Coffeecrashing
Coffeecrashing
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886138#Comment_3886138
No. Map offerings will be no longer stackable. So dropping four Eyries won't increase the chance to 80% - it will stay at 20%.
I am personally happy about the chance but I also rather prefer your suggestion.
The concern is if all 4 survivors bring 4 different map offerings, then what is the overall chance that one of those maps is chosen?
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For the love of the Entity, can we please have a toolbox item balancing?
Generator speeds are fine, except when survivors stack a bunch of stuff with the Commodious/Event toolbox, because they have 32 charges. If those toolboxes had 16 charges instead, then everything would be perfect.
Hyperfocus also gets too much value out of 32 charge toolboxes, because they scale off of the toolbox’s extra skill chance chances, which means they want the maximum toolbox time.
Map and Key rebalancing is fine and everything, but unless BHVR wants to make useable yellow-rarity and usable green-rarity maps and keys, then I still won’t use them often even if they get major buffs, because they’ll still be “too rare” in the bloodwebs.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885376#Comment_3885376
I don't know that they really need to or should do that but it would possibly work. Id be curious to know how close matches actually are MMR wise. Id also like to know if it's kind of evenly mixed as far as the matches go. If more survivors get paired more often with less experienced killers, vice versa, or if it's just mixed across the board.
I think most matches are ok, which is why the official stats always have the kill rates and stuff in the target ranges.
The problem is everything breaks when there is a player that is way above the soft cap.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885293#Comment_3885293
That's what I'm saying. If anyone post up a video of themselves winning 2 or 300 matches in a row, or winning most of their games, it won't matter. Many of the people who ask for the video will then just criticize every aspect of it. So there's no point in asking for it or going through the trouble of showing it.
I also remember a lot of killer players still winning most of their matches with that mmr, just no longer with the long kill streaks. Many of them also stating they were just having to play sweaty every game and it was boring for people watching content creators. So it was long queues with unfun gameplay. I personally found the emblem system more enjoyable than what we have now. That's mostly because of my personal playstyle though.
I remember when the de-pip squad did their experiment way back in the day. I dont remember any long killer win streaks back then and now it's starting to feel the opposite. I still see a few survivor challenges but I see way more killer challenges and streaks now. Even with what many consider to be low tier killers.
The problem is we have a lot of "I can't believe this game is allowed to have long killer winstreaks", and it's like "yeah, that's because people wanted matchmaking to be less strict".
But for reals, BHVR could just easily fix the problem by bumping up the map rigging. If a killer has a way higher MMR than the survivors, then just super rig the map in the favor of the survivors. Like, if it's a Blight player, then fill the map with irregularly shaped line of sight breakers, and irregularly shaped loops, so the Blight player can't easily navigate the maps with his power. In general, the number of jungle gyms, and safe pallets can be boosted. And the generators can purposely spawn super far apart.
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@Moonras2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883856#Comment_3883856
It doesn't matter. Anytime someone points to a streamer like this, or shows off their own gameplay, it just turns into excuses. They must be lowering their MMR off screen, no good players in their region, they are only playing strong killers, they have 90000 hours in the game and no else does, they are the strongest 4 man, etc...
Sometimes it even has an opposite effect. They will post a streamer winning the majority of their games but still somehow spin it to say the other side is too strong.
This literally happened because MMR was made less strict. When MMR was new, large killer winstreaks pretty much stopped.
But the players decided they would rather have faster queue times and less strict matchmaking, which is why the game currently has large killer winstreaks.
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@WolfePhD said:
I already have my P100 Vittorio and I have P1’d every character in the game. I personally do not care about Bloodpoint incentives and do not respond to them. I plan to pick 2v8 back up when they remove the bots.
With that said, the world does not revolve around me. Does Bloodpoint incentives make a difference to you?
Yes, because killer addons are still expensive, and there are a lot of killers in this game.
And I still like to bring stuff to my survivor games. I don't need syringes or boosted Alex toolboxes in every game, but even the basic stuff still helps. The worst toolbox can still sabotage a hook, the worst flashlight can still flashlight save, and the worst medkit still gives a full self-heal.
