Biscuits
Biscuits
About
- Username
- Biscuits
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
I don't think we will ever seen Lightborn get changed, it's not a very popular perk. People tend to only use it when a lobby is filled with flashlights.
Sloppy butcher however could be in the next round of perk changes. I am curious to see what you could do to it though. I would assume just remove the mangled status effect and see how it plays out?
-
@Maelstrom808 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513325#Comment_3513325
I'd be fine with a basekit 5 sec DS (still deactivating in EGC). Answers shouldn't be perks. Doesn't impact 95% of my gameplay. Something similar for hitting near a hook though, no thanks. Maybe after 30 seconds has elapsed from the time the survivor was hooked, but survivors ahouldn't be able to hook bomb for free the second you put a survivor up there.
If it's not perks then it's going to be baseline changes that completely remove the ability to do those tactics. Which I don't think killers want, going towards perks is the middle ground. I think reassurance was a good idea it just isn't going to stop camping. It just forces a killer and that player to stand around the hook longer. I think the perk should allow for safe unhooking within certain perimeters while preventing free trades.
-
@Maelstrom808 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513276#Comment_3513276
I get what you are saying and in a few ways I agree. Hard tunneling and face camping at 5 gens is quite frankly boring as hell for me which is the biggest reason i don't. I do like having a game where both I and the survivors are having fun, but mostly playing like that just isn't fun. I like the macro play (which is why Plague is one of my favorites).
I'm against removing options so I don't like the idea of just making it impossible to tunnel or camp, and I think that they are fine in small tactical usage, but when it's your only strat, it's the most effective strat, and it's in play from the first second, that's a problem. I prefer an approach where they both nerf it and buff spreading hooks - to the point where it's more effective to spread hooks than it is to tunnel someone out straight away, but the option is still available for when it would make sense over spreading hooks (and those moments should be rare).
As far as tunneling and camping to push changes through, no thank you. I'd rather switch to survivor full time and face it than do it myself. That's not going to happen though because while I do like playing survivor occasionally, I'm not particularly hip on people relying on me or vice versa.
Well get ready because they are currently working on a counter to camping and they are still brainstorming ways to reduce tunneling. The developers have at least awknowledge that they see the two tactics as troublesome.
I am not advocating to remove them entirely. I want it to be a gamble like I said before. I want it to be a risk for a killer to take, and think twice before doing it every game. It should be a last ditch effort move, not an all case effort move like it is now.
All they have to do is buff DS back to 5 seconds and add a similar perk for when a survivor is hit near a hook.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513290#Comment_3513290
DS did jack all to killers running that combo. I know because I ran it too. 😅
Tunneling during DS was way more rare than it is right now. I remember back when haddonfield was all the rage, you would see tunnelers every once in awhile. You could go a whole day without seeing one. Now it's every other game.
-
Highest kill rate killer got buffed, what did you expect would happen.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513276#Comment_3513276
To add, killers were camping and tunneling during the height of EruptOverBrine, when it took ages to complete the gens. It’s been said ad nauseam but there’s just no way to disincentivize those playstyles. They probably won’t stop unless they’re punishing, in some way.
Idk DS did a pretty fantastic job at punishing tunneling without needing to do much else. They could easily introduce a perk that lets you stun the killer for 3-5 seconds if you are hit near a hooked survivor. And buff DS back to 5 as well.
-
@Maelstrom808 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513126#Comment_3513126
So, because the game should not be designed for players choosing not to tunnel, and I choose to play how the game is designed, that means that I should tunnel...but then I'd be a rat for tunneling? Having some trouble with your logic here.
(Not really. I get that you think pretty much every killer is an ass, and you are against any assistance no matter how slight it is for tunnelers or how much it might help others trying to provide a better experience for survivors. You also appear to be hinting without saying that tunneling shouldn't be a choice at all and game mechanics should make it an impossibility.)
If everyone tunneled and camped, it would get fixed a lot sooner. Beacuse instead of the survivor population slowly dying like it is now, you would see it fall off a cliff. So yes, you should play as dirty as possible, because nothing gets fixed unless the devs see it as an issue.
