Aven_Fallen
Aven_Fallen
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922174#Comment_3922174
I don't know, that seems like a slight stretch to me, still.
Couldn't you also say that about any killer, hypothetically? Any other big-name you could argue BHVR would make powerful to draw in the fans, any killer that is licensed but isn't a big name would be made powerful to boost sales, any killer that isn't licensed would be made powerful to make them more appealing compared to licensed chapters…
It's not as though killers haven't been too strong on release ever before, too, it just hasn't happened that much recently. I think Kaneki being in that boat was just a mistake. Maybe they wanted to make sure he wasn't weak and overshot, but I don't think there's enough evidence here to say BHVR genuinely made him overpowered on purpose.
"but I don't think there's enough evidence here to say BHVR genuinely made him overpowered on purpose."
They did it before. Two times. Ash and Mikaela, Mettle of Men and Circle of Healing. But those are obviously Survivor-Perks, there people accept that BHVR did it on purpose as a Cashgrab.
But not with a Killer, nono. This was only because of Survivors complaining. This was the ONLY reason. /s
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922140#Comment_3922140
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922148#Comment_3922148
I don't think this is a fair assessment at all. Of the last six killers previous to Kaneki, only two (Chucky and Xenomorph) were nerfed after release, and three of the remaining four (Houndmaster, Dracula, Vecna) released too weak and got buffed after release in some form. For completion's sake the one killer who basically wasn't changed until noticeably after release was Unknown.
Even the other big licenses in that pool, Vecna and Dracula, mostly got buffed with a few cooldown nerfs here and there, nothing like this. Equally, the two nerfs weren't even really like this; Xeno's change was pretty minor and Chucky's was a bit more in line but still nowhere as pronounced as how unbalanced Kaneki is/was.
There's clearly no pattern here, so I don't think you can say BHVR made Kaneki too strong on purpose. I think it was just a mistake they're correcting now.
I usually dont react to you, but I want to tell you that you are wrong. It is logical that they went with an OP-Killer for this Chapter. It was a Killer-only paragraph and it was quite niche compared to e.g. Dracula or Xenomorph. It was clear from the start that not everyone likes Anime. And the Devs needed some selling argument for those who are not completionists/collectors and who are not into Anime - so they created a Killer which is braindead easy for the reward it granted.
We can argue where Ghoul was on the Tier List, but he was AT LEAST at the Top of A-Tier, very likely even S-Tier, up with Blight and Nurse. And for way too less effort you have to put into him to get good results. This was solely done to boost the sales.
And if you cannot see this - sorry, you are just clueless.
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What a surprise, they released an overtuned Killer on purpose and are now adjusting him. This has nothing to do with Survivors complaining, it was their full intention to raise the sales by making him way too easy for what he achieves.
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@CrypticGirl said:
That's why streaming is the best way to record matches. It doesn't take up hard drive space, and at least on Twitch, the vods do expire after some time. You can save your highlights and export them from Twitch straight to Youtube without having the video ever touch your local hard drive. I have a few saved highlights of hackers in my own Twitch library.
I am not even sure if replays of the games would take that much storage space. I play World of Tanks (not that active anymore to be honest) and their replays were a few Megabytes at most. And you had the option to either story only the latest one or all of them (or none at all).
And DBD should totally have that option. Could be also limited to only the last Replay or only the last three replays or so. This would easily be enough to grab the Replay for whatever reason you want to have it.
But lets be real, it is way too much to ask for people having a recording software and actually recording it. The thresholds to do reports should be low and not so high. It is fine that BHVR requires videoproof, I totally get that and support that. But not without an option to get said proof without any third party software.
