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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3157227#Comment_3157227
Surely it can and will still happen, even if not nearly as often. I don't see the harm in letting players who have waited the longest for a match get into a game. Killer queues are terrible right now. A new DLC dropping tomorrow won't be helping that.
The damage it would do to the MMR queue wouldn't be worth the fraction of times it takes place.
@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3157197#Comment_3157197
Are you sure? I thought no one in the group could queue while a penalized player was in the group.
And honestly, even if it did work the way you are suggesting, they could only abuse it for so long before the penalty started being longer than the queue. It would be a strange exploit to say the least.
You would buy a 1$ epic games account, have it DC on the load screen and the rest of the party would queue without it.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3157217#Comment_3157217
Not true, because the other players all still need to wait X amount of time to find another match again. By pushing them to the top of the queue, it will offset the lost time already wasted with the early DC.
No what I am saying is. if you punish people for DCing on the load screen it wont happen anymore. There would be no reason to add what you are asking for.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3157187#Comment_3157187
That's why the disconnect penalty should apply to the loading screen as well. Many times it's used to abuse certain offerings from being burned, by either role.
I don't disagree with you about the loading screen DC, you can see all the offerings and DC for free and not get a penalty. That is not okay. But, if you fix that what you are asking for here isn't needed.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3157187#Comment_3157187
How exactly when one of them will have a penalty, meaning that all of them will have a penalty?
That's not how the game currently works.
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I feel like this would instantly be abused by bully squads to essentially work around MMR.
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Prior to the patch I use to think that 99ing gates was too strong of a play. But after the recent nerfs to end game perks, I no longer think survivors need any more nerfs in end game.
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/3156097#Comment_3156097
Did you happen to be a bubba?
Doctor.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3156084#Comment_3156084
Yeah have to say I did this once in haddonfield when all 3 gens were in main house and that was easy win. I used call of brine + jolt + eruption. Well I could used overcharge as well but went with noed to quarantee the win.
I had a 3 gen on crotus pen in the carnival area, only had Jolt, I was hitting 4 gens with each down. They stood zero chance.
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You can patrol a 3 gen from the start and never lose. It's pretty nasty on killers like plague. I tried to warn people about the kick meta but they were too busy making fun of people for using dead hard.
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So the killer queue time is so long right now, that MMR is kind of just being throw out the window. One game you can sit in queue for 10 minutes and get baby survivors. And the next you can sit in queue for 15 minutes and get a 4 man competitive team. There just isn't enough survivors to go around right now. The same thing is happening to survivors, you could get the baby billy, or the start struck nurse. It's just the luck of the draw.
Hopefully we see some changes pretty soon to address the problems with soloQ and get people to queue up as survivor again.
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Still a very strong perk, the base kit 10 second BT isn't enough to stop tunneling. So, in an instance where a killer is planning on tunneling, they may wait out 10 seconds only to get denied by the perk. Like said above, it can completely negate end game free kills for killers.
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"it'll help valid people who make arguments about high MMR or low MMR"
That is exactly what they are trying to avoid.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3154766#Comment_3154766
Well clearly my experience has been different, and again, pretty sure I am better with killer than survivor.
When you say abusing the strongest stuff, what exactly does that mean? Because I do agree that camping and tunneling need to be nerfed. Blight needs his techs removed and op addons nerfed, and Nurse just needs general nerfs. Eruption and in particular Pentimento are also the 2 slowdown perks I still think need some small nerfs as well.
And I would love to see solo queue information buffs as well in the future, but that would perhaps have to happen alongside, or sometime during map balancing, otherwise queue times could become too long for survivors again, which I don't want either.
Though to be fair, I feel what would help solo queue the most at the moment is better matchmaking. That and maybe even better tutorials for survivors, that teach people how to play survivor more efficiently, and don't only teach survivors the absolute basics. Sometimes I fear that there are simply too many survivor players that don't know how to play survivor more efficiently. Considering all the complaints about bad team mates.
But yeah, there are a bunch of buffs that survivors could still need. I do agree there. In my experience though solo queue is just not as bad. Again, I have been having decent success even with solo survivor. What I also surely don't want is for any of the killer buffs to be reverted, except the bloodlust buff of course. Instead, I hope the devs continue on their current path and try to improve the game for both sides step by step. Really happy about the upcoming anti-tunneling buff, and I hope we get some decent nerfs to camping next.
