Avatar

Coffeecrashing

Coffeecrashing

About

Username
Coffeecrashing
Joined
Visits
0
Last Active
—

Comments

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861923#Comment_3861923

    If it wasn"t for the fact NOED can be legit uncounterable in some situations, such as when the killer camps and the totem spawns right near the hook, then yes it would be a very fun perk. NOED has a few other issues, but the topic is not about NOED so in short: it's beginner-unfriendly and soloQ-unfriendly, teammates often ignoring NOED and just leave, which is not very exciting for either side.

    But yes, apart from these issues, I would consider NOED a fun perk for both sides. I don't have problem with the exposed effect and I don't think I've seen any experienced survivor complain after BHVR reworked it in 2022. It's not "hilariously fun" though, don't exagerate, but I hope now you understand the point.

    I understand what your viewpoint is, but I don’t think it is correct.

    Blast Mine is not fun for the killer. The fact that stronger perks exist, does not make Blast Mine fun for the killer. The fact that killers can choose to never kick generators, does not make Blast Mine fun for killers.

    Being stunned for 4 seconds is never fun for the killer.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861908#Comment_3861908

    It's not GETTING stunned that is fun. It's that there's a play to make to AVOID getting stunned which is fun.

    Half of the game mechanics work like that. Pallets. Killer powers. Or are you going to tell me, that pallets aren't fun because you're getting stunned by them?

    If you think Blast Mine is not a fun perk then I wish we could trade our lobbies where all my survivors try to do is repair gens. Maybe you'll find that more fun.

    By that logic, NOED is hilarious fun for survivors, because there is a play to make to AVOID being exposed.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861864#Comment_3861864

    That'd be basically the effect of Blast Mine, while requiring a lot more work on the surv side to setup.

    How is Blast Mine “fun for both sides”? Do you honestly think killers believe it’s fun to be stunned, and not be able to see anything on their screen?

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860939#Comment_3860939

    Appreciate you trying to get the POV of killers when making your suggestion. The forum would be a lot healthier if more people did this.

    I like your idea. Like, survivors can pre-sabo hooks, and then killer gets a negative effect when hooking on these hooks, but it would not destroy the hook entirely like current sabo. I play both sides and I can see it being fun for both sides. The effect should be powerful because survivors have to spend time away from gens. Something like a 5 sec stun + movement penalty for 30 sec. Or even an effect like "survivors can unhook themselves from the sabotaged hook after 15 sec".

    There is one serious and unfortunate problem with your suggestion though, and it's that in the current state of the game, it will encourage even more slugging & tunneling. I don't think we should ever punish the killer for hooking people, but currently, sabo does exactly that, because someone going for 12-hook has 4x more chance to be affected than someone who tunnels and goes for 3. Fundamentally I consider this to be an issue with tunneling & slugging per-se, not with sabo or your suggestion, but knowing BHVR they won't get rid of these "tactics" before 2030, and until then, your idea would do more harm than good.

    The killer being stunned for 5 seconds “fun for both sides”?

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861309#Comment_3861309

    That's not true of the majority of people. Stomping is pretty boring especially after a long chain of it. You can see that with people who twink and gank in MMORPGs. Do they exist? Yes. Are they the majority? No. The only studies I've heard about that have been done on it came to the conclusion that people, on average, need to win at least 30% of the time to stay engaged and, after winning about 70% of the time or more people lose interest over the long run since it's not challenging enough. Perception as to the causes why someone won or lost play a factor but, overall, people do prefer something that's mentally stimulating and engaging and constant lopsided matches aren't that

    I also get the impression that you're not considering the other side of the equation. Are you saying you enjoy it when you get stomped by Survivors? Or are you saying you only enjoy the game when you stomp your opponents?

    I'm saying people enjoy it when they stomp on their opponents. But in order for that to happen, the game needs to have lopsided game that are both for and against each player, so that everyone has the opportunity to stomp over their opponents.

    The game currently allows lopsided games, and is between a 30% and 70% win rate, so it's already following your math equation. The game currently allows everyone to have their turn at stomping their opponents.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861283#Comment_3861283

    Which is totally and completely irrelevant to whether or not people would prefer less lopsided matches, if people like being tunnelled or slugged for the 4K, or if BHVR would be better served by making the game more enjoyable.