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No. And this is why I dont bother with recording anymore if I find a cheater. One clear cheater was not banned from what I have seen and since then I just dont bother anymore. (The person was speedhacking, the Killer could not catch up at all. They were also wallhacking, perfectly mirroring the movement of the Killer. And when the second to last Survivor bled out, they bee-lined to the Hatch… It was super clear, yet nobody did anything to that Cheater for months. I know they ban in waves, but those waves should not be months apart from each other…)
I report them ingame, but I wont open OBS, upload the video to Youtube, send the Link with Description. There should be match-recordings and replays anyway. They would provide so much value - seeing your own gameplay. Content Creation. And of course having an easier way to report Cheaters.
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You are a Killer Main, huh?
Saying that Nurse is balanced, Wesker, Dracula and Houndmaster are underpowered and Vecna or Knight are way too weak is certainly a take. And this is what I see at first glance.
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You are not supposed to wiggle off on a regular basis. Wiggling only exists so that the Killer cannot bring you to any Hook they want, so that you dont end up in Basement most of the time or the Killer maybe has to settle for a non-Scourge Hook.
That being said, the Hook Density is a bit too much. The two hooks in the Screenshot are not even the worst example of it. Something they did not adjust when changing that Hooks can respawn.
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There will be a fix on Tuesday:
https://twitter.com/MrPope/status/1918085656187633949 -
Did you play the Bloodmoon-Event the past weks? If yes, many Survivors did not run the Perk during Bloodmoon, because it does not work on Blood Gens. Same with Killers not running the most popular Slowdown-Perks for the same reason.
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@Gplays2000 said:
First and foremost Ghoul IS NOT BALANCED. At least not in the state he is currently in. I don't know what they should tweak about him but that bs vault over pallet and have no recovery time whatsoever to get a free hit is pure nonsense and should be removed just like they did with Chucky. Ghoul already has insane mobility. He does not need an uncounterable chase ability. Survivors are not running the loop wrong because there is no running the loop right against Ghoul. It is a stage 4 killer and should be changed immediately.
Yeah, those are the two things which needs changes IMO. The vault and the short recovery time. And he would still be a very good Killer, but would also feel less cheap.
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I think you have to differentiate between the gameplay and the outcome of the games.
The gameplay of Ghoul is really fun IMO. A bit too much screaming, a bit too much cringe, but using a grappling hook as your power (the tentacles are basically that) is fun.
However, if you want to feel challenged… The Killer is not really that good. Way too easy and way too much reward for the effort you have to put into. And therefore it does not really feel satisfying to play him, even if the gameplay in itself is really good.
Personally, I rather play a weaker Killer and have to put more effort into winning than the other way around, because it feels more saftisfying and fun when you win after putting effort into the game.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919952#Comment_3919952
It’s fair to be concerned about it though because now there’s no threat to being the last survivor since you literally can’t lose if you don’t want to.
But my biggest issue is that if I am the last survivor and want to watch the killer’s mori animation, then I’m actually punished for doing so when if I just abandoned wouldn’t have technically lost.
It’s just a weird thing to include, there’s no reason this should be a draw honestly.
I mean, I personally dont care either way. But I just think this is looking for making things a problem which are really irrelevant. The Abandon-feature is good. And bringing up those concerns for nitpicking is just too much IMO.
But whatever, it seems to be the most important thing that the Survivors lose MMR, because it is clearly so important for people. I think I will just ignore this thread, not worth my time to argue over such little things, lol.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919941#Comment_3919941
But 4 man slugs aren’t the only time you can use this abandon feature.
Unless I’m mistaken, I’m pretty sure you can also abandon the match as the last survivor after being downed.
You can, but again - it is really not worth it to think about if that last guy now got a Draw or a Loss. For the Killer, the outcome is the same, regardless if they hook/mori a Bot or the actual player.
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@Dwight_Fairfield said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919941#Comment_3919941
That's not the point. If you have a killer who can manage to slug everyone, but the game says this match is a draw, it really paints a half baked picture of the strength of that killer.
I know kill rate stats were never super reliable to begin with, but this has really made them worthless now.
The Killrate stats should not be affected by that. And honestly, if I play Killer, I dont care about the MMR-gain or loss of the Survivors. Why should I even? MMR is just a number for matchmaking, no trophy or anything.