Killers being improved is a great thing, now they simply need to improve the game for survivors as well, addressing the frustrations and weak points of survivors, instead of nerfing killer in general in any way.
So I don't like to play killer unless I have very strong addons, I find it pointless to play killer with weak addons and a load out that doesn't complement it. If I am also doing a build that requires smaller maps (like doctor or legion), I will bring a map offering. I can't be bothered to leave things up to chance, I just want to hit rank 1 killer as quickly as possible. I do not enjoy playing killer very much so I try to get it over with by spending blood points on good addons.
Call of the Brine and Overcharge are a really nasty combo right now. Pain Resonance and Dead mans is back as well. Discordance is extremely strong right now. There are little to no killers that I don't run corrupt intervention on. The only time I don't use corrupt is if I am running lethal pursuer. And I only run lethal pursuer on aura reading builds with killers who have the ability to get around the map quickly.
My survivor queue times have never been as long as the killer queue times are right now. It is to the point that during the day I just can't be bothered to sit around and wait in queue.
The reason my matches as survivor has been worse is because they introduced lower MMR people into the cap. On top of queue times being long so MMR is essentially being ignored past a certain point. I have games against killers who play like they are getting paid for the match. And the very next game I will play against a killer who I can run for 5 gens.
The biggest issue with soloQ right now is unquestionably just tunneling. If they actually addressed tunneling there would be half the DCs we are seeing right now. And literally all that needs to happen is a 5 second DS returning to live. In my experience true face camping happens once every like 15 camps. Good killers will proxy camp but at least you can hook trade.
I am also in the boat of thinking the game would be in a better spot if they balanced around SoloQ. We know the majority of players in this game are soloQ players, I think the last statistics they released it was 52% of the player base. You balance the game around the majority of the player base and then reward killers for playing against SWFs. Give them more blood points, make it easier to pip so that it doesn't feel as bad if they end up losing. You could even look at increasing gen timers for SWFs to see if you could even out the survival rates between SWF and SoloQ.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3148531#Comment_3148531
If you can't make it to a loop with 10 seconds of endurance and 10% movement speed or take the bt hit 9/10 is a skill problem. I do think camping will finally start to die out though as you say.
I would agree with the ds back to 5.
10 second BT isn't going to stop killers from tunneling. A 5 second DS would.
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I don't remember exactly what challenge it was, but I needed two more hooks and the last person (Steve) was hiding waiting for the last hooked survivor to die. I found the Steve and instead of downing him I pretended to befriend him and followed him back to the hook. Once he unhooked I murdered them both. I am sorry Steve.
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@Reinami said:
There is a cheat going around that auto dead hards at the perfect time. If you see them "dead hard" and get hit, but no animation actually plays. It's an auto dead hard. Often times you'll also hear the scream they make when you down them as well. There's an otzdarva video where he recently ran into one.
I have managed to do frame perfect dead hards by accident and I do not use any cheats. So I wouldn't use that as a rule of thumb for cheaters. I know auto dead hard exists, but a random frame perfect DH is bound to happen.
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@RpTheHotrod said:
I've had this happen multiple times ever since the last big patch. It's the beginning of the match, and when I hit a survivor, they'll be protected by endurance and get deep wounds. It's not dead hard, as there's no animation. They aren't in an injured state, so it's not the medkit add-on.
Also, in the match, I'll hit people who have just run from repairing a gen and they'll have endurance protection (but no deep wounds in that case). I had a match that 6 hits in a row were all protected by endurance, even after doing conspicuous actions, so I know it's not off the record.
What's going on? What am I missing?
If they use a frame perfect dead hard you won't see the animation. When lag is particularly bad, like in the red, if you hit someone it can get dedicated. In that you will hear them scream but they don't actually get hit. Aside from that I would have to watch a video of what you experienced, because it doesn't sound like traditional cheats for dbd.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3154968#Comment_3154968
Nah, with queue incentives, those survivors will fall back in line and do their jobs. Even while they were "protesting" queues were instant for them. All for a pinch of BP. They are sellouts, fam.
Pretty jaded way to look at the situation. SoloQ just isn't fun to play right now, no amount of blood points is going to change that.
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Good killers will hook near 3 gens and proxy camp. So yeah, gen camping is a thing and it works pretty well. Had a game where I gen camped just today and won fairly easily.
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Wesker is looking to be a lot of fun to play, on top of a pretty decent killer. I can only see the queues times getting much worse for killer after the patch.