    As well, and I could be mistaken, but isn't the most popular DbD streamer Otz who primarily plays Killer? I can bring up ad hoc examples 'you know but this person here might' in a vague fashion all I want but it's neither conclusive nor persuasive to do so. People want to have fun playing games; that's why people play games. People don't like having their time wasted which is why tunnelling and being slugged for the 4K dislike being the target of such behaviour so much. If you don't have empathy for your opponents that doesn't really matter in the long run as BHVR is a business that makes video games and their survival depends on people enjoying playing. If enough people don't show empathy to their opponents it's in BHVR's best interest to have as many people enjoy the game as possible and to use game mechanics to achieve that

    Everything else you've said has been an attempt to deflect from those statements and is irrelevant to whether or not BHVR making the game more enjoyable for more players is a good idea.

    In any event, I have some plans I have to get to now. I hope you have a good evening as well

    People want lopsided games where they win. People don't actually want to have more games that end in a draw. That isn't exciting, that isn't memorable.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861270#Comment_3861270

    That's a reinvention of history. Killers primarily wanted less strict match making as it was too stressful at higher MMRs; lower MMR Killers didn't seem to care that much. High MMR individuals on both sides wanted shorter queue times. Dowsey, for instance, had 45 minute long queues. There weren't that many Survivors who cared.

    As well, one of the most common complaints about DbD is that it's too much of a stomp on one side or another. There are more people advocating for more enjoyable matches and being stomped isn't fun for nearly anyone and stomping continuously isn't fun either for a significant percentage of people.

    If you prefer lopsided matches and you don't want to care about the other players' enjoyment may I suggest single player games or bot matches? If you'd prefer to play against a person then you're going to have to deal with the fact that, if BHVR wants to continue being successful as a business, it has to keep the majority of its end users happy and it's clear there's a problem with the Survivor role currently. So, regardless of whether you personally care or not, BHVR will care as it affects their bottom line. That's how a business keeps its lights on.

    Many people like seeing lopsided matches when it's survivor sided. Some of the popular content creators gets millions of views when they post a video of them stomping all over killers.

    How many views to do think content creators get when they post fair and balanced gameplay footage? Do you really think that is what gets the most viewers?

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861255#Comment_3861255

    Yes, the stricter MMR is the less people enjoy DbD overall. That has only a tenuous connection to how people dislike being tunnelled or slugged for the 4K. It does help illustrate how using balance as an end goal and not a tool to achieve fun can make a game worse though.

    People wanting lopsided games means that people want the game to be snowbally, and therefore wouldn't want a lot of the snowball potential to be taken away.

    Some of the most people DBD videos involve survivors being extremely better than their killer opponents. "Survivor hardcore challenges", when survivors purposely manipulate their MMR so they are matched against low MMR survivors, can have an extremely high viewer count. And some of the most popular DBD videos involve survivors completely outplaying their killer opponents. People want drama and excitement. They don't want games to be rigged so that tied games are much more frequent.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861225#Comment_3861225

    And more people would enjoy the matches if the game was less snowbally. What's more important; more people enjoying the game or hypothetical forum salt that would be no different and probably less common than the salt that's accumulated now?

    MMR was purposely made less strict, because people don't want everything to be balanced and equal. They want for some of the games to be lopsided, which means a decent amount of 0k or 4k games.

    When MMR was at its most strict, the games were way more balanced, and the giant killer win streaks were pretty much non existent. And so many people complained that they weren't having fun, that MMR was heavily nerfed, so there would be more lopsided games.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861187#Comment_3861187

    Changes to numbers, cooldowns, base gen defense, etc depending on the Killer in question. A general approach could be tying gen repair speeds to number of Survivors left alive so gens are slower at the beginning but speed up as Survivors get sacrificed instead of being the tunnel target or in an almost completely unwinnable situation if at least 3 gens aren't completed before the tunnel target gets taken out. A game whose mechanics favour spreading hooks would be a much better game overall.

    For specific Killers it would depend based on the Killer. Perhaps Blight is completely fine but Clown needs more buffs.

    There are multiple solutions that can yield the desired results. They just require more coding and time than trying to use perks as bandaids. Also, please refer to my side note in the previous post as to why saying 'but someone will complain' is not a viable metric nor reason to not make any changes especially when the majority of players find a video game isn't fun due to X (in this case, tunnelling and slugging for a 4K).

    Lowering the snowball potential in this game, would make it much more likely that killers would get at least 1 or 2 kills. Can you imagine how many people would be unhappy with that, and would say it's "free kills that the killer didn't earn"?

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860328#Comment_3860328

    It is true that something would have to be done to move the kill rate back to 60% if changes lowered the kill rate below 60%. The issue that you're ignoring is that survivor is not fun due to strategies such as slugging for the 4K and tunnelling which nobody who is not being deliberately obtuse can argue that solo queue has the tools to effectively counter.