I don't think people are just dicks to be dicks, they want to win and that means playing dirty. But it's a competative game, so dirty things should get patched way faster than it is currently getting fixed in DBD.
I think tunneling should be a gamble like it use to be with old DS. The killer shouldn't always feel compelled to tunnel like they do right now. There is no reason not to tunnel someone right now, so why would you expect them not to? There should be mechanics in the game that severely punishes tunneling if the killer plays poorly or the survivor plays well.
I think camping should be taken out back and shot however, it takes no skill and no one enjoys it. It's literally just bad game design.
-
@Nazzzak said:
I used to feel the same way. Would rush in and stop people from letting go, would be extremely anti-DC and wish for harsher penalties. That's all gone away and it doesn't phase me anymore. I'm not entitled to someone else's time. If they don't want to spend their (probably limited) time in that game with us, that's their choice. At the end of the day it's just a game, and I've forgotten all about it by the next day as life moves on.
And tbh - when you click Ready on a game, there's usually nothing to indicate that any of the people you are about to play with are unpleasant people. Sometimes they are, and you realise it once you're in there. Not everyone likes to play with unpleasant people. I've had team mates troll and sandbag me. I don't want to play with them.
Same when I use to play smite I advocated for 24 hour bans for first DC. But after playing soloQ surivvor, there are things in this game that just aren't fun to deal with.
I literally just played against a Demi that was VPNing and camping every hook with save the best for last. So not only did I get to enjoy 200+ ping, but I also got to play the most mindless game of the day.
-
@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513197#Comment_3513197
You mention cod like you one person can't be worth more than 6 and there are typically 12+ players in the game.
Being one person down in dbd, even if that leaver is bad the game is over other than baby killers.
Just pointing out that some of the best competitive games to have ever existed, didn't have leaver penalties. They are not by any means required, it's a crutch for bad match making. If someone isn't having fun they are going to give up whether it means D/Cing, afking, or dying on hook. Preventing them from leaving solved nothing and in the current iteration of the game, can actually hurt the survivors.
While the bots aren't usually as good as having a normal teammate, they are certainly better than someone dying on first hook.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513026#Comment_3513026
Name any other team based multiplayer game, where this kind of behavior is acceptable. Because i can name you half a dozen, that not only don't tolerate it, but significantly punish it.
- DotA2: You get 1 free leave a WEEK, then you start getting penalties, 1st game is a warning, 2nd game you get put into LOW PRIORITY queue, which makes your matchmaking take 3-4x longer, and in order to get out you have to WIN X number of games depending on your penalty, and you also are forced to play with other people in Low priority, meaning you play with all the douchebags
- Overwatch: XP penalties of 75% (progression) and banning from matches (similar to DBD)
- LoL: Scaling bans going from 1 day, 3 day, 1 week etc. if you do it too often
- Rainbow 6 Siege: XP penalty of 50%, 24 hour ban, 72 hour ban, banning from the ENTIRE SEASON (2 months)
- CS:GO: scaling time 30 minutes to 2 hours to 24 hours to 7 DAYS
The other kicker about these games, is matches can last FAR LONGER than a match of DBD. A typical match of DBD lasts about 8-10 minutes. Meaning, if you are having a bad time, at most you'll have a bad time for 8 minutes. These games have SIGNIFICANTLY more punishing systems despite longer games. Games of DotA, LoL and CS:GO can last an hour or more. Games of rainbow 6 will last 30 minutes to an hour, and overwatch can last 15-20 minutes.
And now here is the part where you will say "but DBD is a party game". Even if that argument is true, which i don't think it is, killing yourself on hook, is ruining the party too. So i think you should be punished anyway.
Now is the next part where you will say "but DBD doesn't have a ranked mode", yeah it doesn't, but guess what, many of those games i mentioned, also have penalties for leaving games in casual matches as well. And if you are queuing up, you are agreeing to play a match. If you don't want to see certain killers, or perks, or you want to do something specific, that is what custom games are for. Invite some of your friends over, and play by your own rules. When you queue for matchmaking, you deal with it.