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So, the queue times are sooooo long, that eventually MMR becomes useless. This game prioritizing queue time over match balance.
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The cool part of this is that MMR would separate the people who would and wouldn't want to communicate. That is your choice to make, and it should be opt in not opt out.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3153324#Comment_3153324
Yes, I get there is a shortage of survivor players. My point was that there are still more survivor players than killer players in general.
I would love to see your killer gameplay though. If you are extremely good with killer, then it makes sense for you to win a majority of your games. I am going to assume these are accurate numbers for now, but people have the tendency to exaggerate. Also, matchmaking is screwing over solo survivors somewhat, but that's a problem of matchmaking, not balance.
Killer is the easiest it has ever been in the history of DBD, but that doesn't mean it's easy. It's still challening when going against good survivors. Very challenging when going against a real good survivor team. But to be fair, that is ignoring camping and tunneling just a bit. Since those strategies do not take nearly as much skill as playing killer normally.
My experience has been different. Admittedily, solo queue has become a bit tougher. Though again, I do believe that matchmaking is one of the biggest problems for solo queue, not only balance. Of course camping and tunneling are also particularly problematic for solo queue, another reason for those tactics to be nerfed.
But my escape rates are definitely higher than 25%, and my kill rate definitely lower than 90%, and I am positive that, while not being incredible at any of the roles, I am a better killer than survivor player.
I do feel sorry for your queue times though. Mine have been ranging from 30 seconds to 6 minutes or so. Still a clear sign that survivors need help now, but I don't think it's as bad as some people make it out to be.
I don't consider myself a good killer, I just abuse things that are strong. I adapt very quickly to the meta and take full advantage of the strongest addons and perks. But even when doing the same thing as survivor, I have a third of the success. Despite playing survivor 10 times more often.
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@SgtMittens said:
https://forum.deadbydaylight.com/en/discussion/comment/3154296#Comment_3154296
This reductive, over simplified answer is like telling someone with clinical depression to "just smile". Breaking line of sight is entirely dependent upon the map. On Eyrie of Crows, you can't run anywhere because she's going to see the blood. Also, breaking line of sight isn't a guarantee to be free from the chase continuing, it will give you a brief respite and break bloodlust but you're only delaying the inevitable.
The jist of playing against nurse is literally to just W key away from her and break line of sight. Every question can have a simple and complicated answer. This doesn't make simplified answers any more wrong just because it has a longer one.
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As someone whose favorite builds involves both quick and quiet and head on. I would love a perk that showed the auras of all lockers and gave you this.
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We all know the answer to this question, and it isn't that no mither makes it harder.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154324#Comment_3154324
"opportunity" =/= "guaranteed"
If a killer is in range, they should always be able to have an opportunity to hit you. Whether or not Nurse hits you comes down to the Nurse player and the survivor player's skill at mindgaming.
If a killer is in range and cannot hit you regardless of skill due to map RNG, that is bad design.
Okay but that is exactly how nurse works, you are describing hypotheticals, I am describing how the game currently works. She is the only killer that is guaranteed opportunity to hit you, no other killer works like that expect legion.
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/3154296#Comment_3154296
Actually... yes, she is going to miss, think about it. How to be a good nurse? Being able to read the oponent... it becomes a guessing game for her, one in which if she fails, she is punished... now, if you as a survivor are easy to read then that's on you.
While I agree with you somewhat, I don't think she is punished enough. Every single blink she does when she is in range of you, has the opportunity to be a hit. Little to no other killers work like that, they need to chew through resources on the map before they are guaranteed hits. She starts off at that point.
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The counter play to nurse is actually extremely simple, there isn't really much to learn. Break line of sight every chance you get, and be unpredictable. I don't agree with your premise that people refuse to learn the counter play, because there isn't really anything to learn.
People don't like playing against her because she's in the power role. No matter how good you are at her "counter play" the reality is, if she's a good nurse, she isn't going to miss. In my opinion people don't like playing against legion for the same reason. In his power, a good legion is never going to miss you, no amount of "counter play" is going to stop you from getting hit.
With both legion and nurse, you need to trick them into messing up. All they have to do, is not mess up. That doesn't really make for engaging gameplay.
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90% of camping could be solved by taking away the ability to use 1 shot powers next to the hook.
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@BenOfMilam said:
if you're playing in prime time, it's close to instant. Any other time and you're in for a long wait.
I haven't had a less than 5 minute killer queue since patch week.