    Many of the people arguing for changes, including myself, have stated that they're fine with a 60% kill rate; they just want to have fun as this is a video game and a form of entertainment. Other than comp prizes and streamers who have a sufficient sized enough audience to earn money it means nothing in real life. It is as impactful as watching a web series or other show.

    Having one side have basekit access to a tactic (tunnelling) that is even more overpowered than the pre- 6.1 DH for distance was when applied against solos is not fun. Having to wait for 4 minutes sitting on the ground because somebody wants to circumvent intended game mechanics for what's an ego thing and they would rather waste two other player's time instead of a scenario that's balanced in the Killer's favour is not fun. One of the reasons why changing pre 6.1 DH, release CoH, etc was changed is that they were not fun to face and anyone who is familiar with my posting history knows I supported those changes especially getting rid of the PTSD inducing DH for distance.

    Those exact same arguments apply against tunnelling and slugging for the 4K. Some people like going all in on the tribalism approach but the reality is everyone is just a DbD player. What's best for the game and community is if everyone can enjoy the game as that's what everyone is here for. Then if the kill rate is below 60% on any Killer then BHVR can tweak things so it goes back up to 60%.

    Side note: It also doesn't matter if somebody complains about a change. Realistically this is the Internet. You can't even say the Earth is round or humanity went to the Moon without somebody eventually arguing about it on the Internet. Someone will always complain about everything so the possibility of a complaint can't be used as a metric about whether or not something should be done.

    If camping, tunneling, slugging, and 3-gen.. are all unfun for survivors, then what buffs do you think killers should get as compensation, if those strategies are nerfed? If maps are made more killer sided, that would be considered unfun for survivors. If killers get more powerful in chases, that would be considered unfun for survivors.

    Seriously, what possible buffs do you think killers could get, that would be considered as "fun for both sides"?

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860720#Comment_3860720

    I have been asking for a 'concede' option (even if automatic) like this for YEARS. I don't think it should be full sacrifice points though, otherwise it just encourages playing like this as there is literally nothing to lose at that point.

    A concede button is bad, because survivors will just use it to ragequit in a way that bypasses the DC penalties, even when the game isn’t over. This should be an automatic event.

    And I honestly don’t care if the killer gets reduced bloodpoints for this.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860040#Comment_3860040

    Totally disagree.

    Giving up on hook is completely different, you still have potential to play the game. When your entire team is slugged you should absolutely be able to leave the match/concede/speed up bleeding out. Making people endure this misery for 4 minutes on a basis that is becoming far more regular is not a great way to treat your paying customers.

    But this is not really my point, slugging is the mechanic being used but my argument was mechanics like slugging being used to grief and ruin the game for others is not punished.

    If the entire team is slugged, and none of them have a way to pick themselves off the ground, and none of the exit gates are open…. Then the game should just auto sacrifice the entire team.

    If the game is honestly over, then the game should just immediately end.

  • @smurf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860398#Comment_3860398

    This seems like a what-about-ism. Instead of addressing the fact that it's rude to waste other people's time and force their experience to be bad, it's only saying "what about the other side?"

    We need to be addressing the experience of both sides. That's true. But talking about one of them doesn't invalidate the need to talk about the other.

    The problem is that killers are inherently given much more power on a per-player basis than survivors, and can therefore often wield extreme power over the experience of any individual survivor player. As a result, the killer role will tend to need somewhat more guardrails than the survivor role in order to ensure that any one person's experience can't be arbitrarily ruined by another player. Survivors need those things too; bully squads can be annoying, and in the rare instance that someone hides for 10 minutes or more, they should have a disadvantage. I'd support having a sort of tally of 'goal-oriented actions' for each survivor player once there are only two left. Then if one person is doing more gens, opening more chests, existing more often inside the terror radius, etc., killer instinct could happen more frequently on the player doing fewer goal-oriented tasks.

    But slugging for 4k (and tunneling, proxy camping) tends to be something you can count on happening in a large fraction of matches. Meanwhile, I'm confident that most people will say they generally do not see nearly as much hiding for many minutes. Having said that, since bad manners from one person will encourage bm from another, I wouldn't be surprised if some players are more willing to hide out as long as they can to punish a killer who has tunneled, camped, and slugged aggressively, completely ignoring the experience of the other side. I do the same as killer; if I get a bully squad, the gloves come off :/

    The double standard is that the list of "bad things that killers do" often helps raise their win rate. Pretty much every killer strategy that helps the killers raise their kill rate, is labeled and demonized as a problem.

