Azulra
Azulra
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- Azulra
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It's likely a bug because I've been noticing that, in order to do anything on the aftermatch screen, you have to move your cursor over a certain part of a player for anything to even start popping up. There's currently multiple bugs like that in the game-
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@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643450#Comment_3643450
Exactly this. If you’re regressing a single gen 8 times, you’ve already wasted at the very least 40 seconds of their time and realistically more than likely over a full gen of time. You’re already winning / won at that point. Not to mention you saying jolt as the culprit which requires you to down them in the first place. This seems like a steamroll of a match and the gen blocking more than likely had zero effect on the match.
FTP + Buckle Up would like to have a word with you-
In all seriousness though the concerns people had with the new gen system when it comes to Surge and Eruption are still showing to be completely valid so far. And not even that, but this "anti-3 gen system" isn't really doing much because Skull Merchants are still able to hold 3 gens despite the changes albeit not as powerful yet still able to stall the game out for a while with the right gen spawns and such(and as a Skull Merchant main I can confirm this). At this point they just need to exclude perk procs from the new gen system since, as of rn, the main perks for holding a 3 gen as Skull Merchant is just simply Overcharge and Call Of Brine which don't even have perk procs. They just get applied to a gen that you kick which is different.
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Background player doesn't really have a counter at all besides facing a wall to avoid flashlights, but most people who run the perk typically always combo it with Flashbang to intentionally shut this counter down which is why I say that they severely overtuned the perk when they buffed it.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642975#Comment_3642975
That makes some sense, but I'm confused on why Skull Merchant would be highlighted here. Any killer that moves at 115% or above would be able to do this, surely?
It's due to her drones, claw traps, and haste/hindered that make her stronger with this-
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From my understanding they're adding a timer to either Sloppy Butcher or just the Mangled status effect in general which I can say would be reasonable if they were to at least make some sort of compensation for this because they've been lacking in that department lately I've noticed.
As for Huntress they likely aren't gonna be trying to change/rework the hitboxes of her hatchets since they tried that back in 2018 and immediately had to undo the hitbox changes only a month later due to the abysmal reception the change got from it causing the mass majority of hits to be impossible to land and they've stayed that way since. Also be careful of what you ask for because smaller hitboxes on projectiles in games like DBD results in the projectiles being able to hit you over and through more objects which can remove potential counterplays.
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For anyone who doesn't know already, Overcharge is currently a permanent effect even after the initial skillcheck because it only goes away after the gen stops regressing fully and to stop a gen from regressing fully as a survivor you have to work on the gen for 5 uninterrupted seconds. This initially doesn't seem like much until you realize how easy it is for Skull Merchant to chase survivors away from a gen in a 3-gen as long as the gens are close enough together. So as long as she can keep chasing survivors away before they can stop the regression the gens will always be regressing by 130%.
Yes, this isn't NEARLY as powerful as pre-update gens, but it is still powerful none the less.
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I find Billy to be perfectly fine as he is- He requires a lot of skill and control to use properly, but I do wish that a few things were tweaked on him a little.
The main thing that I want them to change for him is make Iridescent Engravings still give the 20% speed boost, but removes the speed boost from Overdrive as well. Essentially giving him a permanent, but smaller speed boost at all times. The main reasons I want this change is because A) I can control the 20% speed boost perfectly fine, but even just the normal Overdrive speed boost I struggle to control due to just how fast it is and B) I feel like this change would solve the issue of Billy going at the speed of light causing it to be near impossible for your average survivors to react in time.
The secondary change(s) that I want them to make is, yeah, his recovery speed addons probably do need slight nerfs, but I think they should also buff his bump recovery addons because they hardly feel any different AT ALL. Even with double bump recovery addons I hardly feel any difference which just makes the addons too weak. In short, nerf the chainsaw recovery addons and buff the bump recovery addons.
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As someone who loves using double cooldown addons on Billy from time to time I can say that they don't seem to effect bumping recovery at all because, from my understanding, bumping on Billy is considered a "special stun" instead of a cooldown similar to Bubba's tantrum, Wraith getting stunned while cloaked, and the old/decommissioned Lightburn mechanic.
From what I know of is that if a killer has a very long "special stun" duration they'll have addons for that only which was why Wraith used to have Lightburn resistance addons before they got removed after the Lightburn stun time at basekit was lowered.