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@Jacknalls_Paw said:
4 survivors in the dying state, they abandon and the game is counted as a DRAW?
What'd be the kill rate in this match?The Killrate would be as many Kills as the Killer kills in the end. The game does not end, if a Survivor abandons, they leave a Bot. If the Killer decides to stick around, they get a 4K. If they abandon, they dont get anything. But the Killrate would not really matter anyway, since it is not used for Stats.
@Dwight_Fairfield said:
So the killer can slug everyone, survivors can abandon the match, and its considered a draw? How does this make sense?
Does it actually matter what the outcome of the match is for the Survivor? Most likely only for people who want to make the game miserable for Survivors (which aligns perfectly with someone who is going for a 4 man-Slug).
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@Mat_Sella said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919870#Comment_3919870
people be having the most crunchy looking screens just so they can have that little bit of an edge
Yeah, I sometimes go against streamers and when I look up their name, my eyes are destroyed immediatly. It was even worse with stretched res, I have faced a Blight-player where his Blight was wider than tall in the Lobby.
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Yeah, I dont understand why Blight never got any real changes to his basekit. Sure, they nerfed his best Add Ons, but considering that Alchemist Ring was around for years and even other Add Ons of him got buffed instead of Alch Ring nerfed is a joke. Someone at BHVR is clearly a Blight-Main.
I dont think it as ridiculous as Nurse, but it comes close. When you see that they give nerfs to some Killers which are good, but not as good as Blight and leave Blight and Nurse mostly untouched, it sometimes does not make that much sense.
But I dont have THAT much of a problem with Blight, because he at least requires a lot of effort to get to a level where you consistently win your games.
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I would not really say it is WoO. WoO shows you the aura of pallets, but does not make them more visible when you see them. And the person is also not really using it as WoO, since they are barely looking around for Pallets.
However, I also think that Reshade should not be allowed. It gives an advantage and the DBD-Community is notorious to make them game as ugly as possible for a slight advantage.
"But bro, it just looks better"… Yeah, shut up.
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Blight is better most likely. But Ghoul is probably at least Top 4, maybe Top 3. And the easiest Killer out of those 4 (Nurse, Blight, Billy, Ghoul).
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Those are a Bug and those happen from time to time. Report them, then this spots will be fixed.
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I think this is a bad way of handling it. I mean, it is great that you get BPs insteead of Rift Fragments if you completed the Rift. I was at Tier 193 or something like that, so it brought me one Rift Tier aka 5k BPs. I just think that Rift Fragments should not be the only thing in a weekly gift, especially not that late in the Rift.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917959#Comment_3917959
IMO they need to introduce more things to distinguish the medkits
Purple medkit - give it a charge efficiency bonus while alturistic healing, making it strong for Medic builds by letting you get 3-4 full, fast alturistic heals off with a best in slot kit
Green medkit - reduce the amount of self-heal speed penalty. having a kit that can get you a self-heal a little faster would be good, though make sure it doesn't go back to how ridiculous self heal builds used to be. make it like 20 seconds instead of 24.
Yellow medkit - maybe more frequent skill checks and slightly more healing from greats? lemon kits didn't used to have their own identity, but it'd be cool to have something that distinguishes them from brown at the very least
Brown medkit - give it bonus BP on skill checks or something. if you've got a brown medkit you need the extra BP
Yeah, this would be the other option to make the Medkits feel unique and make them differ from each other. Either that or simply one Medkit. But having 4 Medkits which are basically the same is just lame and not needed.
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917959#Comment_3917959
Maps, Keys, most of their add-ons, most Flashlight add-ons, offerings on both sides that are just useless…
Yeah, that checks out.
Exactly. E.g. I think there is no need for green Maps or their Add Ons which let them track things other than Generators. Or almost all Flashlight-Add Ons. I think you can remove a lot of Add Ons and combine others, e.g. who would use the Key Add-On which grants Aura Read for Survivors inside 24m, when the Add On for 48m exists?
