Aven_Fallen
Aven_Fallen
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035329#Comment_4035329
You are technically not exposed, its like a billy chainsaw or oni power, it just downs. However when he is in that mode his knife glows A LOT, that way you can tell if you are in danger.
Yeah, true, you are right. Didnt even think to compare it like other Killer Powers who instadown, this thought honestly did not cross my mind, lol.
Only shows how much I cared about reworked Myers 😅
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@Leon_van_Straken said:
He is a bit in the Springtrap Situation.
When Springtrap droped many claimed he is to op with his stealth. Well we all know that the additional invisibilty was a bug.
Just remove the ability of Ghould to stop his ability mid air so you need Skill to cut off survivors and let him not get every hit by a single click of his mouse button.
Yeah, something to not make him get hits so easy would be appreciated. The frustrating part about him is that he is the only Killer who gets an easy first hit where not healing is a really, really bad option. While you can get away with not healing against Legion or Plague (and against her it is most of the time better to not heal), you will waste a lot of time healing against Ghoul just to basically be immediatly injured without any effort of the Ghoul-player.
I would also like to see Deep Wound removed from his Kit. I dont know why the Devs had to give Ghoul Deep Wound on top of an already very strong Kit.
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I dont really like him, but I am also very biased, since I do not like how they reworked him. I felt he lost his identity a bit with becoming somewhat of a Dash-Killer. Also I feel that the Lock of Hair Add On now grants him Tier 3 very quickly, since most Myers I face are using it and they get back to instadowning so quickly.
Also for some reason he does not show when you can get instadowned/are exposed.
But to be fair, I did not like to play against Myers before because Tombstones were a thing and I also really disliked that back then you got instadowned or outright killed just because another Survivor was careless. So overall Myers got better to play against and my dislike is mainly because I dont like the way they reworked him.
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If they put in actual punishments for tunneling. Sure they can also add rewards for not tunneling (and they should if they add punishments). But without punishments for tunneling, nothing will work, because you would need to create an incentive which is better than tunneling for people to not to tunnel if they want to win and this would be completely busted.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034862#Comment_4034862
I mean, they generally pull back changes due to overall community consensus. A lot of people agreed that the changes were flawed at their core. It does not mean anyone complaining is part of a "loud minority" or whatever you want to label people as.
Nah, at some point BHVR actually questioned the reasonings and did not blindly follow with kneejerk reactions. And as long as this does not change, we will probably not see meaningful Survivor Buffs, since Killers now have three instances of rapid changes due to their complaints.
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More healthy and the loud people complaining would have realized that the changes were not that bad. Maybe they would have adjusted the changes already a bit.
People who are used to tunnel every game would suffer the most, but who cares about those? Anyone who is half-decent as Killer would be able to adapt.
But sadly BHVR listens to the loud people, not the reasonable ones.
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@Leon_van_Straken said:
Yeah would be good till the cherry picking start.
Oh the Killer has 61 Ping? Next
Oh my mate has a 200 Ping? Next
Oh nice this lobby is well but someone saw the Killer only has a ping of 40 and thats to high for him… Next!
The thing is as Survivor seeing your own ping is completely meaningless. I can have 30 Ping, but if the Killer has 100+ Ping, I get hit over every Window and after every Pallet.
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I think they are fine currently. The thing is, I have two very recent examples, where a bigger DC-penalty would have just sucked.
First was when my SWF-Mate got a DC-Penalty for no reason. We are playing every evening together and we were playing for four days in a row and suddenly he got hit with a penalty. He did not DC at all during those four days and having 5 minutes without actually DCing is kind of strange. A larger penalty would not really be good here.
And second was just yesterday - I crashed one game (which is fine, it is on me to make sure my system does not crash, but it can happen… And sadly you cannot determine if I actually crashed or just made my game crash). However, the same evening we had a Cheater in our game and that Cheater got me stuck on a Hook (they started the Unhook-animation and then left me there mid-way… So my timer was not going down and nobody was able to unhook me). I had to DC because the only other option would have been to wait until the Killer can abandon because no Gen was done, but since this Cheater really wanted to be annoying, I doubt that they would have let this happen, because they could have just repaired a Gen every 9 minutes or so. I got a five minute penalty, which is bearable, but longer would have really been bad.
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@MoZo said:
i heard that the devs apparently updated the models and gave lobby voicelines to the old resident evil characters when RE: Project W came out. i’m praying we get the same treatment for Stranger Things. updated models and likeness of steve and nancy. I also hope they go back and give demo some meaningful buffs to his power. lastly, the part i really hope they do is get Natalia Dyer, Joe Keery and Charlie Heaton in to do fully extensive voice lines for Nancy, Steve and Jonathan. I’m 99% sure they will give the 2 new survivor’s voicelines since they’ve been really big on that with the recent new survivor releases.
I think the likeness is more difficult compared to the Resident Evil-Characters. Those are fictional characters which dont exist. And while Steve and Nancy are also fictional characters, behind their actors are actual humans, so it is more difficult with the likeness of them.
@Topic:
I would assume we get some more cosmetics for the first part of Stranger Things. Unless BHVR has such a specific contract with the license holders that only things for Stranger Things 2 can be added/changed. (But this will be very unlikely)
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@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034470#Comment_4034470
I empathize that it feels that way from your perspective, but there isn't preferential treatment on bug fixes or updates. The only priority assigned is severity - major issues are addressed first! This also depends on scheduling; for example pallet density was live for over a month and that was not fun for Killers. No feedback is prioritized over anyone else's. No time is taken to listen to one side over the other, and no group of players gets any specialized treatment.