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It's just a bit buggy rn with finding the right spot to click on
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@Sava18 said:
That's not a real penalty, that's looking down at your phone for a min and playing again.
The dc penalty is already lax.
That's the average time for a penalty on just about any game that has a matchmaking penalty.
@Emeal said:
No compromise, DC'ers ruin the game for others.
What ruins the game for others are people who kill themselves on hook or afk to avoid a long DC penalty. I'd take a bot any day than that because at least the bots would be trying to do stuff whereas the person who wants to go next isn't gonna help anyone.
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For any of y'all who may be confused, this change isn't meant to be catered towards one side over the other. It is just to make the DC penalty more forgiving/tolerable so that it appeases both sides of the argument.
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@Wampirita said:
players who DC more than once should be banned for 24h, if you don't want to play, don't play
That's an easy way to kill a game- A lot of game devs scrapped ban systems like those because of how much backlash they caused hence why they basically don't exist anymore.
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The game is neither sided- What keeps shifting the balance really is the use of third party comms that most SWFs use. I've seen a YouTuber do an experiment where he gathered completely random survivors who never played together before and did 2 custom matches against them where he used the same killer, same perks, and played on the same map and in the first match he beat them relatively easily, but in the second match he struggled a bit against them and the ONLY difference was that in the first match he didn't allow them to use third party comms whereas in the second match he did allow them to use third party comms.
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@humanbeing1704 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636362#Comment_3636362
Spine chill should be buffed atleast it’s trash now
A lot of perks go through that stuff- The higher FoV of Shadowborn was a part of the OG perk before it was gutted to ONLY that and people still ran it.
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@Clee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631106#Comment_3631106
I feel you, but if your perk is still active at end game, it should still work. Cheap or not, you brought the perk and managed to survive until endgame without using DS or saving it. Perks should be strong
"Perks should be strong" Ah, yes, then bring back old CoB, Overcharge, and Eruption so the gen kick meta returns-
@Clee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631208#Comment_3631208
I understand that frustration, unfortunately in today's meta, its tunnel one dude out early and demand DS deactivate at EGC. Hard to feel bad for many killer losing a kill in today's tunnel, proxy meta.
Also if they heavily toned down a lot of the survivor perks that sped up gen repair speeds while also buffing the overall gen regression speed(not instant regression) so that it's no longer 4 seconds to regress 1 second of the gen while also adding in features to make getting downs easier then there'd be less tunneling and camping in the game. Right now killer players are essentially backed into a corner where the only way for them to play is to tunnel and camp to secure at least one kill and making the game EASIER for survivors is just gonna keep pushing killers back into that corner. If they were to do the opposite and make the game harder for survivors or just easier for killers then it'd encourage your average killer player to want to leave the hook and chase someone else.
It's the whole reason why I say that BHVR have been only worsening the game's health by trying to make it easier for survivors because all they've been doing is encouraging those play styles then trying to get rid of them without adding something in for the killers to reward them well enough for playing differently.
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Old Spine Chill is not needed- Even if you removed the part of the perk working against stealth killers it wouldn't matter because of the accessibility setting they added in with the visual terror radius. It's not needed for modern DBD so just give it up for old Spine Chill.
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Honestly when I first saw Skull Merchant(before her rework) I loved how loud her footsteps were and how they sounded. They made her feel intimidating a bit which I love from killers who have loud, heavy footsteps like Nemesis and Knight. I just wish that they kept that as a part of her rework where she'd have softer footsteps while Undetectable and her old footsteps when she's not.
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You're fine- I was just like "huh? I don't remember that"
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@RFSa09 said:
some examples: flashlights making you immortal is a game breaking bug, knight vaulting a window to being able to summon infinite guards is a game breaking bug, nowhere to hide making sadako/wesker invisible is a game breaking bug, pinhead making your game crash is a game breaking bug, you know what i mean?
Wasn't it when Wesker vaulted with his power that made him lose his character model?
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I have one lore-accurate build for both Jane and Haddie, but it's just a meme build because they're too thick to carry(Boil Over, Flip-Flop, Unbreakable, and Tenacity).