Offerings on both sides are also a thing. You dont need 4 Luck Offerings, one would be enough. You also dont need 4 Fog-Offerings which all do basically nothing, there should be 2, one which really thickens the Fog and one which thins the Fog (and the Fog should be more present anyway, but this is a different topic).
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@Rokku_Rorru said:
I wonder why medkit tiers don't buff speed of self healing even by a little like the add on tiers for healing speed.
Makes finding a medkit much less exciting LOLIMO Medkit-Tiers should be removed anyway. There is barely any difference between Medkit-Tiers. Before the Nerf, there was at least some difference:
Brown —> Good for one HealYellow —> A bit more charges
Green —> One heal, but really fast
Purple —> Charges for two heals
Nowadays the charges are all the same, but the Medkits differ slightly from each other with 5% of difference in Altruistic Healing Speed. And this is not enough for me to warrant having 4 Medkits.
IMO the Survivor-Bloodweb is in need of an Update for a long time since it features 3 times as many different Items than the Killer-Bloodweb and many are redundant due to Nerfs or Changes. And having 4 Medkits which are basically the same is just the tip of the iceberg.
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It was a buff and a revert. Original Pharmacy granted an Emergency Medkit on first search, then with 6.1.0 they "buffed" the Perk, granting an Emergency Medkit on every search, but only when injured. This was seen as a Nerf by the community. Pharmacy was already a niche Perk, but having to be injured turned the Perk from quite convenient into some form of luck-based Perk, because you had to hope that there is an unopened chest and cannot just walk to any chest at the start anymore. Plus when you are injured you are most likely hooked and unhooked, so that someone else can heal you instead of you searching for a chest.
So while there were slight buffs in 8.4.0 (increase of noise suppression and a bit faster chest searching speed from 80% to 100%), the real buff was the revert of the Nerf they did before.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916832#Comment_3916832
You can't be serious, on the new eyrie pallet almost like in gideon
What? The loops got smaller, the map is clearly weaker. Let alone that they moved the window in Main Building so that the Loop there is also smaller.
You cannot compare it to The Game which basically completely consists of safe Pallets.
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Its ingame.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916751#Comment_3916751
It does give an insight into the devs mindset that the killer players are not as important.Or that they are seeing a lot more survivors quitting the game than killer players and that is what they are trying to figure out. Going of reports about queue times it seems a valid concern.
Which will most likely be the reason for that question. All questions in surveys have some kind of reasoning behind them and this would be the only actual valid reason for this question. (Which I did not even get, probably because I said that I never took a break from DBD)
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@Hex_Ignored said:
"Unfortunately, it seems that your mmr is 1 point lower than mine, which automatically invalidates your opinion"
Every post ever if they would release mmr, which is why they (probably) will never do that.
Yep, this will happen. And it also happened with Ranks back in the day. Even now you see people claim that they are at high MMR, despite their posts saying that they are really, really struggling with the game.
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@DarKStaR350z said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916767#Comment_3916767
What’s that got to do with them putting out a survey that only includes answers relating to the survivor experience?
I never said they don’t care but it certainly suggests where their priorities lie which is on the experience from the survivor perspective. There are plenty of survivor perks and play styles that aren’t fun to play against.
And if you want to talk about bug fixes look how long it took to fix uncounterable flashbangs, killers sure had fun playing against that.
Your claim: "It does give an insight into the devs mindset that the killer players are not as important."
And I showed you that your claim is wrong, meaningless and does not have any significance.
And please, dont get started with Bugfixes, when we had Bugs like the Merciless Storm-Bug, which was in the game for months…
Look, you try to paint the picture that the Devs only cater to Survivors and that those poor, oppressed Killers are ignored by them, but it just is not true. You have to do a lot of mental gymnastics to get to your conclusion and you might want to stop doing this.