"major issues are addressed first"
Except when it is tunneling or slugging I guess.
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I think I have something to say to all points you made, even tho I dont fully agree.
New Item - Smoke Bomb.I agree here. It is laughable what they made of Fog Vials, it is one of those kneejerk reactions they are currently doing. Instead of questioning if complaints are even valid, they just do it to please the loud Killers who complain. The only thing they should have done to Fog Vials was to give them charges (arguably, maybe more than 2) and make them consistent on all maps, since on some maps they barely did anything and on other maps they were stronger than usually. But that they nerfed the opacity was just dumb, Fog Vials are useless now and there is 0 point in taking one since you can see clearly in them (unless you have vision problems I guess, but this is then another kick against accessibility if you can see clearly with good vision, but bad with impaired vision..). The correct thing to do would have been to just wait a bit until a) Killers have getting used to Survivors using a new Item and b) waiting for new toy syndrome to wear off, since after a few days less people would have used them. But here we are, Killers complaining about Fog Vials, while equally complaining that Survivors only bring Medkits and Toolboxes.
A side effect of Fog Vials is btw. that opening chests has become more pointless now, since you have more junk in them, meaning that something to do aside Gens was nerfed again. And a Perk like Dramaturgy is also way worse, because you now get Fog Vials, which are pointless. (And for some reason broken Keys, which are brown Add Ons, but nobody cared to fix this…)
Pallet density updateI fully agree that the latest update to Pallet Density was really, really bad. However, I dont think that the previous version was perfect either. It was needed on some maps like Haddonfield, some Coldwind-Maps, Forgotten Ruins and Swamp. But the Devs decided to add Pallets to almost every map, changing Tiles on almost every map (making them weaker) and making main buildings weaker by removing breakable Walls and strong Windows.
However, instead of reverting what they did, they went in the complete different direction and overcompensated. Now the Maps feature very weak Loops and sometimes no Pallets in certain areas. If we look at the initial goal, which was to reduce Deadzones, they clearly failed it since there are now more deadzones than before. And they even weakend Main Buildings further, e.g. of adding back the breakable Wall on Gas Heaven, they removed both Pallets of the Main Building on Shaded Woods.
And I dont really understand why they did it like this - it seems like hate to revert things, because reverts would mean that they admit to a failure.
Change to map offerings and map rotation being just bad.I would say that the map rotation is bad. Sometimes it feels like they increase the odds of certain maps without telling anyone. I also think that nerfing Map Offerings was bad - the better solution would be to make outliers less strong. Most Maps are either balanced or slightly survivor-sided or slightly killer-sided. And I think this is completely fine to have Maps which slightly favor one side. There were just a few outliers which were too survivor-sided or too killer-sided, those should have been adressed. Nerfing Map Offerings was just the lazy solution.
However, I agree that they should have just removed them completely. There are now 21 Map Offerings and the Sacrificial Ward which are completely and 100% useless, but which you still have to spend BP on. They should be removed, but I have the feeling they keep them in the game to make certain things like BPS more rare.
Killers balance is still bad.&Going against same killers all the time.Yes, this is a thing. Sadly I dont think it will never happen. To be clear, the only way to balance Killers is to actually buff or nerf the respective Killer, not to give general Killer Buffs/Nerfs or Survivor Buffs/Nerfs. Because a Killer Buff for all Killers will always be better for the strong Killers than the Nerfs. Likewise a Nerf to all Killers will hit the weak Killers more than the strong Killers.
And the Devs NEED to address Killers like Ghoul, Nurse or Blight. Because they are holding back to much which can be made better for Killers. You just cannot balance if there is such a big difference in the roster. I mean, I expect Ghoul to be nerfed at some point, since it is quite obvious that Ghoul was made intentially super easy to play while being very strong, because Anime in DBD was quite controversial, so they needed a selling argument for people who were against Anime in DBD. But it is a Joke that Nurse never got substantial Nerfs which would have lead to people actually questioning if she is the best Killer in the game. Since her introduction, every Tier List basically puts Nurse at the top of S-Tier without any reasoning, because everyone knows she is the best Killer. I would not even have a problem if she would still be the best Killer after meaningful Nerfs, but it would be nice if people would actually debate if she or another Killer is the best Killer in the game.
And the second point… M1-Killers are a strawman nowadays. Whenever something is nerfed on the Killer side or buffed on the Survivor Side, people claim that M1-Killers will be the ones suffering. But the thing is, even if Nerfs or Buffs are reverted, people still dont play their M1-Killer. And why should they? There is an abundance of easy to play Killers which are way stronger than the classical M1-Killers. Like, since the Patch with the latest Pallet Density dropped, I have faced 3 M1-Killers (2 Trappers, 1 Clown) in all of the games I did since then and I am playing Survivor every evening for at least 3 hours. You will only get Killer variety if you nerf the strongest Killers and buff the weakest Killers. Only doing the latter will not really increase variety that much, at least if you play against people who want to win. Because there is objectively 0 reason to play anything else than Nurse, Blight or Ghoul if you want to in.
And yes, I would also agree, you can win with B- and C-Tier Killers. You can win with every Killer in the game, just less often with the weaker ones.
Hit registration is just so bad sometimes.Yes, I 100% agree here. I also feel that the ping indicator ingame is somethings straight up wrong. Sometimes I see that the Killer is getting the symbol of having high Ping while their ping is 30-40, which is not high ping at all. And sometimes I get really, really strange Hits (most likely due to high latency), but the Killers Ping is a stable 25 or so. And that it is completely stable and does not change it all is the strange thing.