Yeah none of those games are anything similar to what DBD is. Not to mention when I was a kid, there was no such thing as a leaver penalty. People just left games when they were no longer enjoying it. and no one cared. Some of the best games ever created in the FPS genre (CoD modern warfare), had no leaver penalty.
Companies would rather prevent you from leaving games when you are no longer having fun. Rather than take the time to figure out why a large number of their players feel the need to leave. Leaver penalties are a bandaid fix for a larger problem, which is the company is failing at delivering good match making.
You wouldn't need leaver penalties if matches were perceived as being more fair, or if there was just random match making.
-
I feel like if those things were really going on you would report them and they would get banned. That's harrassment under just about any ToS, no need to bring out the letters.
-
@Maelstrom808 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512986#Comment_3512986
Cool, so you won't complain about getting tunneled then?
You know what happens WAY more than me intentionally tunneling someone out of the game? Me accidentally tunneling someone out because I'm trying to track eight million other things in my head about the match.
On the rare occasion that I am trying to tunnel someone out, I've never gotten my survivors confused because I have one name/portrait to worry about. If I'm chasing someone other than that single name or portrait, I switch targets. I don't have to worry about anything else. I'm not thinking about which gen the Jake ran to, or how much progress that cross map gen has, or how much time I have before Kate makes the rescue on Feng, and definitely not trying to think about all of that at once. One portrait. Squiggly claws. That's all I care about.
Again the game should not be designed around players choosing not to tunnel someone. There is a reason they do not give you that information, and it's because most killers are rats.
-
There are a few perks that siginificantly increase your chances of escaping no matter who you are playing with or against.
Windows of opportunity is without question the strongest perk in the game. A must slot perk, imo.
Adrenaline takes away the unlucky chance of you being the killers last hook death. This perk is also a must slot.
Playing with an exhaustion perk is also usually a must. I like Lithe, but you can't go wrong with just about any of them.
The last perk is perferance and should go towards helping the team in some way. Could be prove thyself for faster gens, kindred for more information, or a perk like empathy or bond to help heal people up.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512925#Comment_3512925
My point is, how often does THAT happen where someone wants to tunnel but forgets or lost track or can't figure it out? Probably less than someone who is trying to be nice TBH.
Playing nice is not how the game is meant to be played.
-
@spagz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512870#Comment_3512870
This is completely your opinion. I could say the same thing about killers.
Not only is it his opinion it's objectively incorrect. The kill rate is over 61%, that's a number released by BHVR themselves xD
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512902#Comment_3512902
Right so, what you just said there was that 3 of your games someone was tunneled out. So adding the indicator doesn't make a difference. My point is that, if people want to tunnel, they tunnel regardless of indicator. It really isn't that hard, when that is your goal, to just pay attention to which survivors you hooked. But for those of us who go out of our way to NOT tunnel, and don't keep track, it makes it a bit easier for us to be nice.
So I just played a game where the nemesis attempted to tunnel me, but someoen in the lobby had the same exact skin as me. The nemesis got confused and chased the other person thinking not realizing it wasn't me. And we got a 4 man out. Had your system been in the game, he would have instantly known he was chasing the wrong Jake.
I play quite a few games a week, very very few killers play nice. I would say 1 in 30? You can't put in a system that makes an already big problem worse.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512876#Comment_3512876
I don't think that is true. People who want to hard tunnel already keep track in their head, so there really isn't much of a point of hiding it. TBH. It would actually help ME out a lot, when i am trying to be nice, so i know who is on death hook and which one i should focus on so i don't take someone out of the game quickly.
I have played 4 games today. 3 of them someone was tunneled out. I don't need my 4th games to also be tunnels. Most killers do not play nice and the game should not be designed around the idea that people will respect survivor players. Killers play as dirty as possible more than half the time, if you give them information on which targets are vulnerable, they will abuse it.