In all seriousness though, my other LEGIT lore-accurate build that isn't a meme is for Haddie which is Alert, Dark Sense, Fixated, and Inner Focus since Haddie is supposed to be able to see things that others can't see so it only makes sense for her to have the ability to see everyone's scratch marks and the killer's aura commonly.
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MMR does need to be scrapped in total- It's what is currently making the game very unfriendly to beginning players because it's extremely easy for your MMR to suddenly spike up which is why it's easy for beginning players to get stuck with ONLY experienced sweat lords who don't know what a shower is which is what kills the fun for many people.
For example: If you "win" your first ever match on DBD the MMR system is gonna immediately put you all the way at the top because your Win:Loss ratio is currently at 100%:0% and this is why it's EXTREMELY hard to lower your MMR if you've played for a long time because if you have way more wins than you do with losses then you're gonna have to keep intentionally losing until you have more losses than wins like if you had 47 wins and 16 losses you'd have to bring your losses up to at least 47 to balance out your MMR which can give y'all an understanding of why this becomes worst over time.
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@Peanits said:
I just want to quickly chime in and mention that this mechanic does not kick in immediately. In order for a generator to be blocked, it would need to suffer from 8 separate regression events first. For context, this is well above the average number of times a given generator will be damaged in a given match.
The system will kick in eventually in those scenarios, but you will still have an opportunity to capitalize on their mistake beforehand and secure some hooks.
I also just want to quickly mention that your statement isn't exactly true at all either- Legit Eruption users who don't intentionally guard 3-gens have a much higher kick rate than normally expected because Eruption is designed with the intention of kicking multiple gens at a time regardless if they're hardly progressed or not and with the fact that a single activation of Eruption requires TWO regression events at a time that makes it to where you can only kick gens 4 times each which makes that even worst.
If this system is TRULY meant to prevent 3-gens then y'all should tie the system SPECIFICALLY to the "Damage Generator" action(aka kicking) since the primary perks for holding 3-gens are kicking perks such as Call Of Brine, Overcharge, and Eruption and tying this system to kicks exclusively would still prevent the ability to hold 3-gens without SEVERELY punishing legit Eruption users who use the perk normally as intended. Plus, if you really think about it, who's gonna be using Scourge Hook: Pain Resonance to hold a 3-gen? It just doesn't make much sense to punish normal perk users for the wrong reasons.
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For me the killers that I just CANNOT play at all even though I really want to are Blight, Spirit, and Nurse-
- Blight because I don't have the mental processing speeds to play as him.
- Spirit because I don't have a headset that gives me directional audio and is hard for me to discern where survivors are at(hence why they need to seriously address the fact that she's an accessibility problem already).
- Nurse because I just can't stand how slow she moves at basekit without her Matchbox addon forcing me to physically require that Iridescent addon just to play her(which sucks since Matchbox is an addon that is basically intended for beginning Nurse players). Plus I hate chasing survivors around shack as her if basement is in it since I can't ever avoid Blinking into the basement by accident.
Then the one killer that I really enjoy playing as, but struggle due to some of the design choices are Huntress because of these reasons:
- I don't like the slower move speed since I like being fast and it makes chasing at loops a bit more annoying to me.
- The movement speed while aiming/throwing is annoying to me even with the Shiny Pin addon.
- The recovery speed cooldown is so long that I feel like I physically need the Oak Shaft addon.
- I wish that there was a settings option for both Huntress and Trickster to ALWAYS show the locker auras at all times like with Huntress's one brown addon she had on release since I tend to have trouble finding lockers to reload at early whenever I'm in a part of the map with no lockers at all.
- And a few other minor things that aren't as bad-
I just want her to be at least a 4.6 m/s killer so that if I'm out of hatchets I can be a normal M1 killer if needed and the locker aura setting. If those two changes were made I'd be pretty fine with playing as her a lot more. (And, yes, I know that her one Iridescent addon makes her a 4.6 m/s killer, but it only works when she's fully out of hatchets and I'd rather have it at all times in case I get stuck at a loop where I can't use my hatchets at.
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I don't really have any specific perk that I use the most(especially since I have a common tendency to bounce around between different killers), but if they were to make Shadowborn's new effect to be that it gives the killer essentially perma-Dredge vision by making the map darker in general and drowning out most of the color with gray while causing survivors in your LoS (Line of Sight for anyone who doesn't already know) to light up then I'd be constantly running that perk 24/7. This would just help players like me who are commonly very oblivious to spotting survivors which would just be nice in general and pretty fitting for the perk.
