CLHL
CLHL
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- CLHL
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They should check that someone receives a penalty for being tunnelled, everything else is perfect. Penalties should be this strict because the community has already proven to be entitled.
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Lobby time probably doesn't count, that's all.
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Clearly Chucky, since he lost the manual scamper, he no longer offers anything interesting. It's comical that a gameplay based on spamming Slice and Dice was called a better “skill expression”. Obviously that was nerfed and now we have a dull killer.
Otherwise I play all the other killers. But I have to say that each time I choose both Singularity or Xenomorph make me want stop playing them. Each time an EMP or a turret ruins a chase, it's one of the most annoying feelings this game has to offer.
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It has been "fixed" in the same way that the flashbangs were "fixed" many times until they were "actually fixed"… I you know what I mean.
From day one it was proven that the "Crouch Tech” is still there, but now its executed in a different way.
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You will miss 2v8 Legion when Leatherface starts instasawing everyone. All 3 of these modes are lackluster, but Ligths Out is the worst by far.
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Freddy is clearly broken and Nurse needs urgent buffs. If the stats say so, it must be true.
"Perhaps we should look into making the game more enjoyable for everyone?"
Fun = Win. Yeah, that turned out well with 2v8 or current Chaos Shuffle, where they are basically giving away undeserved escapes, but noone seems to be happy anyway.
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The average survivor does sucks, becoming a competent survivor requires more effort than many are willing to invest. As a survivor you have to improve in aspects that can be avoided during a match, you can accumulate hours of gameplay without having learned absolutely nothing. That's why there is such a difference between those who practice 1v1 and the average survivor, you are not learning the basics in normal matches.
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I got Human Greed in a few Chaos Shuffle matches and in all of them I could clearly see how I was being tracked through the walls, even in closed maps such as RCPD. Now I understand why so much hate for aura perks when most of them are pretty niche.
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Luckily, that perk is so nasty that I would have stopped playing if it was popular. It requires some coordination and teamwork, but as soon as you meet someone who knows how to take advantage of it, you're going to suffer an extremely anoying match.
The same could be said about Shoulder the Burden, it's a perk that is hardly used, but when the survivors know what they are doing it dictates the absolute pace of the game.
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The same applies to 2v8 and Lights Out. These modifiers bring out the worst problems in the game.
2v8 is only attractive because you can play as a killer with a friend, everything else about it sucks, and it gets worse with every iteration.
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The Huntress' hatchets are a thousand times easier to hit.
It's is in the perfect place so no one plays it after the first few weeks. This killer is full of mechanics of no use. Like the connection between doors to throw the axe through because you have no way to tell what's on the other side, or the useless grab that doesn't provide anything due how short range it has.
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The games in question are jumpscare simulators, not that there was much to work with. I was expecting something disappointing for this very reason, and yet I was disappointed.
The fact that something is popular doesn't imply that the result is going to be good, FNAF is still a serie of mediocre games with some lore around which people have build some creepypasta quality theories… and that's it.
For example, Vecna has little to do with terror. But all his skills are from DnD, they are taken from his own character sheet, and they are perfectly recognizable by a fan.
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The 4% was already a thing of the past. Since the abandon system is in place, there are only bots left.
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Start the match with throwing an offering with the idea of giving up would be both hilarious and pathetic.
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I don't think there are that many killers who start the game with the tunneling mentality, the situation just arises very easily.
Last second rescues have become a very common practice lately, causing the killer to often return to secure the second phase and end up tunneling that survivor.
There are many rescuers who are not willing to take the killer's attention, they hide leaving the wounded person to his fate and the killer ends up tunneling him simply because he found his blood trail.
And as expected, an unfavorable start will cause any killer who wants to win to do what it takes.
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This happens because the problem was poorly focused from the beginning. It should have been taken as a system that automatically ends the match, in the same way the rejected auto-Mori worked. They have even called it an “abandon system”, which already shows that they were more concerned about the needs of those giving up than the problem itself.
The game shouldn't incentive to give up in any way. Likewise, the gate problem should be solved by expelling the survivors automatically in some way and not letting the killer just "abandon".
