocks is not possible. While in that status effect, Killer powers do not work on you. The lore explanation is here that the entity would never allow it's killers to turn their powers against it. The first hit from the killer does literally nothing.
Aside from this effect to slow down tunneling a lot while not making it impossible it was suggested that generators will take longer to repair with each consecutive gen being repaired. Second gen needs 10 % longer, third 20 % and so on. This ensures the killer actually has the time to chase for the 12 hook game (which is what the entity would want to maximize the pain it can consume). On the other hand if a survivor dies all remaining survivors will gain a stackable 10 % gen repair boost.
With this tunneling hard would not only cost a lot of time but would also hurt the killer as the survivors gain a repair speed boost. It makes it very unatractive but does not make it impossible to do.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663604#Comment_3663604
Tunnel has no choice but to do it if he needs a killer, and he's in the game. DC doesn't need anyone and is abandoning the game. Please don't ignore that premise.
That doesn't even makes sense in the first place.
Look I get you hate people dc'ing and yes it is a bad thing if someone dc's early because it doom's the remaining survivors to loose the match. I lost count of how many times I tried to explain that a free dc on everything was not the intention and have already accepted that the innitial wording was not thought through as people would abuse it.
Tunneling on the other hand is a choice too. As the killer beeing the surpreme force survivors can do very little in solo-q to prevent the tunneling from getting through and becaues they can't coordinate the way swf's do they will probably not finish all gen's either.
So tunneling in solo-q does tilt the chance towards the killer a lot. Saying that loosing to tunneling because you couldn't loop the killer enough is not a valid point as the survivor either might not be that experienced either against that killer or over all, might not have an anti chase or anti tunnel build. But most likely it will fail because they already get hit right after the unhook and now have to escape with very little distance while being deep wounded. On top of that rng might screw him and resources might have been used that he didin't know about.
I just wanted people to have somewhat of a fair way to get out of a miserable match even though it's hard to define what's miserable because dbd and people are subjective and situational.
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Killer Perk:
Hex: Reign of Terror
True terror has only one face and its yours
- Survivors outside your terrorradius or further then 28 meters from you will suffer from a -15 % hindered status effect. This effect lingers for 1.5 seconds when entering the terror radius or getting closer then 28 meters.
- When there is no survivor in your terrorradius or further then 28 meters from the killer, you gain 5 % haste.
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@xltechno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661902#Comment_3661902
Are DC people cool? Please cultivate an objective perspective. Your statement is too subjective.
Are tunnel people cool? Please cultivate an objective perspective. Your statement is too subjective