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@DarKStaR350z said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916677#Comment_3916677
https://us.v-cdn.net/6030815/uploads/JM5V24APMR2P/img-9008.jpeg
There’s one question about why you took a break from the game or something, and the answer options are all survivor sided like killer power/perks too strong, and nothing about why a killer player might have stopped playing.
It does give an insight into the devs mindset that the killer players are not as important.Just to show you how bad your take is - remember that an event got delayed so that a Wesker-Bug was fixed before the event started, so that Wesker-players could play the Killer during the whole time of the event.
And you seriously say that a company which does that only cares for one side? Come on. BHVR neither only cares for Killers nor only for Survivors.
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Meh. I dont really want to complain, since it is free, but IMO Rift Fragments should never be the only thing to get. Especially this late into the Rift.
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@I_CAME said:
Waiting to hear the mental gymnastics about how a 70% Blight kill rate against the best survivors you will get in a real match is totally fair. You don't even need to gut the killer. Just tone him down a tad.
It already started.
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For some reason BHVR is always quite lenient with the Killswitch. Sometimes very broken things exist in the game until they are fixed and sometimes they killswitch things for not really anything severe.
IMO the Add Ons can easily be killswitched, in general, it would be fine for BHVR to use the Killswitch for Add Ons way more frequently, since those are the least impactful when not available.
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Yes, this can happen from time to time. Not Daily from my experience, but it can happen. Pretty sure this happens when the Servers on your region are full, because it always affects every player in the Lobby. So if you live in Europe you might end up on some East Coast-Server and then everyone in your game is from Europe.
Worst thing is that this is not always visible in the Lobby… So you load into a game with everyone having 100+ Ping without any indicator beforehand.
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@Bodark said:
He’s at a 62% kill rate out of 5,000 matches on Nightlight gg. Which is completely accurate. You upload a screenshot with your data and it is verified so you can not lie.
And what if he would have around 75% Killrate? Then you would say that the Data is not accurate. 62% fits your narrative, this is why you are saying it is accurate. And nightlights data will always be below BHVRs data when it comes to quality, simply because it is limited by what people want to upload.
@Topic:
The community is not ready for stats. They just dont understand it or dont want to understand it. I remember back then Stats were released and the first complaint was that it does not differ between high Ranks and low Ranks. Next time the stats differ between high and low Ranks and then suddenly they were bad because they dont show PC and Console.
Then people are twisting narratives - people were parotting that Nurse has the lowest Killrate, despite everyone knowing that she is the strongest Killer and just pulled down by her steep learning curve and the fact that she is a free character, so people who dont even know what Items, Perks or Add Ons are (BHVR confirmed this that it happens a lot with new players) drag it down.
Then with the latest stats BHVR even had chase time included in those stats. The total average Chase time was around 60 second PER Survivor PER game. Not per Chase, per Survivor. This means that one chase (assuming 3 chases for every survivor) is 20 seconds. And the number for high MMR was not much higher, I think around 10 seconds higher or so. And despite having the Data that even at high MMR Chase Times on average were really not long, there are still people here who claim that it is not true and they play on a special Survivor with only godlike Survivors.
Stats are nice. But only if the community has the ability to comprehend those. And the DBD-Community does not have this ability.
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Any purchase you make on the PTB will only be on the PTB. So you dont lose any currency on the Live Version and you also will not gain anything on the Live Version what you have bought on the PTB.
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@Mr_K said:
Because they are bad at making hook distrbution algorithms that cause deadzones after sacrficing one or two survivors. This forces the killer to slug until they die or crawl to a hook.
As you know, survivors hate to be slugged for even a second and come crying to the forums.
Come on, everyone knows that Killers dont slug because of Hook Deadzones.
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Are you sure that those interactions are affected by Resilience? The new wiki does not mention them:
Only the old wiki mentions them.
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@OrangeBear said:
Well, you'd have to account for SWFs abusing it basically by spreading out their DC penalties.
But even in Solo queue a similar thing could happen where people "take one for the team". It starts to defeat the point of the DC penalty in the first place.
