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Ayodam

Ayodam

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Ayodam
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  • Incentivizing teamwork by increasing blood-point allotments could help. Spreading “win” rewards amongst all survivors in the trial regardless of them making it through the gates* could help.


    *provided they don’t DC. But if survivors are truly a team, then all should be treated as one. If a single survivor escapes the trial reward the entire team with the same allotment of BPs and increased MMR.

  • @dictep


    I could be incorrect, but hasn’t BHVR mentioned previously that DBD is/was intended to have more of a hide & seek formula? Perks that help track survivors exist so survivors cannot hide forever. But survivors are encouraged to hide (and lockers aren’t the only way to do this). Ah well. Perhaps the design was meant to be mixed. Either way, there has been an influx of anti-loop killers since the first chapter, to a point where anti-loopers have become more common than generic M1nners. That feels intentional.

  • @Basement_Bubba420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3120786#Comment_3120786

    the thing is that they have all the stats themselves and could provide it to the playerbase with an API. of course they wont do this because that means extra work but I'm sure it would also expose major flaws in their game design which would be bad pr for them. they introduced mmr to make the game more competitive, but completely forgot that you cant just implement MMR and call the game competitive.

    you actually have to design the game around this and implement mechanics to do this. LoL provides an API where players can monitor stats and see what builds are working, what comps are working, win rates, etc... because its a competitive game. CSGO does something similar.

    I think the reason those stats are concealed (and not just these, but other stats particularly relevant to the survivor experience) is because they could create backlash. To their credit, however, BHVR tries to be somewhat transparent about overall player performance. It isn’t common for a game to release stats about playerbase, win/loss rates, etc., so it’s kind of nice that they share what they do.

  • @Hannacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121379#Comment_3121379

    Problem with that playstyle is that the gens wont do themselfs. I dont play immersed unless i have to and that means on death hook, and even then i try to do my best to help others and do gens.

    I have so many matches where me and maybe my BF do gens and 2 others just run around the map or hide at corners and those matches are automatically hatch matches, and what makes it worse its usually one of the hiders that get away or the killer lets them out because they did SO MUCH in that match :D

    Not speaking for or against immersion as I do think its value is situational, but if BHVR is trying to up the horror aspect of the game then encouraging an immersive play style at least makes technical sense. Gens won’t complete themselves but base gen time was increased, gen slowdown/regression perks were improved, and survivor chase dynamics were nerfed. All of this encourages survivors to play more cautiously.

  • @Hannacia said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121185#Comment_3121185

    Took me a while to re-adjust to the new DH but honest this new DH is good too, and whats best it requires timing and actually little bit skill nowdays than just pressing E. Ive had matches as a killer that i still get 0 or 1 kills since survivors are doing gens very fast and in many of my matches i see at least 2 prove thyselfs.

    Good survivors have learned how to use Dh again and im coming across that perk more and more and its being used right which prolongs the chases.

    Biggest issue right now in survivor side is the DCs and people hiding and not doing anything, and thats not the killers fault.

    Edit: cant write

    Survivors playing immersed has always been a (frustrating..) thing—this patch didn’t create the play style. BHVR is trying to encourage a more hide and seek approach to killer counterplay by shortening chases.

  • They’re definitely not going to release that. I’d imagine the current kill rate to be around 65-70%.

    Also they’ve said they are going to help solo queue. It’s just not a priority. IIRC, those specific changes were initially scheduled for this year but have been pushed to 2023-2024.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3119894#Comment_3119894

    And he has no mobility or map pressure. So it is okey to having anti-loop killers.

    I respect, maybe you don't like him but he is my fav killer to play against or play as. I am enjoying against him, zero pain for me.

    I mean technically the wandering zombies are a form of map pressure, so I wouldn’t say Nemsis has none at all (unlike, say, a dutiful m1 killer). Also Nemesis, while unable to teleport, is still one of the fastest running non-teleporting killers. Nemesis isn’t game-breaking but it isn’t a weak killer either...