    Meanwhile, the list of "bad things that survivors do", often involve survivors just doing things purely out of spite.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860360#Comment_3860360

    Pretty much what @Firellius said. Chasing an invisible number that you can't even say what it is and using that to justify wasting everyone's time is not an argument that flies to anyone who has any consideration for the people on the other side of that computer screen.

    The empathy argument is invalid, because it doesn't apply to both sides of the game. What things do survivors do, that lower their chances of survival, out of empathy for killers?

  • @Wezqu said:

    Its the autoaim doing it. Never liked that they added it to the game to help console players and its quite often screws you over in other situations too making you for example miss hits.

    It's officially called aim dressing, and it was added to make hits "look nicer".

    However, it 100% functions exactly like an autoaim mechanic, because it affects the killer's camera and M1 attack, BEFORE the actual hit validation check. So even though BHVR said it isn't autoaim, it FUNCTIONS like an autoaim.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859332#Comment_3859332

    It's happened to me once I think ever since 2021. It's a non-issue.

    What this virtually non-existent situation is in the thread is a flimsy excuse to attempt to justify slugging the second last survivor for the 4K and try to convince people it's the survivors' fault instead of the Killer player who created the the situation.

    You can see that in how contradictory and non-sensical the arguments for it are. The Killer will save more of their own time overall by hooking the second last survivor and then moving on. Instead of potentially wasting 4 minutes for a survivor to bleed out and then start the Hatch RNG the Killer could just start the Hatch RNG and then probably be in another match by the time they would have bled out the slugged survivor in the last match.

    The BP argument is nonsensical since you're talking about a few BP in one category. By entering a fresh match faster the overall BP earned by a Killer is higher per minute is much higher than bleeding out a Survivor to lessen the chance the last Survivor might get Hatch.

    The Hatch is Killer slanted anyways since the Killer has a much faster movement rate and their search won't be hindered by stopping to hide. The Killer is the hunter; not the hunted and in most cases the Killer will have a faster match and more BP overall by just hooking the second last survivor.

    There are no logical reasons to bleed out the second last survivor other than an Adept or achievement and it's poor sportsmanship besides. The OP seems bothered by that and being BMed by Survivors so, instead of becoming the type of player others would like to play against, engages in the sort of behaviours that create more BM against Killer players and is trying to justify their position when they're behaving just as poorly as the people the OP is criticizing. It's obvious from the responses it's not working and most people agree that bleeding out the second last survivor is poor sportsmanship. So, in my opinion, the sluggers for the 4K should just either change their behaviour or own their behaviour. They're not going to convince the person being bled out that it was good sportsmanship to bleed them out since it's obviously not so. It's pointless to try to convince the bled out player otherwise; they know how much it sucked. If the sluggers for the 4K genuinely don't care about people's opinions then don't try to argue something that's not okay is; just recognize that's how they play and they aren't considerate of the other players time. It's not like BHVR is going to ban the sluggers for slugging for the 4K or anything so either they should either own their behaviour or change their behaviour.

    This is a PvP game, and a 4k is worth more MMR than a 3k. That is a perfect reason by itself.

  • The kill rate is purposely chosen to be 60%. If maps are redesigned to have more survivor-sided loops, then BHVR would need to do something else killer-sided to move the kill rate back to 60%. If more anti-slugging is added to the game, then BHVR would need to do something else killer-sided to move the kill rate back to 60%.

    In every single scenario, where survivors get a buff that would lower the kill rate, there would need to be a killer-sided change to move the kill rate back to 60%. And survivors would complain about this killer-sided change, regardless of what it is.

    Because for reals, let's pretend BHVR does make a very survivor-sided change to make games less frustrating for survivors. What killer-sided change do you think is fair compensation, that is powerful enough to move the kill rates back to 60%?

  • @Shaped said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860040#Comment_3860040

    Should we force people to be entertainment for killers then? Endure the humiliation for their own amusement? They also do this when they win the game, bleeding people out for 0 reason instead of finishing it.

    The best solution is to automatically teleport a survivor to a 2v8 cage if they have been slugged for a minute.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859892#Comment_3859892

    That can be done already, not sure how any of this is really relevant. If the survivors lose bleed out faster from failed attempts it becomes the equivalent of a hook state and actually makes the strategy you proposed less viable. We aren't talking about 100% success. We are talking about it being capped at 20% or similar which means they will most likely fail 4 of 5 times decreasing their ability to run anti-hook builds and extend the game.

    Basekit unbreakable is a stupid idea and I have no clue why they would ever even try that. An infant could see that's overpowered.