Sadly I dont think we will ever see a fix here - the thing is that they cannot really make a meaningful hit detection if they cannot provide Servers to everyone. And it should not be the case that players who just live in the "wrong" part of the world should not get any Hits anymore, just because BHVR does not want or cannot put a Server next to them.
Devs are afraid of community feedbackYes, I sometimes feel the same. Especially if an Update is controversial, you see that the Devs are radio-silent on the Forums. Simply because they know if they post something, they will be quited by a lot of people who want to actually have answers. And the sad thing is that the game is in a worse state than it was a year ago, where they had the audacity to ask that we vote for DBD in the Labor of Love category. And even more sad is that they delayed content for basically nothing. Their health operation was a big failure. It must be so frustrating to work for BHVR, imagine you spend hours of work on features just for them not to be implemented, because people complained immediatly.
When it comes to content creators, I feel that they also complain too much and many of this is due to content generation. It just clicks better if you predict the death of DBD in a video. "Funny" thing is that the same content creators then complain if a Midchapter Patch (like the recent one) is a nothingburger - yeah, guess what, if you protest against almost everything in a patch and it gets pulled back, nothing is left, so the patch is a nothingburger.
But the worse thing is that they are currently listening too much. A few years ago BVHR was still listening, but they just did not suddenly implement or cancel things just because the community complained. A good example would be the first Rework of Ruin - massive protests, but they followed through with it and it was for the better. And the same would have been with the initial Anti-Tunnel and Anti-Slug changes - following through with them and tune them on Live. Because a punishment for tunneling and actual rewards for not tunneling (so more than BPs) is a good and healthy idea. And Killers would have to adapt at some point, but I think that most would have been able to do so only the ones who rely on tunneling every game would have had it harder. And once the features are on the Live Servers, they can be adjusted like bumping up the benefits for not tunneling or decreasing the penalties if needed.
However, and this is the thing which is bad, the Devs immediatly listened to the loudest people and all of the work was gone. And it also servers as a precedent and we will now see Killers mass complain on every change which might weaken them. And a few years a go the Devs listened, but they were actually critical. @crogers271 showed some good posts of Peanits questioning things which were said by Killer Mains here, which is how you have to discuss. And not just blindly follow with kneejerk reaction after kneejerk reaction.
But the worst thing in all of it is - they announced Stranger Things 2 and the backlash got a lot less. Which shows again and again, BHVR can mess up all they want, but people will forget it once a few cool skins are released or a cool license is announced. Which means BHVR will never have any desire to change how they work.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034351#Comment_4034351
I didn´t ask for report. It is kinda amusing for me. You know me since you are in the most discussion that I am in and you know that I like to actually… discuss things. But it is hard to do this if the other side of discussion just votes you down without saying a single thing of "Why" they disagree with you.
The point of I disagree with you but I don´t know what I could say against you so I downvote you is funny to me. Because if you disagree you could just say your opinion or not?
To be fair, this Thread is a big echo chamber and according to OP, there is no room for disagreement here. You just have to tell why you feel the need to tunnel (reality: It is the easiest and most efficient way to play the game), but discussions are not wanted here.
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@Leon_van_Straken said:
So why did Yui stop her gen? And why is Meg healing instead of doing gens?
Yeah, if those two things would not have happened, Rick would not have been tunneled. I know what you mean, but this isnt really the point.
@Terror_Misu said:
I think if everyone started posting their 'This game had tunneling', the forums would crash. Maybe crash the game. Maybe crash reality.
I mean, the Forum is already full of "Dear Diary, today Survivors were mean to me", so I dont see any issue if the Forum now also features "Dear Diary, today Killers were mean to me".
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@Another_LegionMain said:
i just want it to be visible to the player, as well as something letting them know that matchmaking expanded their MMR range due to waiting times
Thing is something like that is a double-edged sword. It would be nice to see MMR, simply because then you know that it is working. And it would pull the plug of some people who act as if they are in the Top 0.1% of players when they see that this is not really the case.
But on the other hand it would lead to more lobbydodging (if you show it beforehand), but at the very least it would make discussions really annoying. Because when your MMR is only 1589 and not 1610, your opinion is suddenly invalid. We had this with rank-based Matchmaking where having a different take must mean that you were not at Rank 1 for some people.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034061#Comment_4034061
Honestly as someone who has played since 2016 I feel very disconected with all this queue time talk, like outside of times were 2v8 is there I barely notice the queue times, like I remember before we had like 10 min queues, like I dont see the problem now.
Yeah, I would say the same. Like at some point queues for Survivor are instant, but at least in my region, when it comes to evening, they get a bit longer, but I dont wait longer than 1 or at max 2 minutes. Which is no issue at all.
But obviously OP wants to say that Killers are leaving and that Survivor queues are long. They are doing only posts like that.
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@Skeleton23 said:
Ive only noticed it on the survivor side. But when I play killer its the opposite.
I think it can be the separate Q times but even then this feels longer than before.
I can be wrong though
Of course.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034018#Comment_4034018
The last thing I want is another unengaging way for a match to suddenly end by just pressing a button. If self-recovery isn't going to happen, then I want the option for either a manual fast bleeout or hatch spawning once the second to last person has been down for 30s or some number. I want slugging for the 4k to become a bad idea and for hooking to be necessary. Matches should come to a proper and interesting conclusion, not one where someone just had their agency ripped away because a killer can't fathom a 3k win instead of a 4k win.
And until the abandon feature stops inflating personal survivor stats and ruining the MMR gain-loss system, I sure don't want another way for those things to be further screwed up.