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The objectives have always been the biggest drag on the game. Everything incites to rush the match as quickly a possible, no matter the side you are playing, and that doesn't end up being fun. You can't have a good chase, the killer must focus on the weaker targets and the survivors must focus on repairing…
You have little interaction and the powers that should make the survivor role more attractive only manage to avoid the attention of the killer. You can erase your marks, you can throw a smoke grenade or you can sprint, but you will only get the killer to go and play with someone else. How is being ignored fun from the survivor perspective?
They have tried to make the 2v8 more attractive by making it easier to escape with the “Win = Fun” formula. But it feels as bland as the Lights Out modifier, where the killer usually won effortlessly surprising the survivors without giving them a chance.
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Many survivors manage to escape in this game mode, so they must consider that they are having a great time. "Win = Fun", is all they understand and the direction they have taken since the second iteration.
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It wouldn't be a problem if the reports were taken more seriously. Removing the anonymous mode only encourages putting at their level and filling their profile with insults, something for which this community already has a bad reputation.
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Both Oni and Legion should be removed and rethought before reintroducing them, this could only get worse by adding Twins next. It amazes me how people always try to abuse everything, practically every match is this combination of these killers and when you find a chad playing Trapper the gens fly so fast you are again playing Oni and Legion before you realized.
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Quite disappointed. I thought the queing as a killer while playing as a survivor was going to be available for this patch, but with such a long wait, it is not worth playing as a killer for these short matches. They should at least aim for the regular mode match duration.
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The chaos and disorientation play in Ghost Face's favor in this case. Stalk whenever you can, regardless of distance or whether you'll have a chance to chase the survivors.
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The Doctor's power was bugged and interrupted you to make you scream at the start of a vault animation.
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You can report daily chat messages and they never take action. I only remember being notified of them taking action in a few cases of insistent xenophobia and homophobia, it seems that death threats and calling your whole family is no big deal.
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I guess that's how they intended for players to stop throwing games to meet challenges.
It makes you want to get into a game with Myers with Scratched Mirror or Wraith with All Seeing and spend the whole game doing nothing but stalking the survivors.
Not only the grinding is greater than before, but the challenges are just as disgusting.
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This is the last time I will answer you.
The full quote is:
"You don't need perks or toolboxes with the best addons. All you need to genrush is to split around at the beginning of the match so 3 non-adjacent generators are completed at the end of the first chase. If you don't have Pain Resonance or a killer with high mobility, that game is problably already over. Those saying that base regression is enough, I would like to see is this situations, turning their words into evidence."
So yes, you are cutting my quote in half, completely ignoring the context of the comment. I would like to see you all in this situation, not your result screen where you may have slugged, camp, tunneled or even use The Trapper with 8 traps on shack. Or even use other as example when they do all this when needed.
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@ChuckingWong
The hell are you talking about. You are literally cutting my quote in half, removing its context at your whim. Then providing some random result screenshot as they prove anything, when they could come from any random streamer like the videos you are pointing me now. You may be forgetting that the conversation is about the changes coming to the game, so knowing the circumstances under which someone dies with less than 10K BP is everything.
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If you are going to argue with some random screenshots, at least try not to go from prestige 0 to 3 between them. And since the pictures are taken from some kind of video/stream, it wouldn't hurt to share with us the actual video to know if the start was as bad as I was talking about, or if those survivors that don't even reach 10K BP were tunneled. I can go trough long streaks even perkless, but that's not what I was talking about.
@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3925892#Comment_3925892
Assuming roughly 15-20 seconds for travel time to split up (as survivors are going to be spawning together every time soon enough), the first chase would have to take almost two full minutes in order for that to work out the way you're describing.
That's not impossible, sure, but there are so many points of failure. If the killer drops chase to pressure someone else off gens, you only get two done before first hook. If the killer gets the first down quickly, you don't get any done before the first hook. If the first chase does take over two minutes but the survivor being chased uses up all the resources for that half of the map, you get three gens in exchange for probably losing the game.
Don't get me wrong, splitting up is the right call and efficient play, but calling it "genrushing" when toolbox builds exist is a huge stretch in my opinion. I don't see the value of a term that ranges from "good play" to "overwhelmingly, disgustingly overpowered" with zero distinction, personally, that's always my hangup with this claim.