(Seriously though, I'd prefer this effect VERY MUCH more than the current effect that is intended for Shadowborn in the PTB because I'd care less about the Haste than better vision imo.)
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@Alionis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629756#Comment_3629756
Since you quoted me as the original poster, I would like to point out that this thread was from SEPTEMBER 2023 and someone randomly revived it yesterday. My complaints were from BEFORE her rework.
I am in fact NOT still complaining about this.
My apologies I didn't realize that because I just saw that the post was listed as "new" for me since I never opened this post before. Sorry for the misunderstanding-
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@Alionis said:
There's nothing engaging about her playstyle. 20-minute games in which you desperately try to break her 3-gen that she guards from the very start is not fun in any objective way, and I am not convinced her changes did anything to address that. Against other killers, you can usually break the 3-gen, even when you can't coordinate with other survivors. If you're not in an SWF against her? It's essentially futile. I only had one game in which that worked and I clocked it at closing in on 30 minutes.
There's also the problem that many players just give up when it seems like the game has grinded to a stand-still, and I don't blame anyone for that. I'd rather move on as well at that point.
Honestly, if she gets nerfed because of an artificially inflated kill rate because of that, then good riddance. That killer was a disappointment ever since her identity was revealed and continues to be.
I'm not sure what could be done to improve her without completely reworking her power (which, let's be honest, should be done. She has drones and they don't even fly around and scout the map or something?!?), but something needs to happen. IMO, she's starting to become as much a plague as basement-camping Insidious Bubbas, and at this point, I'd rather face those over her.
Why are y'all STILL complaining about this? BHVR is currently focusing on trying to resolve this problem and y'all keep ignoring that acting like they're doing nothing about it-
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The only liscence(s) I'd want to see in DBD are a Evil Within chapter with the Keeper as a killer and Castellanos (I don't remember how to spell his name so don't judge me if I mispelled it) as a survivor.
Outside of that I think it'd be cool if they could somehow manage to get the Lickers from the Resident Evil games into DBD.
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They did recently change up the gen spawns for Midwhich a little either by slightly moving some gen spawns or just straight up adding new gen spawns because there's a few potential gen spawn locations very close to gates that were added in fairly recently I believe such as the one gen spawn in the office room behind the one desk(which is next to a gate).
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3625003#Comment_3625003
Even in this situation...the bots exist to improve the player experience, not to escape.
It's neither here nor there what is the likely outcome, because the bots only care about their objective--which is to help real people enjoy the game. Better we debate HOW the bots are improving the player experience than whether or not they even are.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624535#Comment_3624535
I take it you're leaving a bread crumb trail for Skynet to find once Judgement Day comes?
lol
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623800#Comment_3623800
We can't be sure, but I definitely wouldn't bet against you on that LOL
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623648#Comment_3623648
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623650#Comment_3623650
I understand this perspective from a pseudo-realism approach to the game, but my experience has been that most players don't instantly leave. Insta-leaving is real in the sense of, "thats what I would do if I was in that situation in real life," but not an actual reflection of player behavior.
Additionally, from a game health POV, I struggle to see how this helps the game. These bots aren't paying customers, they don't need to be rewarded with an escape so that they keep playing the game.
From a purely game development stand-point, it seems like this programmed behavior only hurts player experience on behalf of "realism." We can appreciate their self-preservationism, sure... but we also know they're not cognitive beings, and therefore are incapable of appreciating their own freedom. If someone has to die in the end, it may as well be them.
I know that they're bots and all, but that is just one of the most selfish and unempathetic responses I have seen so far on here(besides from one specific user). Anyone who stoops down that low I just can't agree with physically-
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I should also mention that there's already a potential exploit where the survivors will have more control of STBFL than the killer does by simply having one person run FTP + Plot Twist while having another person run We're Gonna Live Forever + Botany Knowledge then just keep Plot Twist spamming as the obsession on the other side of the map since the perk will lose stacks any time the obsession loses a health state by any means.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624030#Comment_3624030
Nowhere To Hide will still give you lot of value.
Trail of torment was always niche at best, this won't change much.