-
Because you would tunnel more than you already do.
-
Sometimes I get grabbed no where near the hitbox and sometimes I dodge a hit that goes through me. I think it's all just ping messing with peopels perception of hitboxes. It definitely leans in the favor of Wesker, but it feels fair. As a survivor main.
-
Just about everyone prefers the rank based match making over MMR. Except the people at the bottom, who would lose 90-100% of their games. I understand why they did it, but the game shouldn't be designed around the worst players experience.
During the most recent MMR tests, they had a day where match making was turned off. I played for like 8 hours straight.
-
Doesn't need a nerf.
-
@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506060#Comment_3506060
Genuine question here: I thought the player count now was higher than ever?
it's still nothing compared to games like Call of Duty or League. You may not know this about DBD bet there is essentially two tiers of MMR in the game. You are either over the MMR cap or you aren't. The game attempts to put you against people near you, but very quickly opens it up to everyone in your tier.
-
With bots added to the game why are their DC penaltyies at all? Why am I being forced to play out a game where the killer only wants to kick gens and slug people (game I just played, love bleeding out, great game design).
-
@jamally093 said:
I really just seriously hate matchmaking. Because guess what I get high skill survivors every match and low skill survivors when I play survivor. I mean it shouldn't be that hard stop with this if you escape or how many kills the game can seriously have a better matchmaking by more performance like how many gens were done before your first hook or how long did the chase last before you were downed or escaped. Performance isn't just escaping it also involves what you did because what I see is this a teammate who did nothing all match and escaped is now at a high skill level. That shouldn't work like that because they didn't do anything.
The low player count prevents match making from being better. If they implemented good match making the people at the top would have 1 hour queues. There just isn't enough players to split people up to make things more fair.
-
Glad to see the forums is still full of killer mains.
I just came back after almost a year break to see if the game improved. I was face camped by a bubba 2 games in.
Killers should be nerfed, the killrate was 65% when I left and it has only gone up as far as I can see. Why anyone plays survivor right now is beyond me. The solo experience is all but dead.
-
I would wager that the number 1 and 2 reason for why they don't let you see your MMR is. People on the forums would discredit your feedback based on your MMR. People would take that information to determine how good they are at the game.
They don't want you discouraging people to give feedback on the forums. They don't want your own belief of your skill at the game to stop you from posting on the forums. They don't want you feeling bad for not being good at the game.
-
The game currently incentivizes you (grants pips) for things outside of your main objectives in the game which are to escape and kill people. Both killers and survivors can pip up pretty easily without needing to escape or kill anyone in the game. This creates a situation where from ash to gold you can technically lose every single game and still get pips. The things that grant you MMR should be the same things that grant you pips, having them seperated creates a situation where the system can be manipulated.
-
@csandman1977 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333986#Comment_3333986
You could make the Gen speeds 5 seconds and it wouldn't matter. Some people just don't give a turd about teammates.
Just showing that you can buff soloQ and leave SWFs untouched. There are ways to do it. The fact that they haven't even tried is really irritating. The HUD changes were so minor I doubt the statics for kill rates change at all.
-
One easy fix ready?
For each Solo player in a lobby, generators lose 5 seconds of repair time. So with a group of four gens take 90 seconds. A group of 3 plus a random is 85. A group of 2 plus 2 randoms is 80. A truly solo group of players is 75. We see how the kill rates play out and adjust accordingly.
-
I would gladly trade prove thyself, dead hard, and hyper focus. If it meant that there was a limit to how much a generator could be regressed. The fact that you can sit at 3 gens from the beginning of the game, and keep them at 0%. Is not it dawg.
-
I keep statistics and I started keeping stats on potential energy recently to see what the kill rate is when just one person in the lobby uses it. So far, in soloQ, if one person uses Potential energy the kill rate sky rockets to 100%.
I was convinced it was a killer perk on PTR, and the stats are backing that up.
-
I think in a patch where they cap regression of gens and actually fix tunneling.