  • @Aven_Fallen said:

    I have to agree. I have 7500 hours in DBD. I am not even burned out, I really like the game or better - I want to like it.

    But the times where it becomes frustrating are more and more. Two weeks ago I was not able to play at all, because I was too busy (getting back home late and having to leave very early resulted in valuing sleep over gaming) and I did not miss the game.

    And afterwards there were some of the most frustrating days of playing DBD. And currently, it is basically on/off if DBD is fun or not. Yesterday was alright, today was terrible. First game having a 4 Slowdown-Nurse (at least no Range Add Ons tho) followed by a 4 Slowdown-Blight with strong Add Ons. And Killers like that should not have access to 4 Slowdowns, especially because the Blight was always coming back to the Hook every 15 seconds.

    Then I got tunneled two times by a Dredge and a Wraith. Both of them were not good, but the Devs made tunneling and camping super-easy. Like, players complain about Survivors having so many second chances, but if my second changes resolve around Endurance and I can only get one Endurance-effect, it does not matter that there is a Basekit Endurance, BT from the unhooking Survivor and OTR on my end. One hit and all of them are gone. Not saying that they should stack, but it makes tunneling pretty easy.

    But I do have to say that I am quite excited about the RE-Content, since I like Resident Evil as a Franchise and I also really liked Nemesis in DBD, one of my favorite Killers to play.

    However, really thinking of cutting down on that DBD-Time to not play every evening. Because the game does suck at the moment and the Devs seem to be completely out of touch with their community. And I also dont think that feedback is even appreciated.

    You’ve raised an excellent point about the increased efficiency of tunneling & I just want to acknowledge that. The stacking effect of Endurance was altered following the last PTB, but the anti-tunneling/camping changes weren’t bolstered to address the inadvertent boost those play styles received.

  • @rvzrvzrvz said:

    https://forum.deadbydaylight.com/en/discussion/comment/3118769#Comment_3118769

    I agree tbh I keep reading here that solo Q is perfectly fine but no one is playing surv, if it's fine then go queue for it my dudes I can't even do my killer challenges/dailies right now, more time in queue than in game (EU server)

    Same here. My killer queue times are 10+ minutes. So many here say “solo it perfect! It’s great!” But the killer queue times are very long. I don’t believe the people praising SoloQ are playing SoloQ. I suspect they say that because they’re worried if devs see that more people are playing killer & less are playing survivor/SoloQ, they’ll continue to readjust the game (in favor of survivors).

  • @KayTwoAyy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3114329#Comment_3114329

    BINGO!

    There is no player accountability, and thus there is no player loyalty.

    Survivor is a dog eat dog world right now.

    This is what happens when push comes to shove in a team game that doesn’t promote teamwork

    What makes you say DBD doesn’t promote teamwork?

  • @Cleverotter said:

    https://forum.deadbydaylight.com/en/discussion/comment/3113626#Comment_3113626

    I do agree with killing themselves if they aren’t having fun, or the killer is being toxic. Go right ahead.

    My issue is with survivors that kill themselves on hook when they are winning, just to inflate kill rates.

    Every killer main says this, but I’ve been doing SoloQ around 4-5 hours a day since the update and I haven’t seen any survivors try to kill themselves on hook while the team is winning. Not once. I wonder if this issue is really just an exaggeration.

  • Mayhaps it was a connection issue? It’s not always a critique of the game.

  • As others have said—cleansing is situational. One thing that hasn’t been stated, though, is that generally, all survivors should cleanse around the same time. So, if one person does, everyone else who is sick (which should be the other three survivors) should as well. It

    denies her Corrupt Purge by resetting the fountains.

  • @cluxdx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3111626#Comment_3111626

    I disagree with that sentiment. While I do believe on the whole the patch was killer-sided, survivors also got the best anti-tunnel perk they've ever had in the form of Off The Record. It's practically guaranteed to buy you large amounts of time off the hook, as it gives you an effective healthy state for as long as you want it.