I also dont think allowing killer to dc without penalty if someone leaves early really compensates for that either because the match is still effectively being cancelled.
You say "Like why force us to play with a disadvantage" but this kind of thinking is what leads to people dc'ing in the first place. Because they think their odds of winning are low for whatever reason so the match isn't worthwhile, but letting them leave isn't fair for the rest of players that still want to play.
Saying bots put you at a disadvantage implies that the game was equal to begin with which isn't correct because it's an asymmetrical game.
So i think this kind of suggestion is addressing the symptoms of a problem and not the cause. And this is people rage quitting in the first place.
I think the upcoming go next prevention is all that reasonably can be done. (go nexting is also what allows serial quitters to spread out their actual disconnects too) They also said they are including stacking bloodpoint bonuses for sticking out tough matches which i think is positive too.Well, you'd have to account for SWFs abusing it basically by spreading out their DC penalties.
Not really, because of one member of an SWF DCs, all other will also have the penalty. Sure, they might be able to distribute the DCs before they escalate, but I would say that it is very unlikely and if it is likely, they would probably never play an actual game.
I also dont think allowing killer to dc without penalty if someone leaves early really compensates for that either because the match is still effectively being cancelled.
For that Killer Bots would need to be implemented. And they are working on those anyway. (Not that I like it, IMO Bots should not be in the regular queue at all, neither on Killer nor on Survivor… yet the Devs keep going on with that)
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I think Map-RNG should still be a thing. But it can be toned down a bit, because sometimes it can be a bit too much if you can have the same map with the minimum and the maximum amount of Pallets or things like this.
Map-RNG was needed with only 3 Realms and 4 maps each. Nowadays we have around 40 maps, there is no need for Map-RNG to be that random. There should still be some random factor to it, but less strong than it is right now.
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I have seen more bad matches lately. I would not say it is the majority, but it is 100% more. I also noticed that the Killer queues were a bit faster yesterday (still long, but I could get less watch of a Youtube-Video in while waiting, lol). My guess would be that the Devs increased the Matchmaking-Ranges to have faster queues for Killer, since they were way too long the past few days (until recently).
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IMO they did this so that games are not instantly abandoned when one person DCs at the start. Because if this happens, there is no reason for the Survivors to play and they might all DC so that every player who wanted to play will have to wait for a new game.
However, I think that people should be allowed to leave a Match without any penalty under certain conditions. It should not be able to do all the time, e.g. if the Killer just got their fourth Hook or so, someone should not DC so that all can DC ending the game. But if there is an early DC, there should be a Bot, but all other players should also have the option to DC as well without any penalty.
Two days ago my SWF-Mate and myself were stuck in a game with 2 Bots. What is the point of us being in that game anymore? The game was over.
I also dont enjoy when someone DCs as Killer and I would gladly take the opportunity to DC without penalties. If there is an early DC, the game is won for the Killer and I would only have the option to play to win as fast as possible, which is not fun for the Survivors and will not give many points or I drag it out for more points, which is not fun for me and possibly for the Survivors.
Being able to DC for free under certain conditions and still having Bots would also allow players to decide themselves if they want to stay around and play with/against Bots.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914705#Comment_3914705
I guess god-rocks are loopable rocks? I know that I sometimes feel slightly irritated by having to do a Benny Hills still chase around a rock with no option for any mind games or skill expression, but just brute force, but that slight irritation doesn't warrant to bring them to the same level like "god pallets", which are a genuine thing :D
But for real, Blood Lodge is probably the last map that comes to mind, when I think about problematic maps. Slightly killer or survior-leaning maps aint the problem, its the blatant sided maps that are unfun to play - and the whole swamp biome! Ugh! While I think that swamps belong to the slasher genre, I really hate the swamp maps for all the clutter and overgrowth and I constantly lose survivors who just turn the most mildest of corners. But I stil win my fair share of matches on that maps, so there is at least that.