Killers should get benefits from hooking unique survivors. In other words they would get base kit bonuses for "chaining" the whole team and hooking each of the 4 survivors in a row.
- First hook would grant nothing.
- Second hook would show the aura of the two survivors who haven't been hooked yet for 8 seconds.
- Third hook exposes and shows the 4th survivor.
- Fourth hook blocks all generators for 1 minute. Double blood points for the game.
There should be a system in game to encourage killers to hook every survivor. While punishing killers can work, carrot systems work much better.
-
I hope they revisit trying to fix slugging, if the right play to help your friend escape is to DC there is something wrong with the game mechanics.
-
I don't think we will see DH changed again for a while. Killers try to lump it in with eruption because it gives some credence to their "just wait it out!" argument. The reality is a good SB/Lithe gamer is scarier than a good DH user. Because in the DH instance there is counter-play, the counter-play to SB and Lithe is to drop chase and find someone else.
-
I have been keeping statistics for my SoloQ games and yeah it's above 60% kill rate. Might make a post when I hit 100 games.
-
I don't think people are prepared for how little the new survivor hud will change kill rates. The killer can still camp and tunnel every hook and I can't communicate how to get out of that jam with my team.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3260173#Comment_3260173
Being against a full squad of high MMR players means very little since that often happens because the algorithm has nobody to pair them against and they end up going against whoever is available. And like I said, if your MMR is 1600+ then you’re treated as 1200+ which is in the above average bracket.
It means a killer I have never played before was above to 1600 MMR cap. They have hinted that they changed the way your killers new MMR is generated in the past few live streams. Killer still have their own MMR but it get hiked up for people they consider "good".
-
Playing nice gives survivors a chance, if every killer were to play as mean as possible the kill rates would be close to 80-90%. So what does it mean to play mean? What does it mean to play nice?
Some examples of playing "nice" are:
- Letting people safely unhook and heal under hook.
- Hooking instead of pressuring multiple slugged survivors.
- Hooking the 3rd survivor in a 2v1 situation.
- Chasing the unhooker rather than the hooked person.
- Noticing someone is on death hook and choosing not to tunnel them.
- Choosing to use mostly aura perks versus regression perks.
On the flip side some "mean" examples are:
- Punish unhooks, getting as many free hits as possible.
- Chasing the person who just got unhooked if you didn't immediately down the unhooker.
- Hooking 1 of 2 downed survivors near the downed survivor, protecting both so neither can safely be saved.
- Slugging in a 2v1 situation.
- Choosing to go after the same survivor until they are quickly removed from the game.
- Stacking multiple regression perks giving you a large amount of extra time each game.
Basically if you want to win more easily do more of a "mean" play style. Even 4 man squads struggle to get escapes against killers who play as mean as possible. If you want more of a challenge or just want to have fun play more nice. People will respect you more for trying to play more fairly, but will understand when you play mean. At the end of the day it is a game, and you should be able to play however you want. I actually have a google sheets where I collect data from each game I play. So far if a killer chooses to play mean their kill rate goes from about a 60% to 80%.
-
I unequipped and equipped it and immediately finished it the next game.
-
I am also struggling to get this completed. I have been running balanced landing for 10 games now, getting big use out of it mid chase. Still at 0.
-
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3259544#Comment_3259544
No, I think you're misremembering it, it was if you're over the soft cap of 1600 then your other killers aren't at 1600, they're at something like 1200.
I can tell you from experience, that I played just 1 game as several killers was immediately put against a full squad of people with over 2000 hours. It may have once worked like you are describing but now if you have any killers over the MMR cap, every new killer will start at the high MMR cap. I experience this on Pyramidhead, the dredge, sadako, hag... etc. I remember they used to put you at the lower cap so that you could learn those killers, but I guess they didn't like that very much. Every new killer I play now, I am thrown into the deep end. I end up losing several games just learning the killer before I start getting a single kill.
-
@dugman said:
The devs have commented that killers actually do have truly independent ratings, the only thing that changes is when you first play a new killer your initial rating is based on the ratings of your other killers. They said it’s something like you normally start at 650 with a new character unless you have a killer with a 1600+ rating in which case your new killers start at 1200.
