Ayodam
Ayodam
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@Ryuhi said:
https://forum.deadbydaylight.com/en/discussion/comment/3142626#Comment_3142626
I don't think anyone would mind if you actually needed to earn it. As it is hatch can spawn literally under your feet (which seems to be happening more often lately?) and you can yeet out the moment the 3rd one dies. As a bonus you get rewarded for not trying to keep the game progressing, which is why it always get used as an excuse to locker jockey and pray your teammate gets killed before you do.
It needs something. Make the hatch spawn closed and one of the chests in the map magically has a key in it. Make it so that you need at least x pip progress in order for the hatch to spawn open, give it anything.
Its what we were apparently waiting all that time for when they took so long to rework keys vs moris, and all we got was a lazy number adjustment. It would even make sense thematically, since the third survivor not giving up is supposed to be more pleasing to the entity than the one who gives up and cowers begging to be saved by powers they do not control.
It needs to be re-evaluated again. and in a proper manner, not just "we couldn't think of anything, so here's a solution to a single part of the issue"
I feel killers shouldn’t determine what qualifies as “earning” anything for survivors in this game. Whether you like it or not, hiding/stealth are integral parts of DBD—and if any survivor manages to do it long enough to be the final survivor alive & upright in the trial, then they’ve earned a chance at escape. Whether they hid all match or were super altruistic is inconsequential for two major reasons:
- Survivors only “win” by escaping through gates; escapes through hatch preserve their current MMR.
- Survivors are not a team; they are four individual people with a common goal. They are not graded, ranked, or rewarded as a team; they are judged on their individual merits (see no. 1). They CAN play for themselves and win.
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Well it’s supposed to be against the rules but I doubt BHVR enforces this one. I guess because matches are kind of grim for survivors some are just messing around.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3143046#Comment_3143046
My guy, Circle counters entire killer playstyles and powers. It is essentially an infinite medkit for your team. The range of the boon is also bigger than you think
It is far from overrated.
Which killers? I can’t think of any killers—not a single one—where survivors constantly healing is somehow worse for them than survivors actually just completing gens. Survivors really waste a lot of time healing when they should just be on generators—injured or not…
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@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3142328#Comment_3142328
Exactly. That’s what I still don’t get. The devs wanted to change to perks because it gave free escapes sometimes but they changed it to give free kills instead lmfao. They could’ve changed the perks and been way better at making it more fair but instead they made it killer sided which is bs
Well the killer META didn’t really change; it’s still Gen slowdown/regression. Even the Gen slowdown perks that were ‘nerfed’ are still used regularly. Only the survivor META changed. I think BHVR could have been honest and told us they were going to change the survivor META but don’t want to really change the killer META.
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@AGM said:
I dislike the trend of completely deactivating perks in the endgame. I can understand it for DS and OTR because they resulted in free escapes, but in this case I'd still like to see this perk used in the endgame as there is a component of teamwork that this perk promotes.
Therefore I'd suggest something a little more... gentle: Once all the generators have been completed the duration of Reassurance decreases by 50%.
Interestingly, it’s only survivor perks that people here say should deactivate during the endgame. The rationale behind this seems to be that survivors don’t deserve “free escapes” but killers apparently are entitled to free endgame kills. I’m still trying to understand it.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3141420#Comment_3141420
You’re definitely both underestimating how many games are included and also not understanding how the data works for the perk usage.
It doesn’t include any console player data whatsoever. That in and of itself creates a lot of skepticism. Additionally, because it’s voluntary, there are likely many players who don’t spend any time uploading data. I’m sure it’s probably a microcosm of what global game trends are, but I wouldn’t put so much stock in this.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3140379#Comment_3140379
You are man/woman of truth.
That's exactly how is my solo-q exp. I am hardly seeing people are dc'ing or giving up on hook. But yet, escape is so rare.
My experiences are much like yours. And I think other people here, in this thread specifically, have witnessed the same. It’s easier to blame DCing and failed hook escapes because it peddles propaganda.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3137636#Comment_3137636
There's nothing unfair about it. The game is an asymmetrical elimination game. Playing survivor means you are on the team that is getting eliminated.
Tunneling and camping are both valid tactics with the only actual problem is face camping which is hard to address due to many counters to it affect normal gameplay negatively.
“The game is an asymmetrical elimination game.”
^ Incorrect.
“Playing survivor means you are on the team that is getting eliminated.”
^ Survivors aren’t fated to lose. In any case, quite irrespective of whatever you believe, BHVR made public statements as I described.
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Why do you think killer lobbies are 10+ minutes long?
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3138047#Comment_3138047
Did anyone ever say you don't need to run BT anymore? I feel like people inferred that, but really shouldn't have.