As an aside, it's not basekit regression that's strong enough, it's basekit slowdown. You slow the gens down by playing well and spreading pressure, you don't even need to kick gens for that to work out on paper.
You don't need to hold the killer for two minutes, because the killer will have to go and kick a gen for a measly 5% regression that will be reset in a matter of seconds. You can't prevent them from eventually being completed, since the time you spend traversing the map is greater than the regression you can apply.
It happens more than it should and in many occasions it is not even intentional. This leads to matches in which you escape against killers who most likely would have destroy you in a direct confrontation, but you go like "Well, that was an easy match", when it was just an unfavorable start.
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You don't need perks or toolboxes with the best addons. All you need to genrush is to split around at the beginning of the match so 3 non-adjacent generators are completed at the end of the first chase. If you don't have Pain Resonance or a killer with high mobility, that game is problably already over. Those saying that base regression is enough, I would like to see is this situations, turning their words into evidence.
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They base everything on statistics and this game has crazy things like The Trapper making a sudden comeback because someone falls into one of his traps. Not kidding, even though he is considered one of the weakest killers, my killrate with him must be ridiculously high.
If a M1 killer suddenly doesn't keep up with this changes, what can they do? Make Ghosface move at 4.8 speed so he can compete with Blight? Some killers are limited by design.
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It is not to be surprised either, the gameplay for most players consists of "run to the yellow, camp the pallet, run to yellow and repeat". With The Houndmaster, their heads also exploded for the same reason.
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@Nicholas said:
This entire thread is what's wrong. The symptom is disconnecting, but what is the root cause? That's where the discussion should be. No game mechanic in the world can force people to play when they don't want to play. The real issue is the devs aren't trying to figure out WHY this happens! And it doesn't help when the community is determined to find ways to compel people to stay when they clearly don't want to. Make a survey on Survivor disconnects and find out why people do it. That's where you really begin to address the issue, not implementing ways to keep people in a trial they don't want to be in.
What do you mean the devs are doing nothing? They are literally giving away free draws for leaving the match now. The reason is clear, it has always been the same, even if it hurts many: sore losers.
These people have received attention they didn't deserve, many changes are being made to the game to please them, but they will continue giving up because the can't accept defeat.
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And it should be considered a draw.
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920048#Comment_3920048
The new perk is too strong with and without haste stacking. Haste stacking doesn‘t change a thing about that. I just hope it isn’t too punishing for the weaker killers. Non the less they should let it go live for a few weeks and give it a fair nerf. I want to see other perks in my matches than the usual ones. The game desperately needs meta shake ups and some fresh air.
I'm not going to be the party clown killer so they can sell a new DLC, thats for sure. It is clear that this whole stacking removal thing was created solely to justify this perk, so having both is already a bit of a stretch.
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Well, time to take a break from the game, I guess. The new perk going live servers with haste stacking is absolutely unacceptable, you don't need any testing to know it.
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It wouldn't solve anything, before Epic there were also cheaters galore. They just made it easier for them by giving the game away for free. They probably lose a lot of money with this, because even the most discreet ones inject their accounts and don't pay for a single DLC or cosmetics.
They should probably increase the ban waves by doing a periodic account check. I don't think a new anticheat is the right thing to do either, I don't want the typical kernel level invasive anticheat that there is no way to uninstall properly and that surely won't solve the problem either.
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Last time they moved the safe pallet to connect to the main building window loop, making it stronger, and called it a day. The main building's window still has a jungle gym in front of it, often with a straight window. Then, the killer shack connects to several jungle gyms in line next to each other. The problems with the map are so obvious that it is hard to believe they don't know how to address them.
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Another wall of text, in case the first part was not enough. No power should be so complex, a couple of lines should be enough. Even Vecna and Dracula, with three powers each, are easier to understand than this.
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@SaltyNooty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917571#Comment_3917571
If the survey is about survivors current experience of the game. . . Why in the world would they ask that question?
I get the point you're trying to make, but this isn't about 'Why killers feel the need to tunnel & Slug' Because no matter which way a person puts it, it's still a crappy thing to do: Period.Disconnecting is also a crappy thing to do, you know. It is even worse, because you harm those who are supposed to be your teammates. But here we are, asking what more changes are needed for people to start accepting defeat. I just can't imagine Street Fighter developers asking about nasty gameplay such as zoning or throw-looping…
It's clear that the game would be better without camping and tunneling, but you can't address the problems from the point of those who are throwing a tantrum and disconecting.