Oh, I also would like slugging for the 4K to stop. Because it is dumb that it can happen in the first place, since the Killer is just prolonging a game they already won and the Survivors cannot do anything about it. But I think in the current state of the game and the Devs catering to Killers that hard, it is unlikely that anything else than an option to at least be out of the game faster will happen.
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@cburton311 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4034054#Comment_4034054
MMR worked really well when the limits were tightened up. Matchmaking time suffered is all. They've opened the limits so wide now, MMR is kind of irrelevant. I wouldn't draw to many conclusions from the method based on its current performance.
Basically this. Once you reach the Soft Cap (which isnt even that high), you are at random Matchmaking because you get matched with people who are way above said Soft Cap in the top .01% or so and with people who barely reached the Soft Cap. Which is also why people who claim that they only go against very good players are straight up lying, since this would mean they would be on some kind of special Server where only good players exist. If someone says that they only face good players, you know that their takes are made-up.
Like, I can go from Killers and Survivors who dont know if they are playing DBD or Minecraft to extremely good players on both sides, simply because the MMR is random after a certain point.
@Topic:
I think they either should stick with Kills and Escapes and make it tighter and especially fairer AND punish lobbydodging OR they should bring back the Emblem-System but tweak this. Because realistically everything people can contribute to the game has some value. If I die, but did three Gens on my own, I had a significant part on my team escaping. And for Killer it should be based on Hooks - if I proxycamp one Survivor and kill another one with NOED, I am worse than the guy who got 8 Hooks and 0 Kills.
But I think that they dont really want a more complicated system, so they will most likely stick with Kills and Escapes because it is indeed true that a Killer who overall kills more Survivors is better than a Killer who overall kills less Survivors. And a Survivor who escapes more often is most likely better than a Survivor who dies often. And while people bring up Rat-Builds all the time, I almost never see those and the people who only play to escape via Hatch are really rare.
However, as I said before, there needs to be a punishment for lobbydodging or the Pregame-Lobby should be removed completely. Because lets be real, Survivors dont talk before the game and Killers dont prepare for the game. People check profiles and then decide to dodge or not. And since then the Matchmaker decides that having someone join faster than someone who would actually fit is better, all the matchmaking which happened before is thrown away. So either people should be punished by a longer queuetime if they decide to dodge a Lobby OR we remove the pregame Lobby completely and once 5 players with suitable matchmaking are found, they load into a Match.
Would personally prefer the second one.
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@Nazzzak said:
Deadbyqueue.com tends to be a good indicator of current queue times (at least on my end)
Yes, this is usually a good indicator. Instant for Survivor during the day and still fast in the evening. Which has nothing to do with any Balance Decisions or anything, this is just normal player behavior - in the evening more Survivors are playing because more people have freetime and play with their friends.
E.g. when I play Killer during the day and then start SWFing with my friend, not only do we need a Killer for our match, but me not being in the Killer Pool means that 4 Survivors need an additional Killer as well.
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@cogsturning said:
This is the biggest thing I want addressed, especially slugging for the 4k.
I mean, I would be happy if they would add the possibility to abandon when only 2 Survivors are left and you are put into the Dying state. Because at this point the Killer will be slugging for the 4K and the game is over and there is 0 reason why the Survivor should be forced to stay in the game. And there is also no disadvantage for the Killer at all, since a Bot will replace the Survivor, so Hatch will not suddenly spawn and the Killer can then prolong the game they already won. (And the remaining standing Survivor can abandon as well, if they want, since all other remaining Survivors are Bots)
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033871#Comment_4033871
I play mostly M1 killers and always have, so I don't need a step by step run down of how games go. Matches where the entire team run them is rare, and again, iri add-ons should be strong. The argument that "players got great value from their iri add-ons" isn't exactly controversial to me.
For some reason "M1-Killer" has become the strawman lately. If anything changes, it is because of M1-Killers. And the funny thing is that I dont even see more M1-Killers if anything is nerfed on the Survivor-Side, because someone who played Blight or Ghoul before will not suddenly stop playing those Killers if something from Survivors is nerfed. They will just keep playing their Killer, just with better results now.
And as someone who enjoys M1-Killers quite a bit myself (aside from Billy and a bit of Huntress, all Killers I frequently play are M1-Killers), the times where I encountered teams with stacked Syringes can probably be counted on one hand. (But there comes the next strawman… "highest MMR" and "good Survivors")
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@ShanoaLegendaryPlz said:
Its also about the screams n grunts of pain. They just change voice actors not only the voice lines. Choosing none would make any of your characters dead silent the entire time (only on your end as everyone else still has it set to english)
Are you sure that this is the case? Because Voicelines should be different from Screams and Grunts of Pain, those are not Voicelines. E.g. the TWD-Characters have different Voice Actors for each of them, because the Actors did not need to record Grunts and Screams, therefore there are different Voice Actors for the actual Voicelines and the Screams/Grunts of Pain.
Even tho, I can imagine that BHVR is sloppy and lazy there and just uses "Voicelines" for every sound a character makes…
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@Skitten56 said:
Ghoul doesn't need a rework, but BHVR needs to do something to address them because they are easily the least enjoyable killer to face in the game. No killer should be so easy to play and get the first hit, while also having such insane mobility. Just awful design.