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3154077#Comment_3154077
On the bright side, 100% bonus BP when playing survivor. In the PTB is stacked with BP offerings too, so that's gonna mean super fast BP gains and prestiges.
I hope it has an impact, my worry is that when they said it's not meant to be always at 100%, that it doesn't sit at like 25% and no one cares.
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Another tragic part of the patch will also be the queue time of killer also getting worse than it already is. I already sit in queue for on average 5-10 minutes on most of my killers. I can't even imagine what it is going to be like when everyone is going to want to play Wesker.
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It went from being a good counter to camping in both soloQ and SWF. To being a good counter to camping in SWF and pretty much useless in SoloQ.
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@ad19970 said:
I don't see it. Killers are not overpowered now against survivors. Nurse and Blight are, but the rest aren't.
I've been playing solo queue again and have been winning a decent amount of my matches. If anything, the game has more of a matchmaking problem than a balance problem. But I think this problem goes even further, to the tutorials. This game desperately needs a good tutorial that doesn't just teach survivors the absolute basics, but teaches them how to play more effectively. I feel with killer, you learn to play effectively more naturally, while survivor, there are more aspects you need to learn extra to really play effectively.
Killer is also not easy. If you go against good survivors, you will be in for a challenge, that's for sure.
Survivors do need some help now. Camping and tunneling are surely a problem. Luckily, tunneling is getting addressed in a good way in the next update. Now I am also just hoping for some fair camping nerfs. And in the future, alongside other balance changes presumably, I would love to see information buffs for solo survivors, so they are closer to the level of swf survivors.
But killers are not op, or super easy, on average now. They just aren't. At the highest mmr, I would say survivors still have a better chance at winning than killers. It's just more balanced now, and it seems fair at the moment. I don't think DBD will ever be perfectly balanced, like a 50/50 on which side wins, at the highest mmr. And as you said, it shouldn't if it hurts the average player too much.
Also, do you really have 20 mninute killer queue times? I know killer queue times aren't the best at the moment. But mine range from 5/6 minutes during the day to 30 seconds or 1 minute during the evening. Queue times do show that survivors need help now. But it's less about the general balance of the game, and more about very frustrating and unhealthy aspects of the game, like camping and tunneling, and to an extent perhaps also the lack of information solo survivors have. I do think that camping and tunneling are the biggest problem at the moment though.
Buffs to survivors that addressed these issues would probably also require BHVR to at least buff killers a bit more, especially by looking into some of the problematic, survivor sided maps still in the game.
Also, do you realise that his game needs a 4 Survivor : 1 Killer ratio? Killer queue times right now are clearly longer, but taking into account how long those queue times are, it seems like there are still more people playing survivor than killer. So claiming that solo queue will be killed by the 6.1.0 update is quite the exaggeration.
So as someone who gets grade 1 killer and survivor every month killers are definitely coasting to grade 1 compared to survivor. I went from having around a 35-45% escape rate as soloQ survivor before the patch, to around 25% and below (I am sweating my balls off too). On the other side however, 3-4k 90% of my killer matches where I even remotely try.
Killer is probably the easiest it has ever been in the history of DBD.
My queues range anywhere from 5-20 minutes as killer depending on the time of day. My survivor queues have been instant since patch.
To your last point that the game needs 4:1 ratio, correct. And right now there are not enough survivor players that is why queues are so long. Everyone either swapped to killer or straight up stopped playing the game (survivors).
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@saturan said:
https://forum.deadbydaylight.com/en/discussion/comment/3153289#Comment_3153289
I totally agree with you!
However, the last patch feels like Behaviour chose to do it the other way around, and buff killers so they can compete with the 5 to 10% of 4-men SWF, making the whole experience terrible for the 90% of the other survivors.
If the developers balanced around mostly soloQ players and 2 mans. They could then look at SWFs and add additional handicaps to help killers who play against them. For example adding time to the generators until SWF escape rates evened out with soloQ. Problem is, we don't know what the developers currently consider as "balanced". Is 2k balanced? Is 3k balanced? We don't really know what kind of numbers they are looking for.
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@saturan said:
How can you buff solo without buffing every survivors (including the SWF)?
Realistically you can't, that's precisely why the game shouldn't be balanced around SWFs. Very few games you play are against actually 4 man groups, to balance the game around 1 out of 10 games is kind of silly. You balance the game around the 90% (soloQ) and then reward killers for playing against 4 man groups.