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916751#Comment_3916751
Looks like dbd is really losing a survivor players
Feeding the monster has paid them well. They have been trying to address survivor problems since they introduced the bots, the first and biggest mistake. They reworked Skull Merchant twice by demand, they fixed the 3gen and addressed the slugging problem by reworking Knockout and adding the surrender option (which now is used to ragequit and evade Mori, but they stay for some chat anyway). New changes have been announced, but the problem grows and grows... The game has hit rock bottom by wanting to fix things from a biased perspective.
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They took the quitters' argument instead of punishing them properly and here we are, the problem has only grown.
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There is no time for hide-and-seek, the pace demands fast games. Any time when the killer is not in chase the gamplay just feels bad. Drastic changes would be needed to make stealth a part of the game again.
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There are too many problems to expect a significant change:
-Anyone can queue up with their friends and they don't have to share the same skill.
-When someone leaves a lobby they fill up with anyone, creating some of the most unfair matches. My advice is that whenever someone leaves your lobby, you do the same and look for a new match.
-The amount of people with smurf accounts is insane, practically every Epic player is on an injected account that you never know if they have "something else".
-The best players don't usually play to win, they play to troll. It doesn't bother me because I enjoy these matches more than being gen-rushed, but these people lose consciously.
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No more The Pig in the top ranking. Can this finally be the year? A year without nerfs for The Pig?
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915678#Comment_3915678
I feel like the easiest thing to contest there would be… do the vast majority of players resort to these tactics? That's kind of an unsourced claim here, it can't be treated as an objective fact.
After that, I also want to contest the idea that these tactics are intended to be eliminated. We don't know what the changes are yet, and we do know that BHVR tends to be fairly moderate with basekit adjustments like this, usually aiming to weaken or alleviate instead of outright remove.
Personally, I imagine that properly successful anti-tunnel and some appropriate levels of anti-slug would lead to a short-term, minor drop in kill rates that corrects itself once people adjust. Sometimes you'll lose a match that tunnelling could've saved, hypothetically, but that doesn't actually mean something's wrong.
So I must assume that the request for all these measures is based on a lie. Because if there is no tunneling, nor slugging, there would be no need to do anything.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914481#Comment_3914481
There's certainly a possibility of that.
Killers who heavily rely on those strategies have boosted their MMR above their actual skill level. Many of these players say things like "you have to tunnel to win" and "gens fly", and many times the reason for that is because the survivors they face are more efficient than they are. It's just that the killer has massively powerful tools available that tip the scale.
So yes, those players will lose games for a while as their MMR actually balances it to closer to their skill level, when and if those overpowered tools are toned down. Then, once they're playing against opponents closer to their actual skill level, they should be able to maintain the 60% again.
May I remind you that a chase between a competitive killer and survivor of a similar level usually exceeds two minutes? It's easy to say that killers lacks skill because people who are clearly the top players of this game destroy in public matches. We always take the best among the killers for example, usually streamers and competitive players, but then for the survivors we choose the worst.
The reality is that the final killrate is the desired one, which means that the vast majority of players barely win their games and they do so by resorting to all these tactics that are intended to be eliminated. To deny the impact this would have on the balance sheet is to deny a reality.
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You were not going to like the results. To begin with, this data would show that the killrate is the desired one. Then, WoO should be nefed because it doubles the usage of the most used killer perk (Nightlight data).
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@xGodSendDeath said:
Just don't tunnel! Boom, perk countered. Go apply pressure
It work on your first chase, how is that tunneling?
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Skill issues. Having bad teammates when playing solo is something that happens in any game, and when it becomes a constant you have to accept that you may be the stick in the wheel.
This problem could have been solved quickly by pointing out in some way those who disconnect frequently (like de GTA "dunce" cap), making the rest not want to play with them and therefore forcing them to accept defeats.
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"You can easily reach the 60% Killrate without any excessive tunneling, camping or slugging." But the current killrate with all that is just around 60%, why? Do you really think that percentage will magically be maintained?