Exactly. If we compare Ghoul to the other S-Tier Killers Nurse and Blight, both are harder to play with Blight being the hardest of them to play on a high Level. Nurse on the other hand is quite easy to play once you learn her, but her learning curve is really steep. This is not the case for Ghoul, they are very quickly to pick up and one of the easiest Killers in the game. (Nothing wrong with easy Killers, but they should not be the strongest Killers at the same time)
And if we compare Ghoul to the other two Killers who get an easy first Injure, Plague and Legion, then they are also way stronger and you HAVE to heal against Ghoul, while you dont have to do that against Plague or Legion. So not only are you very quickly injured, but you also have to waste time getting back to full health.
So yeah, the design is really awful and I am still very convinced that the Devs did this to have a selling argument for people who were not really keen of getting Anime into DBD.
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@BeeZzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033914#Comment_4033914
Ah, got it. You know everything, and everyone else “doesn’t know what they’re talking about.” Thanks for clearing that up. Good thing game design starts and ends with your personal rulebook, huh?
Oh absolutely, gameplay should be the priority, which is why half the roster has powers held together with duct tape and survivor coping sweat. But sure, lore accuracy is where we draw the line, right?
This has nothing to do with my personal rulebook. But you say "Make this!", but "this" is not really possible. Gameplay should always take priority about source material and realism. This is just a basic rule in game development. Obviously it is great if the Devs can follow the source material as close as possible, but often enough it is not possible to copy the source material 1:1.
That you say that you want something to represent Stranger Things as much as possible does not mean that it is a) possible in game development and b) the best for the health of the game.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033903#Comment_4033903
Why you so agressive, this is what you posted and asked
Enlighten us. When would you use the Styptic Agent, the purple Add On, to get value out of it which isnt outclassed by other Add Ons?Did you mention somewhere its about current version of sryptic???? Hmm no and from where you get I act "higly and mighty" (I like your imagination btw), I never mentioned Im good at using it I dont used thes addons because when I did game was way easier and it felt cheap for me just because of powerfull addon, you wrote they werent good before (fine so they didnt need nerf) i said they were if you knew how to use them and when they you ask How to use them? Enlinghten us…. I wrote when and why and then you go full attack after some "snap".
The bhvr sentence, yeah what a seer arent you, knows whats best but after comment he gets and asked for goes full agression what a nice way to debate.
Come on, just admit that you did not know that it changed. Obviously we are talking about the new version of Styptic Agent, since this is the whole point of the thread. I dont think I need to mention it, since the old version is not relevant anymore since it is not in the game anyway.
So yeah, you acted all high and mighty while not having any clue at all. And now you want to find excuses for your mess-up. Great.
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@BeeZzzz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033910#Comment_4033910
That's a game development issue. In the show, Demogorgon is able to cross the dimension anywhere even inside a door. He should be able to do that.
You dont really know what you are talking about, eh? You cannot really adapt everything to the game like it is in the source material. And in the end, gameplay should always be the priority.
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I think that there is a high possibility that we get more Skins for Demo when Stranger Things 2 is in DBD.
When it comes to gameplay, I dont think that your proposal makes much sense. It would be a lot of work, because you would need to make sure that it is balanced and also that Demo cannot get stuck somewhere (e.g. when a Gen is under the ceiling he is just coming out).
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033896#Comment_4033896
I wasnt speaking about current version but i thought its easy to understand it maybe I should point it out more.
The new I get its trash but old one wasnt so bad just second best medkit addon and probably second best survivor addon right behind syrange.
Then dont post to someone who said that the current version of the Add On is less worth than a brown Add On. Especially if you act high and mighty and are like "you dont know how to use it".
And BHVR listens to people like that, such a shame.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033878#Comment_4033878
You can easily force it kinda like dead hard vault window or pallet and use it behind corner many killers will m1 you (many of them dont spot your medkit is missing) or if you would nearly didnt make it to the loop you want or wasnt sure then pop it and its guarantee you make it to safe are (unless killer has some mobility and can bodyblock you but there isnt many killers that can do it and even if they can this doesnt work on every loop) its just different dead hard kinda its easier to use more than dead hard but it has easier counter unless srvivor knows how to use and most important where to use it (just like you need to know when to use dead hard because every killer that expects it in open can bait it but right when you are in pallet or when you are infront of window those are situations where killer must swing or go through/around and thats when dead hard is most effective).
Ok, apparently you dont know that the Add On does not grant Endurance anymore. Thanks for your "input" I guess.
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@Chrarcq said:
They already got nerfed like 2 years ago. They're not a major issue anymore, methinks.
This is such a bad reasoning. Only because something has been nerfed once does not mean that it should never be touched. Otherwise they should revert the Syringes immediatly, since those got nerfed as well a few years ago. And many, many other things.
@Topic:
I dont know to be honest. I always feel that Killers which are that strong as Blight should not have Add Ons which are that strong as well. IMO of S-Tier Killers like Nurse or Blight, their Add Ons should be more like Gimmicks or give a little bit of use. But you see Speed Add Ons on Blight in basically every game, because they are his best Add Ons. And here it is also different than for example Pyramid Head before the Add On-Rework, where the Range-Add Ons were the only useful ones - not only is Blight far stronger, but he overall has better Add On-quality.
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@Unimatrix00 said:
Well, since this doesn't seem to be happening to anyone else it has to be the way you are playing the game. Do you hide a lot?
It happened to my SWF-Mate yesterday. Suddenly we had a Matchmaking Ban, which was caused by him. And while I was away last weekend, since I am back he did not DC at all. Abandon yes, but not DC, so therefore having a 5 minute Matchmaking Ban out of nowhere was really strange.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033858#Comment_4033858
If you dont know when to use it the it does.
Enlighten us. When would you use the Styptic Agent, the purple Add On, to get value out of it which isnt outclassed by other Add Ons?