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I think it's ridiculous that in 1v4, Legion's frenzy is so undertuned that if they find 2 survivors right next to each other on the same generator, and the survivors run away from each other, Legion isn't fast enough to frenzy hit both of them…… but then 2v8 happens and it's ok for frenzy to be so powerful that I've seen multiple times where Legion gets the special 8-hit combo?
Like why? This is supposed to be Legion's entire identity, but they're only allowed to do this in 2v8? Why isn't Legion allowed to actually have a "running around slashing" identity in 1v4?
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884745#Comment_3884745
Ok so let's ignore ties in the name of balance. So the killer winning 50% of the time and losing 30% of the time seems "balanced" to you?
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876331#Comment_3876331
Wrong because you ignore 2k. Even in sports statistics a tie counts as half a win, so a 50% kill rate is equivalent to a 50% win rate for killers.
That's not even a consistent rule in sports. Many sports don't do that.
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@Leon_Loves_Cheryl said:
The thing with M1 killers is that even if you're incredibly good at your M1 fundamentals (red light mechanics, making proper predictions, etc.) you're at the mercy of the survivor's resources. You have to break more pallets and walls than you otherwise would if you were playing killers with anti-loop, so you lose time AND kill pressure. It's just *inherently* a weaker kit design.
I don't think M1 killers are unfixable. I think loops are really bad for M1 killers, but if you make loops weaker (less pallets, smaller area, etc.) then you also buff stronger killers and anti-loop killers that don't need it. Best solution is direct kit buffs.
Personally, I actually *like* that Legion becomes a pure M1 killer after using his power. He's unique in that regard and it's honestly a pretty fair trade-off for being able to get essentially a free injured state on the person you're chasing. The problem is that there's very little skill expression in the chase itself since you're at the mercy of pallets and loops. Look at Trickster - he's widely regarded as being ######### despite his insane 1v1 power and powerful anti-loop via his ranged attacks. (Trickster IS weak because DBD is a 1v4 not a 1v1, but that's tangential) So Legion is weaker than even *that.* The problem with Legion is that it doesn't matter how good you are at Legion because skill doesn't invalidate pallets or the length of loops that you need to walk around to land hits. His skill cap is too low, which is a symptom of M1 killers in general and the reason why **almost every single killer released after Twins except Wesker have anti-loop.** If you don't believe me, go look. BHVR CLEARLY KNOWS that M1 is weak.
So I'd rather take direct kit buffs that don't change or alter Legion's identity. He's already far less toxic than he used to be with his most recent rework a few years ago. He doesn't need another rework or any large-scale changes, he just needs a kit refresh. He's outdated. He doesn't need to stun himself for 3 seconds. Lowering it to 2.5 would already make him more lethal in certain areas and make pallet vaulting more viable in a chase rather than just to get from point A to point B during a frenzy chain. He blinds himself way too much compared to Blight. There's no reason for him to not be able to see blood or scratch marks during Frenzy. He just has a lot of weird inhibitors in his kit that don't need to be there. Hell, maybe he deserves to be the first 120% killer - just pure M1 buff with more movespeed so he can mindgame more efficiently. He's just outdated and they need to touch him up.
I've been a Legion main for 4 years so I have very strong feelings about this. He's a relic of the past at this point.
The good news is that all he actually needs are just numbers changes. (At least in my opinion because I like that he's a pure M1 killer.) Nothing large scale or dev-intensive.
The bad news is that BHVR is unlikely to do anything anyway.
M1 and M2 killers are balanced on the map reworks.
Everyone should remember what the old maps looked like, where almost everything was smooth vertical walls at 90 degree angles, and many of the loops were low enough that Huntress could easily throw hatchets over them. There were also so few line of sight blockers, that Huntress was way stronger. And there were so few line of sight blockers, that Nurse could easily just blink to a line of sight blocker and see where the survivor is going.
Maps are completely different now. We now have so many line of sight blockers that Huntress spends way more time just slowly walking in chases, because the survivors aren't within line of sight long enough to throw a hatchet. And loops now have anti-Blight and anti-Wesker garbage thrown in, so the survivor can navigate those loops faster than the killers could navigate them with their M2 power.
Legion is balanced because they only need one hit, because the frenzy hit is a "free hit". They don't even need to worry about OTR or Dead Hard, because they can just frenzy hit a survivor even if they are injured.