Yeah, exactly. I think it is totally fine that maps are slightly killer- or slightly survivor-sided. Not every map can be 100% balanced, the problematic maps are those where the pendulum swings too much in one direction or the other. I never really had a bad game on Blood Lodge on either side, at least not since the rework. I never felt that I had no chance, regardless if playing Survivor or Killer.
So I dont really understand the complaints about Blood Lodge and to be honest, that Momo lost his winstreak there should not really mean anything.
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"God Rocks"? What the Heck are "God Rocks"? If you get run around on those, you really have a problem…
And well, Momo did not lose his winstreak because of the map, he lost his winstreak because he went against a strong team who was doing the same he was doing for almost 2000 games - sweating like crazy.
Blood Lodge might be slightly survivor-sided, but calling it "broken" or anything is really a bit too much.
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@AmpersandUnderscore said:
The definition of "second chance" has been beaten into meaninglessness at this point. There are absolutely people who use this phrase to describe a survivor perk or item that "does anything". And, even worse, it often gets applied to things that literally do nothing (AFC, for example).
My favorite are things like DS, OTR, and unbreakable. Where if you bring them, they're "second chance perks", but if you don't bring them, it's "your fault for not bringing the tools for tunneling and slugging" apparently. That's not a second chance, that's any chance at all.
The same thing happened with BT before it was base kit: you didn't have a chance, you just got unhooked (by someone else, who didn't bring the perk) and instantly downed by the killer. There's no chance there, no agency at all. But somehow people want to claim that this is a "second chance".
This isn't 2017 DbD with infinites, dead hard for distance, and resources survivors can loop consistently. This is 2025 with dead zones everywhere, and pallets held up by toothpicks.
Manny of the comeback mechanics are core to the game loop and not even perks: camping, tunneling, slugging can all turn around a losing game... Or can define the game if used as a "strategy" from the lobby. Pallets are consumed, gens completed, makes the playable map area smaller for the killer. Hooks don't even break anymore, so you literally can't screw up the killer macro game anymore.
The only real second chance survivors get relies on the killer making mistakes (probably several mistakes). There are so few actual second chances for survivors, that you will likely lose the game if the team isn't glued to generators in the first minute or two.
A lost game is pretty obvious early on, and a huge reason people decide to go next is because there's no feasible way to recover if people don't gen rush right away. You can't rely on the killer fumbling the game anymore.
The definition of "second chance" has been beaten into meaninglessness at this point. There are absolutely people who use this phrase to describe a survivor perk or item that "does anything". And, even worse, it often gets applied to things that literally do nothing (AFC, for example).
^ this. And IMO the definition of a "second chance perk" was dead when Killer Mains started to call DH a second Chance Perk (old DH). With DH being bugged for years, using it for distance was the only way to use it and Killer Mains started to say that DH is used to correct a mistake done by the Survivor (second chance), while the Survivor was actually greeding the Loop because DH gave the ability to do so.
So instead of thinking of it as a smart and calculated thing to do, Killers decided that it was a mistake and therefore a second chance-Perk. Absolutely wild.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914352#Comment_3914352
hopefully some good comes out of it and they can buff killers that struggle outside of doing that. Rn it’s too easy to completely turn the game around -most- of the time by deploying such strategies, so that drives the kill rate, then people trying to play in a way that doesn’t make others miserable and is fun don’t get the buffs they need because KR is being met from strategies. The ones that live by it’s the only way to win are going to swear you’re pouring holy water on the killer role. I think overall it will be good and get killers the buffs they need around gen times and chases while not making survivor role absolutely miserable. That’s what I hope for anyways. A game where killers and survivors can feel like they can play the game and not feel forced to slug, tunnel, camp, and rush gens to have a chance. Both sides at the top don’t like what’s going on, and it’s pretty clear that survivors are miserable being fodder before “getting good”. It just might work. I’m willing to try to break cycles.