See, I look at basekit BT as if it was meant to be supplementary, not a replacement. I still run regular BT, and never really thought about not doing so.
And I am not really sure why more people aren't as well, as the two combined are pretty strong. I mean it doesn't really along with the change the meta movement, but if you ran it before, why not now when the combo is stronger?
The devs mentioned when they told us about the perk changes that people shouldn’t need perks to deal with camping or tunneling. They said survivor players should not need perks just to play the game (longer than a few minutes). They mentioned it again when they revealed the new perks and basekit BT.
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They’re not great for solo, and most survivors play that. You really need a solo build that helps with camping/tunneling, unfortunately, which leaves little room for meme/niche perks.
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Spine Chill is currently a great perk. With the amount of buffs killers received last patch, survivors deserved something really good. Spine Chill isn’t game-breaking (I haven’t seen it since the patch change, so it seems rarer now) and if it works especially well against stealth killers so be it. They make up maybe 3/26 of the killer roster. If three killers are struggling against it (their kill rates have risen since the patch according to the tracking site so they must not be suffering too badly), use your enhanced bloodlust or w/e to chase down survivors without it. Or just keep regressing gens. They’ll slip up eventually.
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@S4ShadowWolf said:
Are we still forgetting that while ridiculous, tunneling and camping are legitimate strategies, as mentioned by BHVR multiple times? Same reason you can't report people for it.
They also mentioned that it’s unfair for players to be quickly forced out of a match via those strategies.
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Well, the killer META is still slowdown/regression so that didn’t change. Survivor META changed to endurance, I guess, but that’s still anti-tunnel. So it didn’t change either, really.
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At least in solo queue you aren’t all going to live, and every survivor wants to be the one who escapes the trial.
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@PaintedDeath said:
Damn bro. Way to complain about getting free #########.
You can’t even use the Prime code if you already have the skin, which was available in a Rift less than a year ago.
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@PaintedDeath said:
I think it just needs a rework. The suggestion I have, is as long as you have an item in your hands with charges, you can use it. It consumes the item (it breaks when you hit them with it) and you get to run away. Can only do it once a match, and disables during EGC.
It gives value to Franklin's Demise and other item perks, like Overwhelming presence. Will make a killer think twice before going for a crucial hook. Also, simply holding an item would be a deterrent. Fairly good idea in my book.
This makes it even worse. With your changes, the stun lasts 3 seconds, the perk disables during EGC, it disables if the survivor performs Conspicuous Actions, and it requires an item to activate once per trial. And it destroys that item upon use. But I guess you already knew this would make it worse because you went on to say how it buffs two killer perks…
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@kizuati said:
I just encountered a Prestige 22 Jake who I was a bit concerned about,as I thought he could ######### on me hard.
What he did was urban evade with Distortion and Sole Survivor the entire game and let his team die.
It’s every survivor for themself out here. You could have run the same build and may have been in the same situation. This is what BHVR wanted; they’ve never really promoted teamwork amongst survivors, and it couldn’t be more clear now with them buffing killers to increase kill rates that they’re prioritizing fewer (as in 1-2 survivors per trial) escapes. They’ve also buffed a couple of final survivor perks.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3133718#Comment_3133718
When the incentives were on initially the survivor queues were extremely long solely because a ton of people were playing that side since the incentives were stuck on it. There’s no particular reason to think that those same people won’t play survivor again if the incentive is on that side.
Everything was sorta new then; many players didn’t realize how buffed killers were or how debuffed survivors had become. Now that the true effects of that patch have settled, I do not foresee people rushing to play survivor for 20-40K BP. Mind you—that’s with excellent gameplay.
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It may have been true before that individual survivors could essentially carry a team and thereby mitigate the mistakes of their teammates, but it isn’t now. As evidenced by increased killer queue times, it would seem more people are choosing to play as killer now, which challenges the argument that it is the tougher role. In any event, the BP role incentives serve entirely to soothe the issue you’ve described.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/3134029#Comment_3134029
The gameplay loop for survivors involves being hooked thus being hooked is still gameplay. You can not enjoy being on a hook and I'm pretty sure the intend is you are not suppose to enjoy being on a hook. Facecamping is an issue the devs have to figure out to solve that doesn't hurt situations where the killer is defending the hook such as survivors rushing to unhook in front of them.
You’re quite incorrect; survivors are meant to avoid capture and being hooked, which pragmatically removes them from the trial until they’re rescued or they die. Being hooked isn’t a natural sequence of survivor gameplay; in fact, it’s a dereliction of their objective. Gens to Escape sequence. Killers are an unpredictable variable that serves to interrupt this sequence, and gives survivors a secondary objective of avoiding the killer.