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You create multiple posts about how awful it is that killers slug survivors, and think of ways to punish killers for slugging survivors…..
….and now you want to add a new way to punish killers if they don't slug survivors?
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@Emeal said:
The reason the Killer killrate is the way it is, is because of the Survivors, there are four and for them to lose, 3 must die.
With a 60% to 65% kill rate Killers will at completely fair mmr, they will kill 2.4 to 2.6 survivor each match.This means the game could go either way for either Killer or Survivor because its hanging on 2.5 roughly, which means the third Survivor is always contested or 50/50 for the Killer and the Survivors Sides. This is how you make a 1v4 game fair.
This is also why for Killers less than 2 is a loss, 2 Dead Survivors is a draw in MMR, they have to kill 3-4 to go up.
They have to be better than average of their MMR to progress. Survivor are different needing win via Exit Gate or die to lose to change their MMR, and Draw via Hatch.Because the kill rate is balanced around 60% instead of 50%, it’s likely that a 2k is a loss in MMR, because 50% < 60%.
If the MMR formula treated a 2k as a draw, it would encourage the kill rate to stabilize around 50%. -
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@ThatRyanB said:
Jumping back in here to thank everyone who's provided their thoughts so far, both from the Survivor and Killer POV! We're continuing to note down your feedback including the specifics, so rest assured, they are being read.
People want to hold bots at a higher standard than human players, and want the bots to be 100% altruistic and play 100% for the benefit of the human players.
We've had many forum discussions regarding selfish lone wolf human survivors, and people will defend that because "players should be able to play the game however they want". But if bots try to have any sort of self-preservation or any selfish behavior at all, it's considered a major sin.
Whenever a bot outlives a human survivor, there will be bad feelings.
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This has always been dependent on what the killer team is, and if at least one of them has increased mobility.
Trapper + Deathslinger, or Nemesis + Huntress, is going to be survivor sided because none of the killers can easily set up pincer attacks with each other, and that is the fastest way to end chases.
Billy + Wraith, or Blight + Legion, is going to be killer sided.
2v8 also has a solo q problem for killer, where some of the killers can either be really good or really bad teammates, depending on how well they actually like teamwork. For example, Nurse and Spirit solo q players, have over a 50% chance of just randomly teleporting or phasing around the map, doing their own thing, and refusing to work together as a team, which means that unless they are really really good at the killer (hint: they usually aren't), they make the game worse for the killer side. Some random solo q Huntresses can be the same way, because they'll be so focused on sniping everything that moves, that they refuse to help focus whatever their teammate is attacking.
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For reals, after this 2v8 is done, I'm super curious to what percentage of games needed bots.
Because "we're only adding bots as needed" is super vague. How often is "as needed"? Considering how bad the killer queue times are now, I'm guessing pretty much every game now, that isn't a literal 8-SWF, will have at least 1 bot in it.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3882435#Comment_3882435
It wasn't? It got canned because Huntress and Nurse players among other killers were slugging to get the win, it had nothing to do with unbreakable basekit, it took LONGER to get up.
It also made perks like tenacity much more appealing.It got canned because survivors were weaponizing the basekit UB, by purposely placing themselves in situations where they couldn't be hooked.
It also got canned because if the killer was winning by a lot, and tried to slug everyone in the game at the same time, it made the games last a super long time because survivors would keep picking themselves up. And slugging for the 4k even increased game time by a lot, because the killer would slug the 3rd survivor, patrol the map for the 4th survivor, and the 3rd survivor would pick themselves up and extend the game.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881926#Comment_3881926
I'm not aware of anything that says 2k raises MMR. As far as I was aware, 0-1k lowers, 2k remains the same, 3-4k raises as it's based on kills.
Kills usually aren't worth the same MMR, and the amount of MMR gained is also based on the MMR difference between the killer and each individual survivor.
Also, if we really want to get picky with the math, because the kill rate is balanced around 60%, it's possible that 2ks usually lower MMR a bit, because they aren't reaching the target kill rate.