Machine Learning was always trash.
The point is that 2 of them require you to kick gens that you don't need to kick which can hurt you in the long run and Trail Of Torment is a perk that requires you to not run a regression perk that stacks onto it so it can get as much value as possible and you aren't gonna want to do that when you have to pretty much run hefty regression perks as well.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622973#Comment_3622973
Yes but you are asking to deactive survivor mechanic. Survivors are already losing some perks at end game and that's good enough.
But you are just asking to get a free kill from your lose. If they remove base-kit BT, it will be guaranteed kill for unhooked survivor. How this is fair?
Like i said, if multiple survivors are alive at end game, it should be hard for killer, not for survivors. Because survivors have advantage here. There is no reason to reward killer.
I just have to mention that all of your arguments in this thread have been illogical so far- You say that one side shouldn't get a free kill while also saying that the other side should get a free escape which is straight favoritism which, as been demonstrated in controversies from multiple places, isn't a good standing in debates. And it's not free kills either because the killer already did the work to down + hook that survivor and it would get the message through to a lot of players to not be greedy during endgame because there's a decent amount of survivors who could've had 3 escapes in my games end up only getting 1 escape because they got greedy for the unhook. THAT is called giving free kills.
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@VomitMommy said:
Overcharge, CoB, Eruption are going to be so trash perks...
Don't forget Nowhere To Hide, Trail Of Torment, Machine Learning, etc
And the changes that are scheduled for Mangled in the future
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@Peanits said:
Please be sure to give it a try and let us know how it feels. In the meantime, I see gen spawns mentioned often, so I want to take a second to add some context behind this change and why we didn't simply adjust spawn locations instead. Moving generators further apart is a bit trickier than it seems for a couple reasons.
The short version is that it's a double edged sword. Even perfectly spaced generators can be fairly close. In order to spread generators further apart, many maps would need to be made larger. This comes with its own gameplay issues (making it take longer to cross the map, harder to find survivors, etc.) Making the map larger may help with a 3 gen scenario, but it would have a negative impact elsewhere. It gets extra tricky because Killers with extra mobility or powers that may help them defend a 3 gen can still guard those generators fairly easily even if others have a harder time.
The main problem that I see with this new system is that all it's gonna do is encourage tunneling and camping because this system will, effectively, be a punishment for killers trying to defend gens which will primarily point them in the direction of tunneling and proxy camping which is just as bad. This just ain't a solution imo at all- To me it's more like trying to aid someone with depression by giving them a depressant medication. Just because it's a "medication" (the potential solution in this case) doesn't mean that it's the correct type of medication at all and can potentially just do more harm than good.
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That's because opening the gates and leaving is the objective once the gens are completed and the bots have a primary program of doing the objective coded into them. And, tbh, I actually like it because I enjoy the idea of end game being an every man for themselves situation.
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@OrangeBear said:
Ruin won't count as an regression event this is confirmed by Peanits.
Jolt will but i don't really see the problem. If you have 8 downs that means at that point you could have 2 kills. It's unlikely all 8 of your downs will affect the same generators as well.
Yeah, I just realized the part about Ruin because I knew about the 2.5% regression, but I didn't register the "in an instant" part so that's my bad. However though the point still stands that this system could make people feel helpless/powerless(especially for new players who don't have significant regression perks yet) because then they can't defend their gens anymore leaving them with really only one option which is to tunnel and camp which, as it was already addressed, not a fun play style.
The main problem they're currently facing is that they're ONLY trying to make stuff more appeasing to survivors by taking stuff from killers which then backs them into a corner where they have to do things that aren't very fun for either side. Instead what they should be doing is giving more options to the killers to encourage more play styles so that killers would stray away from the problematic play styles more. For example: After hooking someone the a random gen with a minimum of 10% progress on it is highlighted and kicking that gen causes a basekit Pop Goes The Weasel which would encourage more killers to go to gens after hooking someone instead of straight up proxy camping immediately which could lower the chances of finding killers doing that. Or unhooking a survivor makes you exposed after 5 seconds for a short time to encourage the killer to chase after you instead of tunneling out your teammate immediately.
Adding those kinds of things would be the opposite route that they're currently going on, but would be more likely to resolve some of the problems the game currently has with play styles imo.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622499#Comment_3622499
I mean if idea is keeping new players, why they are weakening maps. That just does not makes any sense.