Exactly. As long as tunneling and slugging are as strong as they are, you cannot really give any meaningful Buffs. Because the Killrates are partially that high due to tunneling and slugging being so strong. But you also cannot give incentives to not slug or tunnel without making those "strategies" weaker, because the incentives would be absurdly strong to be better than slugging or tunneling.
I personally dont think that Killrates drop a lot when it is changed. Maybe at the start, because some players will need to adjust, if you won most of your games by tunneling the first person out or excessive slugging, you will have a hard time. But Killers who did not do this will not notice much of a difference and will have potentially easier games later on when Killers get buffed.
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@highpingmeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888164#Comment_3888164
You don't have to be a rocket scientist to understand that by removing these strategies will drastically decrease the killrate of killers.
Clearly not drastically. You can easily reach the 60% Killrate without any excessive tunneling, camping or slugging. Not saying that you will never need to slug or tunnel to win, you certainly will have to do it from time to time. But currently people are just doing it way too much and especially when it is not needed.
No Killer needs to tunnel or slug at 5 Gens. Yet many do. And this is because there will be changes. Do you really think it can go on like this with FNAF most likely bringing a surge of new players? How long do you think those will play if they go against xXForumKiller69Xx who thinks they need to slug everyone to win?
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@Mr_K said:
I believe it's get hooked not down. You can get down and saved and still get Iri.
Nope.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913705#Comment_3913705
I joined basically on the same month original Circle of Healing was added, often regarded as one of the worst times to play killer, and I played and enjoyed killer throughout that meta.
I played through Dead Hard for distance.
I played through Overbrine Eruption.
I played through Made For This.
The Ghoul is the most unhappy I've ever been with this game.
Honestly, I have to agree here. If I only compare it to Killer or Killer things (since I dont think that a comparison between Survivor and Killer really works, since people might enjoy one role more than the other and therefore see broken stuff different), Ghoul is probably the most miserable experience I ever had in DBD. And I also suffered through original Eruption and even old old Legion and Ghoul not only almost made me quit the game but also made me realize that I will never want to watch the Anime because of the way BHVR implemented the character (this is not about the gameplay, but how cringe he is with all that screaming and the super cringe Mori which seems to be for 12yo people…).
@Topic:
Agree. And IMO this is just a bad way of doing business and honestly quite scummy. It happened a few times already that BHVR overtuned things on purpose to increase the sales. First time it was with Ash Williams and Mettle of Man, simply to make people buy the chapter who are not completionists and who are not interested in the character. Perk got nerfed to be one of the worst in the game.
Then Mikaela, Survivor-only paragraph, meaning that she would offer no unique gameplay. Circle of Healing was OP in release form but is now too weak to actually be considered (IMO the version before the latest Nerf, so increase by 50% and being able to Self-Heal at 50% speed was fine… I would even argue that it was a bit too weak and people were losing games if they were booning, but it was not too strong anymore). And I dont think they would have even needed to make CoH OP because Mikaela is super popular and her design would have probably been enough.
And now The Ghoul - they made him too strong because people were critical of Anime in DBD, so they needed an incentive for people who might not like Anime to buy him.
IMO this is just really bad. Because the Devs clearly know what they are doing with this, they are not dumb by any means, they know if something is THAT badly balanced.
And I am honestly worried about FNAF, because it is also a license which many people dont really like. So I would not be surprised if Springtrap releases OP to make more people buy the Chapter. Just so that FNAF-Fans start to hate Springtrap for the experience he gives them in DBD as Survivor and only to make Killer Mains feel bad because the OP Killer will be nerfed.
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I never really brought Items unless a challenge or Daily required me to do so (which is basically only Sabotaging Hooks for Dailies, but I dont equip the Perk and rather bring a Toolbox). And just got used to not bringing Items.
Was thinking about doing so, because Killers dont appreciate it if you dont bring the broken Stuff anyway and the game got way harder for Survivor over the year, but I also like to hoard stuff and see numbers go up.
Also whenever I decide to equip an Item the Killer will magically spawn into the match with Franklins equipped.