In other words, the MMR formula might be rigged so that killers stabilize at a 60% kill rate, and survivors stabilize around a 40% escape rate. Likewise, it's likely that a survivor with a 50% survival rate is increasing their MMR, because they exceeded their target survival rate.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881915#Comment_3881915
3k is a win if your going on MMR basis for a win. 3/4k both raise MMR.
Many 2k games raise MMR, but that doesn't mean they are overall game wins.
BHVR never said what the overall win condition is. So all we have are the words they literally said, which is a killer game is like 4 separate matches. And winning 4 separate matches is more than winning 3 separate matches.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877251#Comment_3877251
If your going on MMR basis as 3k is a win for the killer so let last one have a chance at the hatch... The hatch doesn't count positively or negatively towards MMR. So why is the hatch so important? They clearly lost the match as they can't do the gens alone so why not take the loss? Works both ways. Killers want 4k survivors want hatch.
3k isn't officially a win for the killer.
BHVR said the game is like 4 separate matches for the killer. This means a 3k is 3 wins, and a 4k is 4 wins.
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@Mandy said:
I'll address this part directly about not listening to players. We really do listen to players, not just the loudly vocal minority however. It's not just about this Forum, it's about every social platform, including non owned by us platforms. It's also about what information we obtain from our own User Research Groups, we have a Playtest Squad as well as Consultants as well as CSAT's. We take feedback from everywhere, and our teams have to make decisions based upon that feedback as a whole.
People are misusing the word "listening".
Listening just means that BHVR read the feedback, and thought about the feedback. That's literally it.
Listening doesn't require BHVR to actually implement the feedback into their game. Therefore, it's incorrect for someone to say "we aren't being listened to because our feedback wasn't implemented into the game".
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@Icaurs said:
Maybe instead of stopping people form giving up we instead look at the reasons and address them?
Funny enough they have made it far harder and yet it's the worse it's been. So maybe we ask why people give up. Maybe they have a reason?
Many survivors give up because they have a quick and easy way to ragequit, that bypasses the DC penalties. The speed, convenience, and lack of consequences, is the main problem.
And this game has too many DCs because the DC penalties decay very quickly, and they start off super low.
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@MechWarrior3 said:
While I agree you cant force the survivor to play.
Literally no one is physically forcing survivors to play the game.
Punishing survivors for leaving a game early, isn't the same thing as forcing survivors to play the game.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880979#Comment_3880979
Not even remotely the same thing. Equating any of these to being on the ground for 4 minutes is disingenuous at best. Using your power takes care of half of these alone. And none of these things prevent you from playing the game entirely.
It doesn’t matter if one side is “worse” than the other. This isn’t a contest of “which side has the worst problems”
If there should be an empathic rule of “players should care about the other side’s fun”, then it should apply to both sides of the game.
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Houndmaster's search still feels awful, even with today's patch.
Just go to RPD, stand in a few locations on the top floor of the main lobby, and try to target the search command to various places on the ground in the main lobby. And then try to actually target the generators on the bottom floor, even though the killer is still on the top floor of the main lobby.
Notice how awful it still is.
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The only thing most people on these forums agree on…
Is that problematic killer behavior, like camping, slugging, and tunneling, is incredibly easy for any killer to do, in any game, with any perks, and any addons… and that the requirements for problematic killer behavior is so very very low, that people can constantly see problematic killer behavior in just about every game they play.
…Meanwhile, problematic survivor behavior, like gen rushing and bully squads, requires an incredible amount of specific requirements, and most games can't ever meet the requirements for problematic survivor behavior. This means that survivors can pretty much do anything they want, even if they know it's super unfun for the killer, because it's not considered problematic. Survivors can literally spend an entire game making fun of a killer, and being disrespectful to them, because they don't meet the super high requirements of "bully squads", so it's considered acceptable behavior.
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@SoGo said:
We had multiple Cosmetic Contests, and I liked those. The outfits are great.
But, it got me thinking. What if there was a Perk Design Contest?
Design a Killer/Survivor perk, have BHVR review them and select the not gamebreaking ones, and then let the community vote for whichever they like most! The winning one from each category would get put into the game as a general perk.
Personally, I'd love this. I have a few perk ideas that I'd sumbit, and as I've seen, many other people have some, too.
What are your thoughts on this?