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@toxik_survivor said:
https://forum.deadbydaylight.com/en/discussion/comment/3134482#Comment_3134482
Yeah man have you seen the amount of conplains on PT? It's ridiculous
Heavens no. Are they saying similar things about Deja Vu and Overzealous? Those perks give survivors more of a boost to generator repair speeds than PT…
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People think Prove Thyself is OP? It seems more like a detrimental. It’s generally META for survivors to split up and work on different generators. I guess PT could be really helpful when there are 1-2 gens left in some sort of 3-gen set up. You’d need at least 3 survivors alive to really make it work, though.
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There was a belief by BHVR before that if gen speeds were increased and killers could shorten chases, killers would not run Gen slowdown-heavy builds. What we saw in reality was that killers ran Gen-heavy builds despite the increase in Gen times & decrease in chase times. I don’t believe buffing Gen regression perks again (even if you revert the +10 second Gen repair time) will stop killers from running gen slowdown or regression perks. And it’s time we stop pretending that it will.
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@Zarathos said:
https://forum.deadbydaylight.com/en/discussion/comment/3131928#Comment_3131928
No im pretty sure killer experiance pre dead hard changes were miserable. Do you know what it was like looking at the rooster of killers and basically doing a dead hard litmus test on whether a kiĺer was worth playing. Killer largely always was the least fun role.
Solo survivor sucks because there is no communication tools. This means co ordination is a nightmare. Give survivoors a status system and a ping system. Bang the drum! Swf is the ultimate reason why were here give solos similar tools and dbd will be a fairer game.
I just don’t think giving solo queue “communication tools” is enough to bridge the gap with SWF. Like most solo survivors have access to Kindred, Bond, Empathy, Aftercare, and a bunch of other aura-reading perks yet they don’t seem to morph solo queue into SWF.
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@dugman said:
I’m a pretty sketchy survivor player when I play them and even I escape about 40% of the time I think. And the survivor streamers still seem to have decent escape rates too, plus the kill rates look to be around 56% or so on average on the aggregate site I follow (about 7% increase). The notion it’s impossible to escape as a solo survivor is simply incorrect.
That site is only for steam players who opt into tracking. It doesn’t count console players or PC players who do not participate in the tracking. I wouldn’t use it as indicative of performance…
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I honestly believe BHVR is listening (and watching). It’s well known that the killer buffs have affected, quite negatively, survivor gameplay. I believe many of those changes are going to be dialed back some or survivors will receive compensation buffs next year. Additionally, BHVR knows that survivors are their bread & butter; more people spend money on cosmetics for survivors than killers. It would be enormously foolish to ignore survivors. You’ve gotta be patient…
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Unfortunately, the problem isn’t Pinhead; it’s solo queue.
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@tester said:
Here is how to play solo q:
- Forget about escaping.
- Don't do gens.
- Loop and taunt killer.
- Die.
- Your MMR goes down.
Variation:
If killer camping, suicide. That way you join fun much sooner and your mmr goes down sooner too.
If killer camping, but not you, farm, so boring match ends sooner.
What happened to holding on so your teammates couple complete 3 and 1/2 gens?
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/3130679#Comment_3130679
Lmao someone's been reading someone's tweets.
And what would you like survivors to do? I swap gens if the killer comes near me in chase etc, what should I do in the mean time, killers cry if I try and go for body blocks or FL saves like anything else I do they complain about it.
What does Otzdarva recommend you do? Follow that. :)
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3130533#Comment_3130533
That killer was just toxic human being not because he facecamped but because the chat. As sometimes there is good reason why killers camp at 5 gens but this guy sounds just bad person.
Tunneling early on I can understand, but hard camping at 5 gens? What are some examples where that is strategic?
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@Crowman said:
If you return to the hook, chase the survivor who was unhook, down them, and immediately hook them. It is tunneling.
However, survivors who dress up in the same outfit really has less grounds to complain about tunneling, because it becomes nearly impossible to tell who is who.
One needn’t immediately rehook them. Simply returning to hook and targeting specifically the newly unhooked survivor is tunneling. One can leave that player slugged or even chase them until they somehow escape you; you still had tunnel vision for that one person.
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To be expected, really. All I can suggest is trying to wait it out (the long queue times for killer). Eventually you’ll enter a match.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3129980#Comment_3129980
Michael is 52% kill rate the last two weeks versus 51% the prior period. So no real change.
Average over all killers is 55% the last two weeks versus 48% the prior period.
This is exclusively PC player performance, correct?
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BHVR said they wanted to shy away from “required perks” with their last update; so no, Kindred is not required. At least per the game designers.
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@behaviourmakesmesad said:
But my question is, Why in these terms where its so easy for killers to wreck survivors I get matched against strongest builds and strongest addons all the time?