I can tell you that they have since made it so that if you have any killers above the MMR cap, all of your new killers will also be above the MMR cap. Each killer retains it's own MMR but if you are over the cap, then most likely all of your killers are also over the cap.
-
I always thought hook dancing meant "come and get me cause no one else is".
-
@Pulsar said:
I'd like an option to forfeit.
Count it as a 4K and give the Killer 15K BP. Let me go next.
Forfeit would give them invaluable data in what players find to be unfun and bad for the game. That being said I have a feeling 90% of matches would end in Forfeit the second either side feels like they are losing.
Here's the thing though, survivors have an out that doesn't require them to DC. They can just get caught and die on hook. Killer's can't do that. If killer's could just open the exit gate whenever during the game, it would happen A LOT. You would be very surprised how often killers want to give up.
-
@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/353363/still-no-soloq-survivor-buffs
Solo Q isnt actually that bad though, and the reasons it does suck isnt due to balance per say.
I solo Q pretty much every day I get on and the things that really annoy me is DCs, ragequits or bad matchmaking where I'll go against a good killer with basically new players...
Like these issues cant be fixed with solo Q buffs, they require separate changes. God I wish they would I'd love the game so much if they fixed that rubbish
It really depends on what you define as "bad" or "balanced". If you are okay with dying two thirds of the time then the game is in a perfect state for SoloQ. But, if you are someone like me that believes you should have a good chance to escape every other game, then it's in an atrocious spot.
-
@TDtheDoc said:
https://forum.deadbydaylight.com/en/discussion/comment/3256950#Comment_3256950
Taking away Gen regression when gens fly by is not going to make the killers want to play in a way that survivors are going to like.Funny how all the suggestions are nerfing killers.
Funny how we are willing to make changes that drastically nerf survivors but the community is unwilling to make changes that have any impact at all on killers. Regression gaming takes zero skill, it needs to be addressed at some point.
-
I used to play several hours of soloQ a day. I literally only play now when one of my friends wants to. SoloQ is just too frustrating, I feel like my entire experience falls in the hands of how sweaty the killer decides to play. Sure my teammates might be bad, but even if they were good we never really stood a chance against the 4 slowdown killer that is actively protecting a 3 gen.
If I had to list things to get me to like the game again.
- Buff soloQ, something that has 0 effect on SWFs. (Give people free information perks if they queue alone, or reduce gen times for each soloQ player in a lobby).
- Diminishing returns on gen regression. Whether it be a hard cap on how much a gen can be regressed, or taking away the ability to stack regression perks.
- A system to incentivize and reward killers for choosing not to tunnel/camp. Punishment alone will not stop people from tunneling and camping. You need to introduce a system that makes them stronger when they manage to hook all 4 survivors in a row. We know from peer reviewed psychology that incentives work and last much longer than punishment systems.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3253553#Comment_3253553
I definitely agree with your all your point except solo is playing on hard. Solo is playing the game on normal while SWF is playing on easy.
The thing is if you just play solo and not swf or killer then you don't see what buff do for swfs. I remember when they focused only on solo with og ds and self care,BnPs dark times.
The distinction is irrelevant. They lump in all survivors when they do tuning passes, that's why SoloQ gets regularly left behind when any changes are made. They need to seperate the two and acknowledge that SWF and SoloQ are playing two entirely different games. Until that happens we will continue to get changes that push soloQ survivors away from DBD. I made this thread in hopes to get awareness that SoloQ is dying and it's because they feel like the developers don't care that their experience is very poor.
-
@DBD78 said:
As solo survivor it would be nice with something, but they are more or less where they want to be in terms of kill rates for most of the killers. Giving solos something now means they probably need to buff killers somehow also. But thats good because it would close gap between solos and SWFs.
I don't think you need to compensate killers if you give soloQ a buff to put them a little closer to SWF. They could do something as simple as give people Kindred if they queued up alone. The killrate would move very little.