This game could never have a perk contest based on community voting, because there would be way more survivor-sided votes than killer-sided votes. That would ensure the most powerful survivor perks would get chosen, and the weakest killer perks would get chosen.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878971#Comment_3878971
Do you carefully think about what you type before posting it? Your literally talking about the old mori system about all 4 survivors down everyone dies which was scraped
Oh but we cant get base kit ub right wince your asking why the game does not just auto kill all the survivors? The chance of person getting off hooks is 4% and even if a person gets off a good killer can easily just down them. Goodness then yall complain about swfs or 4 bots games.
That auto-sacrificed the survivors the split second after the last survivor was slugged for like 0.5 seconds. That's not the same thing at all. Survivors might have unbreakable or exponential, or they might be able to self-unhook, or they might be able to crawl out an open exit game.
But if all the survivors have been slugged for 60 seconds, then there's like a 99.999% chance they're going to lose if the killer leaves them all on the ground. So auto sacrificing them after 60 seconds wouldn't actually change anything, besides speeding up the process.
Alternately, just auto-teleport survivors to a 2v8 cage if they've been slugged for 60 seconds, because that would remove the prolonged slugging problem. It would also make slugging for the 4k weaker, and knock out weaker.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878927#Comment_3878927
She started slugging at 5 gens. She didn’t hook at all.
That doesn’t make a difference. If all the survivors are slugged, and they have 0 hook states, it’s a poor game decision to hook any of them, because they might self unhook and save their teammates.
The bigger question is “why doesn’t the game automatically end after all the survivors have been slugged for over 60 seconds”? Clearly none of the survivors can pick themselves off the ground, and the killer clearly isn’t picking anyone up, so the game should recognize this and either teleport them to 2v8 cages, or just auto-sacrifice all the survivors.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878927#Comment_3878927
at 3 gens In a 3v1? The killer would win either way
There is still a risk that some of the survivors could escape, if the killer tried to hook any of them.
3 gens in a 3v1 isn’t a guaranteed killer win, especially if some of the generators already have repair progress, and especially if the other 3 survivors have 0 hook states.
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@MechWarrior3 said:
Thats nothing, but this. I’ve been laying here since 4 gens….so boring. Everyone waited the full timer and bled to death.
https://us.v-cdn.net/6030815/uploads/38GRYHUO2N1M/img-4045.jpeg
It' would be a bad game decision for the killer to hook any of those survivors, because they all have 0 hooks, and therefore have a chance to self unhook and pick up their teammates.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878458#Comment_3878458
How about this: revert Wake Up and leave it alone. Focus that manpower into dealing with slugging, tunneling, and camping—which are bigger issues to the survivor experience than someone using Wake Up.
Killers have so many strategies that are considered unhealthily. Survivors should be allowed to have at least one strategy that is considered unhealthy.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878453#Comment_3878453
Why would they? The kill rate is 60% with those features. It is higher without them.
Making Wake Up +12.5% if only 1 survivor is fine, but 50% if 2 or more survivors are alive, is buffing a team-oriented perk.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878447#Comment_3878447
If BHVR now suddenly dislikes soloist builds they should buff actual ‘team’ focused perks
Anti-tunneling suggestions usually don’t include compensation buffs for chasing different survivors. Anti-slugging suggestions usually don’t include compensation buffs for hooking survivors. The anti-facecamp mechanic didn’t give killers compensation buffs for leaving a hooked survivor.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878424#Comment_3878424
At this point just stay out of a survivors’ business. That is a favor you can do for us all.
My suggestion is a huge buff for everything except only one survivor being alive. It should be good for everyone….. except the people that specifically want to use the perk as the last survivor alive.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878424#Comment_3878424
At this point just stay out of a survivors’ business. That is a favor you can do for us all.
My suggestion is a huge buff for everything except only one survivor being alive. It should be good for everyone….. except the people that specifically want to use the perk as the last survivor alive.
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@MrMori said:
I just don't get why they claim to want to make it an "altruistic perk" but then keep it at 25% for 2v1 and barely make it faster for 3v1. Opening gates when there's only 2 people left is one of the most altruistic things you can do, putting yourself at risk of being spotted by the killer and opening an escape for both survivors, giving the other survivor time to open the other gate.