Your MMR could be high. If you’ve plowed through survivors you will eventually pair up with survivors who have MMR ratings similar to yours. Psychologically, you don’t notice (or likely care) about how you might blow through matches with a 3-4K. But you’ll certainly notice those games where you’ve got to work for it. And when they happen, you begin to question what’s changed. You’ll compare your experiences to those of other people who maybe experiencing a kind of inverse (survivors who are doing poorly in SoloQ). And you’re unlikely to believe them because your experiences are contrary.
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I don’t believe incentives are going to change things. Survivors will still DC or attempt hook escapes that kill them. I guess it shouldn’t matter though because at the end of the day killers get their 4K. That’s what matters most.
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Survivors have the option to try unhooking themselves. If they are unable to, enter struggle phase and fail those skill checks, thus dying, the death should count towards kill rates. Whether survivors die early or late in the game is irrelevant to the kill rate, because it doesn’t really matter how or when killers obtain kills in a match; just that they do..
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/3128199#Comment_3128199
Rework slippery meat since it's trash anyway regardless of if they took on my idea.
Also, you don't know what arbitrary means apparently.
I mean with Up the Ante and Vigo’s Jar it’s not that bad.
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Lightborn doesn’t stop Wraith (or Nurse) from experiencing lightburn. It could be that you weren’t aiming well enough to decloak him. I believe you must aim at center mass to successfully pull it off.
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@JakeCannon said:
https://forum.deadbydaylight.com/en/discussion/comment/3126788#Comment_3126788
My bad I thought I put that but CoH specifically. The rest are cool in my opinion.
It’s unsurprising you think that. When it comes to boons… Beyond CoH, the rest are quite weak.
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@Advorsus said:
I don't think it's really that bad at all. Especially with healing being as fast and strong as it is already, being healed by a large chunk instantly isn't horrible.
Having it give just 35% instantly, or God forbid fully healing you instantly, would simply be too strong and would make it a must have in every build in every match. And since they just go changed a bunch of perks like that, I imagine they don't want more perks like that.
I wouldn’t describe current healing as fast or strong. It has certainly been nerfed.
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I find New Haddonfield well-balanced. The houses are quite safe for survivors, but pretty much everything outside is very unsafe. And it’s very common for 2-3 gens to spawn outside, guaranteeing that survivors must venture there to escape the trial. It’s important to understand that survivors need to have areas of a map where they have a chance to loop or escape the killer.
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@KidDope25 said:
Here I was hoping everyone would come together for once by thinking about what I'm trying to do (not bait or that god awful word troll) but to make the game enjoyable for everyone but it always boils down to survivor mains and killer mains attacking each other instead of brainstorming and talking it out. Hence why any ideas I'd introduce would be meaningless.
I don’t think your ideas are meaningless. I’d like to here them..
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@Tsulan said:
A lot of survivors started to suicide on the first hook, whenever they faced a inconvenience. This tanked their and their teammates mmr. Now the system thinks that they´re absolute noobs and matches them accordingly.
Great Success!
Players were complaining about matchmaking well before patch 6.1. I don’t believe that survivors dying on their first hook has much, if anything at all, to do with it. Your propaganda is disingenuous and bizarre.
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@ElleGreen said:
https://forum.deadbydaylight.com/en/discussion/comment/3124319#Comment_3124319
Reassurance and Wiretap are fun Im just happy we got atleast 2 good ones these last two chapters before RE have had awful perks
I like perks that interact with gens (hello, Blastmine). But most killers will catch on after the first interaction and avoid them for the remainder of the match.
Wesker is a lot of fun, though, and I like the change to RPD..
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The survivor perks don’t seem so good. Rebecca has the one ok perk (Reassurance) but it’s situational & I just see one person hooked and another slugged with it…
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@PapiFelixPSN said:
https://forum.deadbydaylight.com/en/discussion/comment/3124126#Comment_3124126
Absolutely not. Survivors who kill themselves on hook deserve to be held hostage tbh.
So as a killer main are you going to just not hook survivors to prevent them from killing themselves on hook?
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/3122055#Comment_3122055
Exactly. Queue times will always take precedent over skill. But if we're being perfectly honest, BHVR considers skill to be kills and escapes, which is not an accurate representation of skill. If anything it should be more hook-based thing kill based.
I’m curious..
Has BHVR ever explained why they decided kills and escapes determine ”skill” (for the sake of MMR) rather than the other categories players can pip with?
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I think it comes down to player availability. As I understand it, MMR generally tries to pair up players of similar skill levels. But! It prioritizes lower queue times over accuracy. So instead of waiting long periods to enter a match with players who are within your skill bracket, MMR will expand its search criterion to other (lower and higher) MMR brackets to capture enough players so a match can begin.