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This happens when Servers are full. You SHOULD be connected to a Server which is the closest to you (which can still result in a high Ping if you live far away from the available Servers). But sometimes it seems like there is no space anymore and then all 5 players end up at a different Server with all of them having high Ping.
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@[Deleted User] said:
I hope they revert it, because from my point of view, the new syringe together with Blood Rush is much more of an issue than a delayed instaheal. You could counter the instaheal with one hit. You cannot counter three sprint bursts in one chase.
Especially when they revert the pallet density, which they probably will ( I cannot imagine they leave the maps with all these 50/50s and dead zones).
I mean, I also hope they revert it, but IMO the Exhaustion-removal is gimmicky at best. It is the same with Blood Rush back then, people were saying it is really strong, but it isnt. Even if you in theory can remove your Exhaustion multiple times in the same chase, it would still be weaker than the previous Syringe.
The only difference is that a heal over time was not noticeable by the Killer while using Sprint Burst twice in a chase is. It is only a perception-thing, if the Killer would see that someone is healing with a Syringe in the HUD for example, most would say that this is stronger than the Exhaustion-removal.
That being said, the Syringe was fine before as well. Same for Styptic, IMO the Styptic was a bit too weak for a purple Add On, because the timer was too low. If you pay a minimum of attention you saw that the Medkit was gone and you only had to wait 5 seconds.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031965#Comment_4031965
They just listen to those who complain most and obey every pathetic braindead demand they make.
We need old BHVR back, the BHVR that did what they saw as best without sifting through the swamp of biased people and attempting to appease everyone.
I really appreciate that BHVR is trying to listen, but I think they listen way too much.
You are spot on with your post here. I wish BHVR would listen way less than they currently do, because they seem to listen, but not really process what they are listening to. Back then people complained that BHVR would not listen and back then they already listend, they just did not blindly follow the biggest complainers.
If we just look at what happened in the past months, it is honestly a Joke:
They tried to implement meaningful Anti-Tunnel and Anti-Slugging changes TWICE. They pulled it back both times because people complained massively and brainlessly. The right solution would have been to push the initial changes to Live with punishments for tunneling and benefits (not just BPs, but actual gameplay-benefits) for not tunneling. And then work from there, like reducing the punishments if needed and/or increasing the benefits - but this only works if people can actually play under those changes and adapt to them. And basically all what was left from all of this was a Nerf to OTR (a Perk which did not need a Nerf in the first place, even tho this is a minor issue since 40 seconds is still long, but still a Nerf) and 5 seconds of extra Haste after Unhook.
They implemented Fog Vials as a new Item and instead of just letting people play with them for a bit and see if they are actually problematic or Killers would just need to get used to them and new-toy syndrom wearing off, they butchered the new Survivor Item basically immediatly and now nobody is using Fog Vials at all. And since they also managed to nerf Keys and Maps in the same Patch (imagine making the worst Items on the Survivor Side even worse), this resulted in:
- Chests now even being less viable to open so that even more Survivors will just stick to Gens, since you get more garbage in Chests now
- A fun and balanced Perk like Dramaturgy being worse because you can now get more garbage
- And the Bloodweb cluttered with even more Junk than before, while the Survivor Bloodweb actually NEEDS an overhaul because there is so much useless stuff in it on top of the sheer amount of different Bloodweb Items (that they also nerfed Syringes recently on top of that… Some people call it a Buff, but it is obviously a Nerf since healing over time is stronger than getting rid of Exhaustion, the only difference is that with the latter you actually see it happening as Killer, while healing over time was not something you would usually notice)
And last but not least the Pallet Density Update - SOME Maps had Deadzones and those Deadzones NEEDED to be addressed. But other maps which were completely fine also got changed - they added a load of Pallets but also nerfed the Tiles themselves making them weaker or removed some Windows from Main Buildings or some Breakable Walls. But instead of just reverting it to the previous state (which BHVR btw. NEVER does, whenever they messed up, they try to make it better just to make it worse… In German we have a word for it "verschlimmbessern") for most maps and only keeping it for the Maps where it was actually needed (e.g. Haddonfield, some Coldwind Maps), they did a complete 180 and further nerfed the Tiles AND removed Pallets again so that in the end it is worse than before.
And obviously they did listen here again - if you look at their Polls, aside from Haddonfield it was said on all of them that the Maps would benefit Survivors, so they listened and made it completely killer-sided.
The worst part - you will not even see more M1-Killers which people claimed were weakened by it, because why would anyone want to play a M1-Killer like Trapper if they have access to so many far stronger Killers which are also easy to play? But now those strong Killers dont even need to bother with that many Pallets anymore, since most can be easily mindgamed and are not 50/50 but rather 75/25 or so at this point.
I am honestly sick and tired of BHVRs kneejerk reactions all the time. Those three things I mentioned were done in WEEKS after introduction or announcement of a feature because people complained massively. But instead of just bringing it to Live and see from there, they listened to the loud complainers and immediatly took action. It must be so frustrating to work at BHVR to create something, just for the person in charge to come back to you in two weeks to change it completely what you have been worked on before.
And the "best" part about all of that is that DBD is now in a worse state than last year at this time - when they asked us to vote for labor of love (LOL is fitting here…) and AFTER they "Operation Health"-campaign AND with actual content updates delayed because of all of that.
Sorry for using your post for my rant, but you were 100% right with this post and it was just fitting to put it here. Usually in Surveys (except the last one) they ask how likely it is to recommend DBD to a friend and if they would have put the question in a Survey, I would have hit a big 0 on that one.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022729#Comment_4022729
I think we're already there, honestly.