Even if you just open the gate and get out in a 2v1, now the other survivor has a much better chance of living, since they can now either escape through hatch, the open gate, or even begin to open the other gate while the killer has to patrol the first two.
And Sole Survivor + Wake Up has never been a complaint by anyone really. If 50% bonus on Wake Up is too much when paired with Sole Survivor, why not make wake up 25% when you're the last survivor, but 50% otherwise? What a strange nerf.
If they actually wanted people to use Wake Up for reasons other than ratting, they could also improve the info it gives to other survivors. Why can't it just show the exit gates to everyone in the trial at all times once gates are powered, as well as your aura to everyone when you're opening a gate? That would make it kind of like Kindred but for gates. So much they could do before they weirdly nerf/sidegrade an already niche perk.
Sole Survivor should be reworked, and Wake Up should have a limited value if only one survivor is alive.
Making Wake Up +12.5% if only 1 survivor is fine, but 50% if 2 or more survivors are alive, works too. That would still be a large buff for everything except the "only 1 survivor is alive" scenario.
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@BritneyMitch said:
Sadly removing it would not fix the problem.
Removing aim dressing would fix the problem, because the forced camera yanks, and the forced short M1 attacks, are both part of aim dressing.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878137#Comment_3878137
BHVR devs have stated that the only thing that matters for survivors is getting out. They don't care if you do gens or loop the killer or rescue your teammates. They only care about whether you escape or not.
Besides, doesn't the tutorial or the store blurb have something like 'Help your fellow survivors… Or don't.' in it?
The killer tutorial says that killers should do everything in their power to stop survivors.
Camping, tunneling, and slugging are part of "everything in their power", so I guess the official game rules say it's fine for killers to do these things as much as possible.
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@Icaurs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877832#Comment_3877832
I honestly wonder if we're playing the same game.
Solo Q isn't struggling because people are all waiting for exit gates to use wake up. They are struggling because their teammates can't last 10 seconds in a chase. I don't know how to fix that but nerfing wake up won't fix it.
It's usually the most meta of survivors that are making matches unwinnable because they have no understanding of how to play the game and just know, the perks are strong.
So what if I'm playing for myself, show me where the rules of the game. should we report players who leave a teammate behind to save themselves? I play for myself and if another survivor does as well that's fine. Not this vague sort of, kind of rules but not really.
BHVR said the crux of the problem is that solo survivors don't work together as much as SWF. You can read the official quote right here. It's an official BHVR answer.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877519#Comment_3877519
Yes yes, so all the hardcore killer mains keep telling us survivor mains. It's so great you have our best interests at heart and are protecting us from ourselves..
The best way to close the gap between solo q and SWF, is to discourage survivors from having massively selfish playstyles.
How is solo q supposed to feel like a team, when it's "acceptable" for players to decide their primary game strategy is to be as selfish as possible?
And by the way, massively selfish survivor playstyles are actually in the killer's favor, because when survivors spend the entire game hiding, and not helping their teammates, it makes it easier for the killer to win.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877551#Comment_3877551
You don't know they are sandbagging; Wake Up Sole Survivor can be a contingency plan in case a match goes south. That can be worth giving up half a build for
Eruption was nerfed, even though some of the killers using this perk weren't trying to force excessively long 3-gen games. The point is that perks can be nerfed even though they aren't being misused 100% of the time.
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@DestroyerBG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877520#Comment_3877520
also yeah you kinda completely ignored the entire point I made and you continue pointing towards the people who choose to play selfishly which is completely in their right by the way since they bought the game and the game itself says they got a choice. I will support this freedom but as I said not everyone is using those perks just to be selfish as I told you I used distortion before to do generators undisturbed which was still benefitting the entire team.
Not everyone that was using pre-nerfed Eruption, was forcing massively long 3-gen games, but the perk still got nerfed because some people were doing this. Likewise, it's fair to nerf perks like Sole Survivor and Wake Up, because of what some people are doing with them.