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So unfortunately this is a challenge that requires you to troll pretty hard and completely lose the game for your team. The best way to do it, is to run perks that let you see someone being chased (empathy/bond) and follow the killer around. You also want to run Kindred and hope the killer camps, then you just stand within 10 meters of him while he camps, ez.
Challenge is annoying but definitely doable. It is 100% not completable by playing normally, you need to grief your team to get it.
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I think it's a little weak. If you are at 8 hooks someone is usually already dead or the game itself is probably over, or the end game is here.
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You mean endurance? They had it in the past and from what I understand it was pretty broken. I doubt they would bring it back.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3152913#Comment_3152913
On which world using perks is abusing lol? And except CoH, all boons are garbage anyway, i am hardly seeing them.
If you have problem with boons, it is on you. Devs will not perks because you are bad at game, you should learn and adapt. It is not hard, i swear.
Exponential broke the library so hard in RPD that they just straight up removed it. Any map with multiple floors you cannot ignore Shadowstep you basically have to immediately drop chase and look for it. And then there is CoH which adds an insurmountable amount of free health states if the totem is in a decent spot.
There are several spawn locations of dull totems that can win you games for free with boon totems. It is to a point that if they boon a broken spot I have no choice but to tunnel their booner out of the game.
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3152889#Comment_3152889
Dark Theory with 2% speed bonus.... Noooooo.... I am so scared... This perk is so busted, nerf it BHVR! I beg you!
Please lol. You just need to get good. Boons are fine.
Funny you only mention the only boon totem that isn't used. The other three have been abused three ways till Sunday.
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@scenekiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3152865#Comment_3152865
Sure, so your once in a while SWF match being difficult is definitely worth obliterating boons for the casual majority in solo queue.
Boons are in every single game I play, not just CoH, they are very very strong. Shattered hope was a slap in the face.
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@scenekiller said:
The ability to permanently snuff boons as basekit would make them absolutely useless, which they already borderline are as a whole minus CoH.
Many perks are meant to counter each other/playstyles/etc, Shattered Hope is acceptable as is.
That must be why every SWF I play against brings Shadowstep and CoH boons.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3152824#Comment_3152824
There's no way for survivors to do that. And it's already over by the time you begin even trying to reveal him.
There are several ways to keep track of whether or not the ghost face has you close to being stalked. The first is obviously to keep an eye out for every time he is near you cloaked. The second is to see if he is avoiding M1ing you when he had a chance to hit you. Also if he is trying to blood lust around loops that he should get free hits on. I could go on and on, but to say you just can't keep track of that is pretty ignorant.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3152797#Comment_3152797
Sounds like a great way for him to just stalk you for free - "jump out in front of him when he gets closer". This killer's power is bogus.
Keeping track of how much he has you stalked is also important, wouldn't recommending running into a ghost face that has you fully stalked xD
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@dugman said:
Well first they need to improve the Nemesis zombie pathing so zombies don’t get stuck on terrain as often. Hopefully the new bots they’re adding for custom matches will have pathing AI that can be imported to the Nemesis zombies to make them a bit smarter.
I do thematically like the idea of a zombie grabbing a survivor and Hindering them though. I’m not sure if it’s good or bad in terms of balance but it would look cool. 🙂
Zombies are the strangest AI I think I have ever seen in a video game. There are games where I literally never see a single zombie, and then there are games where I can't do a gen or loop without constantly running into one. It's not even a map thing either, it's just whether or not the zombies feel like playing that game.
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@EntitySpawn said:
https://forum.deadbydaylight.com/en/discussion/comment/3152797#Comment_3152797
I know how to but my point is they're in the open and I can't even do it.
I have never struggled before but now I physically cant revel them even when I'm looking directly at them and they're just standing/walking in the open
Ping can play a role too, just move your camera around until you start hearing the reveal noise. I have definitely played against some high ping ghost faces that were nearly impossible to reveal.
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Some tips on revealing him.
Distance plays a big part, he can still stalk from far away, but you will take longer to reveal him, generally not worth it past a certain point.
When he is leaning, it takes a long time to reveal, don't bother.
When he is crouched, again, it takes longer to reveal, be careful.
He must be directly in the middle of your screen for you to start revealing him.
How I generally reveal ghost face players. When I see him, I immediately run behind a corner or break LoS, then jump out in front of him when he gets closer and break him out.
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Sweat build - Windows of Opportunity, Off the record, Deliverance, Lithe
Meme Build - Blast mine, flashbang, quick and quiet, head on