Either tell the survivors that you're not going to do anything because you fear the backlash,
This is the apparent answer, with a couple major ptb tests at least. They just can't say it out loud.
Haste stacking pulled due to backlash once it was obvious it was going to affect more than just the perks loud people "wanted" nerfed. MfT was already dead, and to no one's surprise, we still got a hope nerf after they pulled the "haste stacking" part.
Anti tunnel is just enough for the devs to say they did something, and people opposed to claim that "tunneling is dead, how can you tell us how to play", yet will change nothing in game. Back to hook, power through endurance, exactly like it is now.
the 'tunnelling 5ever' crowd
You don't understand, tunneling isn't a play style, it's a way of life. Apparently.
I dont visit the Forum that much anymore, but I read from time to time and I wanted to answer here that you are 100% right. It seems like changes are done nowadays just to say that they did something, even if it get reverted or weakened into nothingness.
Fog Vials for example - finally something new for Survivor, they get thrown a Bone. Just so that Fog Vials are destroyed a week after their implementation and every feedback regarding Fog Vials gets ignored by the Devs. But they can pride themselves with bringing a new "cool" Item for Survivors.
Anti-Tunnel - I was a fan of their initial proposal. Punishing Killers who tunnel (actually punishing them), but also actually rewarding them if they dont tunnel. As someone who does not tunnel when playing Killer, I was actually excited to get real Benefits, just getting BPs and a bit of Haste is not really something I would see as Benefit. Likewise I would not expect that the current Anti-Tunnel measurements will go live as they are, they will probably be watered down from PTB to Live or shortly afterwards. But again, Devs can say that they did something against tunneling. (As they did something against Facecamping, which was also pointless in the end…)
And you can expect that now that they wanted to have Feedback about Pallet Density that they will also revert that maps have more pallets, but not revert the Nerfs those Maps got as well. E.g. some Maps dont have breakable Walls anymore, e.g. Gas Heaven or Groaning Storehouse. Some Maps dont have strong Windows anymore in their Main Building, e.g. Chapel. And the overall quality of Tiles was reduced, what was a Jungly Gym before is now a much weaker Tile. But if they implement changes to Pallet Density, they will not change anything else what they did to the Maps.
It will all be the same like the Hope-Nerf for example. Devs revert something or dont implement it, but Nerfs will still come through. Same with OTR, which only got its Endurance back because people complained and even then it was only 40 seconds (not that it matters that much, but still a Nerf).
So yes, currently it looks like BHVR is testing changes they will not bring to the game anyway because then they can say "Well, we tried". And Killers will always make a lot of backlash, because it usually works. BHVR needs to try to implement things despite complaints like they did with the original Ruin Rework back then. But I fear that this is not possible anymore.
Just my 2 cents, since I liked your post. And now back into hiatus, lol.
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@Mandy said:
There will be changes to the update that brought us the Pallet Density changes, but they will not be in this PTB but should be in the next release, there was unfortunately not enough time to get them into the PTB after we did the Pallet Density Feedback, which massive thanks to everyone who gave feedback on that, allowed us to fully see where the areas of improvements could be made.
I dont usually write here anymore, just passing by since I wanted to answer someone else. But I hope if you make changes to the Pallet Density that you also consider reverting other changes you did to maps. Mainly:
- Removal of Windows, e.g. the Windows on Father Campbells Chapel which are now doorways
- Removal of Breakable Walls, e.g. on Gas Heaven and Groaning Storehouse
- Overall lower quality of Tiles - Maps might have more Pallets, but the structures also changed, e.g. if you had a Jungle Gym before, now you have a much weaker tile in the same place
If Pallets get removed, those things should also be reconsidered.
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@Crowman said:
There is no direction. It's just a matter of trying to appease survivors by holding their hand. It was obvious when they revealed the health update months ago, because there was a lack of killer stuff listed.
You mean it was obvious that at some point Survivors would also need some love after years of killer-sided Updates? Heck, I remember Patches which only featured Killer Buffs, e.g. the Chucky Patch and the following Survivor-only Paragraph which, aside from the Survivor, only featured things which benefit Killers.
At some point Killer is good enough that Survivors can receive some Buffs too.
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@tjt85 said:
I feel like you could tunnel at 5 gens even with the penalties in place and still win a majority of your games. I'm not able to test the PTB and I don't know if any content creators have tested this theory out (I hope so, since this is what the PTB is for). Maybe they would conclude that because there's no MMR on the PTB and the Survivors were "bad" or not the usual super SWF bogeyman that they typically get in all their public trials, that it wouldn't prove anything. I have seen some prominent streamers struggle to win with the new systems in place against Survivors from their community, but this is not really a fair test either, because they're not going to pick average Survivors to demo/create new content with.
I personally think the only way to really test the new systems to destruction is if they actually go to the live servers and I can't see that happening with the overwhelmingly negative feedback they've received so far. The backlash would be huge and not worth the damage it might do to the game.
On paper, a 25% boost in repair speed and no ability for the Killer to regress gens sounds really strong, but it's not a magic bullet for the Survivor team that's now a man down. Could an average Survivor team win with the odds so clearly stacked against them if the Killer is able to keep the pressure on? I'm not so sure. But I do think that the new systems will make games like this feel more worthwhile to play through for the Survivor side, since they have a chance to win, however small that chance might be.
With respect to Almo, I've played enough "samey" early 3V1s as Survivor to not want to play any more of them. They all end the same way. So what's the point of playing out a 3V1 at 4 or 5 gens in the current state of the game? An no, it's not hatch, because Killers often prevent that from spawning.