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@DestroyerBG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877520#Comment_3877520
You do realise those who choose to be selfish will be selfish even without those perks right? At best they will just use distortion with whatever else they choose if you remove sole survivor and left behind. So really no matter how much you nerf some selfish perks aas you call them you can't stop people from choosing to play selfishly. I guess you can just tell them they are dumb but oh well that is the most you can do honestly. I played by my strenght which was doing generators when distortion was better before. I was not selfish you just want someone to play your way instead of theirs. Which lets be honest is not really right at all you can't tell anybody how to play its their choice.
The goal isn't to completely stop people from doing bad behaviors. The goal is to NOT ENCOURAGE people to do bad behaviors. When BHVR gives survivors perks like Sole Survivor and pre-nerfed Wake Up, it helps enable selfish behavior.
And if you want to quote official game material, the game manual says "KILLERS SHOULD DO EVERYTHING IN THEIR POWER TO STOP THEM", when referring to survivors. By that logic, camping, tunneling, slugging, and everything else is 100% approved, because it's part of EVERYTHING.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877573#Comment_3877573
Feel free to reread the post you've already responded to in order to get my answer to those questions, as I have already answered both of them.
For reals, what you should be asking is for BHVR to review the game stats, to determine if survivors using Wake Up are more likely to be playing selfishly.
Because both of us are basically speculating, and BHVR has access to the actual stats to determine if Wake Up actually is being used selfishly.Edit: And before you ask, the specific stat is the average percentage of games where a survivor equipping wake up is the last survivor alive, compared to the average percentage of games where any survivor is the last survivor alive. And “last survivor alive” means the other 3 survivors are dead.
And the other stat is the average percentage of games where a survivor equipping wake up AND sole survivor is the last survivor alive, compared to the average percentage of games where any survivor is the last survivor alive.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877551#Comment_3877551
Sorry, you've provided no evidence, while ignoring and failing to disprove mine. This alongside your history of absolute contempt for all survivors in every post you make on these forums leads me to the conclusion your theory holds no merit and is based entirely in bias with no consideration for reality.
- How do you think sole survivor got such a huge escape rate, if people are mostly just using it as a “backup”?
- Do you think it’s coincidental that sole survivor and wake up are both near the top of the escape rates? Or is it more likely people are using these perks together because they have so much synergy in a selfish build?
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877519#Comment_3877519
Nightlight perk escape stats only count the escape rate of randoms using those perks.
If an escape with that perk made it into the Nightlight escape stats, it's either because the person who uploaded the match was a killer player (20% chance due to 1 killer vs 4 survivors), or more likely, the survivor who uploaded and the random who brought the perk both escaped after powering the gens
To me, this goes to show that people who bring those perks are more likely to be sweating for escapes, and that they're bringing those particular perks either for endgames or as backup should their teams decide to throw despite their best efforts.
They’re more likely “sweating” for escapes by combining wake up with sole survivor, and deciding before the game has even started that they are going to selfishly sandbag the team.
Sole survivor wouldn’t have such a high escape rate if survivors were just “playing normally” and “using it as a backup”. And the fact that both these perks are both near the top of the escape rate list is because they are being used together. -
@DestroyerBG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877454#Comment_3877454
correction a few people used it to hide excessively while others who knew were not good at chase were using it to do generators and not be found by the killer. And before you say "oh you are just ######### survivor go get good" do you really preffer a dead teammate than a teammate that does gens?
I'd rather prefer teammates that aren't sandbagging their team with their selfish Wake Up + Sole Survivor + Left Behind build, where they decided to be selfish before the game had even started.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877375#Comment_3877375
wake up didn't need changing, or if it did it needed a buff. feel free to search the name of the perk on the forums, you'll see a bunch of people shocked that it got nerfed, and then a handful of people from several years ago remembering it exits just barely long enough to suggest a buff.
although it's not the most thorough proof of it, posting a screenshot of a 1% pick rate and 33% win rate was just the funniest and most succinct way of making that point
Sole Survivor and Wake Up are in the top 5 escape rates, because so many people are specifically using them in selfish builds.
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- My biggest conspiracy theory is….
- Map RNG isn't as RNG as people think it is, and map generation will purposely rig the map to balance out the MMRs of the people in the game. For example, if the survivor MMRs are lower than the killer, then the map will spawn a lot more pallets… but if the survivor MMRs are higher than the killer, then the map will spawn fewer pallets.