It does not matter how strong maps are, New survivors are not using them effectively. Now they are making them even worse. Survival chance is going even worse.
Most of the newer players in DBD have a tendency to start on killer from what I've noticed so if that's how it is then it'd be more appealing to newer players if the maps are weaker since that'll allow them to be able to deal with chases more effectively. Newer players almost always take priority over veteran players and most game companies have acknowledged this and are doing better now rather than when they were only trying to appeal to their veteran players.
Also simplifying loops not only helps newer players as killer, but it also helps newer players as survivor too because it makes it easier to learn them and such. The main problem you're running into is that you're only thinking like a veteran player rather than putting yourself in the shoes of a newer player who has barely gotten the time to adjust to the game like you and me already have.
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I'm pretty sure that the reasons a lot of the pallets in the reworked maps aren't very great is because BHVR is most likely either just wanting to make more unique loops or they're trying to make up for some of the extremely bad loops that killers had to deal with for a while now. If not those then it could also be that they are changing the pallets this way to make the game more beginner friendly because, if it's not obvious enough, they've been on a trend of making the game more beginner-friendly lately likely to get the game to keep growing so that they'll earn more money since more money means the more work they can do. If they only try to make the game appealing to veteran players that's just gonna keep driving newer players away which would mean less money and less money means less work they can put into the game.
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@GeneralV said:
I'm fine with the hatch as it is. There must be a chance for the last survivor to escape.
Although I do wish they had left the hatch grabs in when they made the changes.
Hatch grabs are still in the game if I remember correctly-
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@Mandy said:
With Bodyblocking - it's the definition of the term which confuses people, in your example re Sadako blocking someone in the corner - that's holding the game hostage because that player cannot do anything to progress the game, it's irrespective of whether others are alive to do generators.
Exploits that are bannable are normally listed on the forum page - currently there are no exploits that we are actively banning for. And that happens less these days as we have the kill switch so we're able to switch off something that's exploitable.
Facecamping etc have never been considered as exploits, nor AFK Pig was either...it was a playstyle that we didn't approve of, but it wasn't an exploit, so it was something that we addressed. None of what you list there are actual exploits so nothing is reportable.
We are looking to update the game rules and make things clearer.
I feel like one of the issues with the report system is the Unsportsmanlike Behavior report option- The reason why is because this report option essentially doesn't have any use now which is causing people to just abuse it a lot(from what I've noticed at least) because there's no real specified reason for that report category so people will just use it to report anyone for anything that they don't like.
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@oreoslurpee said:
the anti tunnel system only brought in MORE tunneling, the anti-camp system brought in MORE camping, im worried that the 3 gen "solution" isn't gonna fix anything and only make things worse. i guess it depends on how the system would work out, but if basekit borrowed time is only bringing in more tunneling, then how do we know the 3 gen solution will ACTUALLY fix the 3 gen problem?
survivors shouldn't be punished into a position like that all because they literally did their objective, its stupid. i really hope the solution doesn't make M1 killers even worse
I just have to mention this real quick- It isn't a Anti-Camp system, it's an Anti-FACE CAMP system- It's not designed to stop camping in general, but rather the most egregious face camping such as a Bubba pitching a tent DIRECTLY in front of your hook so you can't get saved by anyone. So the system is working exactly as intended, but some of y'all are treating it as a complete failure on BHVR's part because it doesn't stop proxy camping and such.
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Just based on this image alone it sorta just seems like they moved some stuff around because, based on the distant hook on the left, it sorta seems like the map is still stretching out to where it currently does-
Also I'm not sure if I'm just crazy or does it seem like there's a decent amount of distant fog in the map? Because I don't really remember ever seeing much of any fog in the map before.
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@Sunbreaker7 said:
When the killer slugs the second last survivor to secure the final kill, even when the killer doesn't know where the final survivor is at that time and might be wasting a good chunk of time searching - Do you think this is okay or bad game design since the downed survivor is forced to just lie there knowing the match has already been lost but cannot end his part of the match like when on a hook?