    And while camping is marginally more effective with Deadlock now because of increased gen times, don't act like you're getting camped every game, because you're not. I've played a decent amount of survivor lately as well, and while I do get tunneled sometimes, I'm still rarely getting facecamped. And even if you do get facecamped, the killer can still only guarantee one kill. If they get another hook, save during EGC, take a protection hit, and it's a 3 man out.

    And on the subject of tunneling, while it is an effective strategy while employed at the right time, it is not the most efficient strat across the board regardless of the situation. It's targeting the weak link and getting them out. But if the guy you're tunneling has OTR or is otherwise a good looper, you could throw the whole game trying to get him out because he may well waste over a minute that now 3 other survivors are using to slam gens. Tunneling is a risk, and IMO it's no more effective now than it was before.

    There isn’t anything to disagree with. My statement was neutral. BHVR explicitly said they boosted killer perks & features to help increase kill rates. They were also transparent about adjusting survivor perks based on usage in a way that disincentivizes survivors from using them. Camping & tunneling are more efficient because of these changes—whether you want to accept that or not. This isn’t a judgment call on if those are good, right, principled, ethical, fair, or whatever playstyles. It’s just a statement of fact.

  • @Aven_Fallen said:

    Countless Windows?

    One of the reason why this Map has so many Pallets is because there are almost no Windows.

    It has three windows (two of which are on an L wall in the corner), no? And they are all are pretty weak.

  • Basically allowed him to find the box whenever a survivor did, usually down them before they could finish it, and then activate Chain Hunt.

  • Killers recently received some QoL updates whereas survivors received nerfs. Camping & tunneling are more efficient now because of changes.

  • @KolbyKolbyKolby said:

    Actually, I'm fairly certain that just like Self Care, it was nerfed for no other reason than to make it worse so that the usage would drop. The only important factor in most of these changes was making them used less often, regardless of reasons they were used in the first place.

    This cannot be true. BHVR told us they knew DS was used so often to help survivors avoid being tunneled out of a game early.

  • I’d like something done about tunneling more than camping.

  • @Sparks741420 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3102790#Comment_3102790

    i'm sure they were glad you downplayed a killer with insane map control.. and that you didnt even bother defending your gens.. I mean gotta make it "fair" and be "generous" as killer.

    I mean I think it was benevolent of him to ease up on the survivors when he saw them struggling. He pretty much allowed them to escape in two different matches. Yes, we know—he could have very likely 4K’d in both of those matches. But he didn’t. And that BHVR has readjusted killers to perform more efficiently doesn’t mean players who are at least kind to others should be attacked or ridiculed. OP can’t do anything about the changes made to killer. What he can do is try to at least make the experience a little less unfun for the survivors he faces—and that is exactly what he did. I know you’re upset by this patch, but your anger is misdirected here.

  • I’d rather it be what it is now than any of your suggestions—no offense. I’m none to keen on perks that only work once in a trial. And maybe it last up to 3 seconds isn’t really useful for evading a killer because you still bleed, leave scratch marks, and create noises/notifications if you perform any rushed actions. You could say there are perks to help with this, and there are. But then you’re pretty much creating an entire build just to get value from your version of Iron Will.

  • @Marigoria said:

    I used to want this but I dont think it would ever work. People would just dodge and dodge and dodge.

    That’s my belief. It’s not like you can coordinate via communication before a match. Survivors who aren’t running “the right perks” would likely be avoided.

  • @Kweh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3092884#Comment_3092884

    Not every chess game goes to checkmate it's fine to concede in chess if you feel beat or know it's either impossible or a long slog to comeback. This is a ######### analogy anyway because chess is 1v1 and skill-based, DBD is neither of those things.

    @Kosturko92 said:

    This patch only proves that survivors were so baby sitted with winrate over 90%, now when it dropped to fair level of 50 - 60% win rate on survivors and 40% - 50% on killers, those babies quiting xD. Just introduce bots already and let them leave, we dont need them to have fun in game.

    The survivor escape rate has been around 40% for a while. The kill rate is around 60%.

  • I like Aftercare, but as others have stated, it requires a fair amount of circumstance to work. Bond, Empathy, Kindred… they mostly outclass it.

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