Yes, you can still just tunnel someone out early and will most likely win the game. Because even no Regression and 25% Repair Speed Increase dont substitute a 4th teammate. In an early 3v1 the Killer should be at a point where almost no Gen Progression is possible because Survivors will be too busy with everything else. And 25% increase of 0 is still 0…
This part is especially important:
With respect to Almo, I've played enough "samey" early 3V1s as Survivor to not want to play any more of them. They all end the same way. So what's the point of playing out a 3V1 at 4 or 5 gens in the current state of the game? An no, it's not hatch, because Killers often prevent that from spawning.
An early 3v1 means that the Killer can toy with the Survivors from now on and basically go for a risk-free 12 Hook-game. Which is good for their ego, but not really healthy. And as Survivor, you dont really have any chance of winning anymore, you are basically a BP-Pinata.
And while "agency" seems to be a popular buzzword nowadays, taking all agency away from the Survivor to let them stay in a pointless 3v1 is also not good. And even with the changes, it will most likely be a 3v1 they will lose, but at least there is a chance and it does not feel as miserable as before.
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@Nazzzak said:
Unless I'm misunderstanding the question, doesn't this already happen now? I've gone against plenty of endgame builds over the years in survivor games. Nothing wrong with them.
There are Endgame Builds already, I just dont think many people play them, because they are kinda boring. You basically make it harder for yourself just for a big push in the end and I guess people want a more balanced experience during the whole game.
However, OPs point is that if someone wants to tunnel, they would rather use Endgame Builds, since they will face a penalty for tunneling and their Regression Perks are useless. And while the penalty for tunneling is not strong enough to completely discourage it, the second point is indeed valid and Regression Perks for people who tunnel might be replaced by Endgame Perks (or Chase Perks).
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@Nun_So_Vile said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996519#Comment_3996519
Just so I have my facts in order, Is this also the same Almo who would camp hook with Iri head Huntress and become a statue looking at hooked surv? The ex-dev that everyone and their mother dunked on for their gameplay clips? Hard to keep up sometimes.
@Topic Okay now find an ex-dev with an opinion people respect, like McLean.
Exactly that one. I mean, he can play how he likes, but he would not be my go-to source for any Balance Discussion.
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@Amanova said:
So true they need to look at those perks, or at least 30s endurance should stay with elusive, because rn in ptb it's still those miserable 10s endurance that won't even let you reach exit gates in time
Nah, 10 seconds is fine in Endgame. 30 seconds would mean that the Killer can hook the Survivor basically anywhere and they would get out of an open Exit Gate. 10 seconds is what we have now and if the Survivors are smart, it helps to escape and if not, at least one Survivor dies.
But 30 seconds would completely remove the need to play smart in Endgame on the Survivor Side.
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Tunneling is still viable even without a Lategame Build since turning the game into a 3v1 is still better than having it a 4v1. But since you would need to replace the Regression-Perks anyway, they could indeed be Lategame Perks or Chase Perks. Or Anti-Healing.
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Current Progression.
And for BBQ - from my understanding it turns your 5% Regression on the Kick to 10% Regression for a Kick. Which is not bad at all.
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I dont think that PTB-Stats are valuable. PTB has no Matchmaking, which can make results vary a lot. Furthermore, people tend to screw around more on the PTB, e.g. Killers not really out to kill someone but trying around with their new Power or both roles looking at the Map instead of trying to win as good as possible.
And then there is obviously the factor that a new Killer releases as well, which means that both Survivor and Killer dont really know how to play as or against the new Killer, which also impacts the stats.
Ideally the changes come to Live and then we can see more accurate stats.
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@Jacknalls_Paw said:
From what I have checked for the most part they have removed many strong tiles and replaced them with weaker versions and useless pallets at the edges of the maps.
The only positive news is that Haddonfield and Coldwind finally have a few more structures, but for some unknown reason, they have removed several pallets from Dead Dawg Saloon.They standardized Dead Dawg Saloon from what I have seen, since they removed some of the more unique Tiles to the Map and replaced them with standard Tiles. E.g. I have seen a simple Long Wall instead of one of the Dead Dawg Tiles.
Which makes sense IMO, since Dead Dawg was their playground for breakable Walls, so instead of breakable Wall Tiles we have Tiles we know from other Maps. Which is a good thing IMO.
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The effect did not change from Live Servers to PTB, just the description. Vigil did not get buffed on this PTB. (Only the Nerf that it does not stack with itself)
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995362#Comment_3995362
did they do anything about disturbed wards main building (notebly the god pallets and god window?)
I wasnt in the Main Building, the game was rather short because the Killer crashed after a few minutes.
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@ChaosWam said:
Haddonfield I get.
Coldwind I get.
But the rest of these, what?!The wording is misleading. How it is worded in the Patchnotes those maps got flat out buffed, but in reality, some got buffed and others got nerfed. They might feature more Pallets, but those are less safe now. From what I have read here is that Swamp got new structures. Disturbed Ward also got new structures, those are overall weaker than the Jungle Gyms and Longwalls it previously had.
I did not play on all Maps which got changes, but the ones I played on looked alright and the changes were good. Would have loved to play in Coldwind tho since those were the worst ones previously when it comes to Deadzones.
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@OmegaXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994811#Comment_3994811
Long enough that I can comfortably go for 12 hooks without playing S-tier Killers.
I thought people want to balance around good Players? You said you have chases on a regular basis where 3 Gens pop, meaning that you take at least 90 seconds to down someone.
Again - how slow should Gens be so that you can go for 12 Hooks without playing S-Tier Killers? 3 minutes per Gen?