For me, I don't like slugging for the 4k like that because it's pretty boring- And I'm a killer main saying that-
I, honestly, feel like it should be made to where if there's 2 survivors remaining and the killer leaves one on the ground for too long instead of hooking them it just automatically spawns the hatch in early so that the last survivor at least has a chance of escaping. (Also picking up and dropping the survivor would not reset that timer for hatch spawning in.)
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It's one of those addons that BHVR never really think fully through on if it is even worth while to have or not-
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@Cratter said:
I bought this game last week after watching some people play it on YouTube as it looked fun. I cannot for the life of me understand the matchmaking here. I have played 31 games as survivor in total and I have escaped exactly 0 times. There hasn't been a single match I've played where the person I've faced has had less than 1,000 hours playtime. Last night I went against a streamer who had played this game for 9,000 hours. This is absolutely ridiculous in comparison to my less-than 20 hours.
I have no way of learning how to play as I don't get a chance to do anything. How am I or any other new player supposed to have fun, progress or really do anything in this game if I'm being matched against people who have been playing for years and seemingly want to end the match as soon as possible?
When I que up, I'm almost always immediately put into a lobby, which would indicate that there's not a shortage of players, however, it's always with and against players who are very high prestige, some being 100. Why is this happening in a game that actually has a matchmaking system and an MMR system? I shouldn't be playing with these people, surely? If there are no lobbies with players of my skill level immediately available then why can't I just wait until there is, rather than just being thrown into matches in which I do not belong? At the very least, put me into a match with players who are "average" - some MUST exist. I would be more than happy to wait a little longer to actually be able to play.
As it is, my experience playing this past week has been absolutely miserable. I regret buying it and if I hadn't gone over the 2 hour refund window I would refund it. I really don't understand why the developers would think that this matchmaking system is even remotely "OK".
As a pretty empathetic person I can understand the problems you're experiencing. It's been something that I've talked about with some DBD streamers time and time again- The core problems, from what I've experienced in my time playing, is that the devs have been focusing so hard on balancing the game and, yes, that is typically a good thing for game devs to do until you notice the main flaw with BHVR doing this which is that they're making the game more balanced meaning it's more skill-based, but if the matchmaking system is gonna be as bad as it is now then making the game solely skill-based is just simply gonna make the game not easily accessible to new players who want to play the game like you. This is, ultimately(imo), one of the core things that is very slowly killing the game for a lot of newer players.
At the end of the day BHVR just simply need to do a similar system that other game devs do when it comes to MMR-like systems which is that the MMR system simply can't get applied to newer players until they've played for a long enough time. Game devs do that kind of system to protect newer players so they can get themselves more familiarized with their games before they get thrown into the main MMR system. The only flaw that BHVR could possibly face with this is mainly all the hackers that get new accounts after getting banned because they would likely all be initially appearing in that part of the game which would also drive newer players away.
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@Xernoton said:
No. That's not a good idea. Doctor would become an absolute nightmare to play against, if they ever did that. Better don't fix what's not broken.
The only thing Doctor needs is the Moldy Electrode base kit (maybe the 10% faster shock of yellow Discipline too) and some of his addons could use different effects. He does not need 4 of his addons in 3 different rarities! Oh and they should fix his Order addons. WoO is strong enough without it countering that addon too.
The one main thing I feel like BHVR needs to fix on Doctor is to make his illusionary versions of himself more useful such as they run at the survivor that they spawned for and maybe even swing at that survivor upon reaching them so that they can be used as distractions and make it a little harder for the survivors to know when the real Doctor is running at them.
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Technically speaking, Doctor already has a global Terror Radius through his addons that cause survivors to hear a distant illusionary Terror Radius in Madness 2 and a sorta close illusionary Terror Radius in Madness 3.
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@Xernoton said:
Blindness counters WoO, which immediately wins you the game against a good chunk of players.
That's what I was about to say- It's a pretty underrated status effect if being used in chase on killers who can easily apply it with their addons such as Clown's yellow addon that causes Blindness for getting slowed and Skull Merchant's brown addon that causes perma-Blindness as long as the Claw Trap stays on the survivor.
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It wouldn't fix tunneling at all tbh- Also, if I remember correctly, BHVR said in the past that if they were to ever buff the stun time for DS back up then they'd make Enduring reduce the stun time from DS as well which means a DS stun is only gonna be 2.5 seconds which is faster than the 3 second stun time it has now.