    Allowing survivors to lose bleed out faster from failed attempts, gives survivors yet another way to ragequit in a way that bypasses DC penalties. That's bad. We have enough survivors using hooks to bypass DC penalties, and we don't need to make this problem worse.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859864#Comment_3859864

    I honestly don't understand how it isn't considered griefing, that is about all I can really say.

    There is no intention of playing matches normally and unfortunately people watching are often encouraging him. I guess I have said pretty much all I can on the matter here but yeah, I don't understand how this is acceptable

    If 2 or more survivors are slugged, and haven't been hooked yet, then the correct play is to let them bleed out, because if you hook them, they might self-unhook. Also, I'm often stuck letting people bleed out, because they aren't in range of a hook, and if I pick them up, they try to wiggle off my shoulder.

    These game are actually SHORTER if I let people bleed out, because if I let people wiggle off my shoulder, or let people self-unhook, it can extend the game even longer, and it might give the survivors extra chances to win.

    And that is why my suggestion was to teleport 60+ second slugged survivors to 2v8 cages. It gets rid of the "killer can't reliably carry a survivor to a hook" problem, and gets rid of the "survivor might try to self unhook if I hook them" problem.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859852#Comment_3859852

    That's an interesting suggestion. My own suggestion has been to give survivors a "Take a chance to get up" button that gives a progressive chance to get up the longer they have been down, with unsuccessful attempts depleting the meter like a hook stage, but I might like this more.

    That won't work, because survivors will just purposely place themselves in situations where they can't be reliably hooked.

    And we know this would happen, because when BHVR tried the basekit unbreakable, there were A LOT of survivors purposely creating situations where they can't be reliably hooked, so they can pick themselves off the ground. It was awful.

    And it doesn't even take a full dedicated build to do this. Sometimes it was just a breakdown on a corner hook, and the survivors were purposely running toward that corner if they were being chased. Or it was something as easy as a Badham offering combined with a "basement in shack" offering, where it took zero perks and zero addons, but still created situations where the survivors couldn't be reliably hooked.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859835#Comment_3859835

    Yeah and I think you should be able to 'concede' the match (leave with out penalty) as this guy wants people to DC as that just gives him exactly what he wants. His intention is to make the game miserable and I don't know how that isn't griefing

    Survivors don't need more ways to ragequit that bypass the DC penalties.

    Just have the survivors automatically teleport to a 2v8 cage if they have been slugged for 1 minute. That puts a time limit on slugging, and fixes your problem.

  • This is the 1 year anniversary of this bug report being Under Review!

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857933#Comment_3857933

    if killer is slugging for last kill it means that last survivor is hiding and leaving one teammate. that's not fair to that slugged one

    I don't think that is correct.

    The killer could have missed the other one because he didn't patrol the areas he should have. The killer could have brought Knock Out and tried to slug everyone from the start. The killer could simply just want to see the mori. There are countless reasons why it happens, but at the end of the day it is their choice.

    And, like or not, stealth is part of the game.

    Even in the very specific scenario you've mentioned, I guarantee you the slugged survivor would rather you kill them and let the other get hatch than do nothing on the ground for 4 minutes.

    The most fair way to fix this problem, is for slugged survivors to get teleported to a 2v8 cage if they’ve been slugged for 60 seconds.

    This solution doesn’t punish killers when survivors purposely place themselves in situations where the killer can’t reliably hook them.

    This solution also fixes your concerns of survivors being slugged on the ground for 4 minutes.

  • @PetTheDoggo said:

    I didn't really like how questions were phrased.
    It's not really about the number of survivors, where slugging can be an issue.

    Basically only scenario, where I consider slugging to be an issue is when noone was ever hooked, so it is used as main strategy.

    Otherwise there simply are scenarios, where slugging is needed imo.

    It also completely ignores scenarios where survivors are forcing situations where the killer can't reliably hook a survivor.

    The big message here is that slugging is only a problem when it's the killer's choice. Because if a killer is forced to slug a survivor because someone sabotaged a hook in their face, that's 100% acceptable. If a killer is forced to slug a survivor because the survivor isn't in range of any hooks, that's 100% acceptable. If a killer is forced to slug a survivor because the other survivors are nearby with flashlights, flashbangs, or toolboxes, that's 100% acceptable.

  • @ThatRyanB said:

    Just hopping in to thank all of you for your feedback on the survey! We're pulling this feedback together to share with the team, so the requests for a "check all" option and notes about the length are extremely helpful.

    I'll be sure to keep an eye on this thread for any additional feedback, so seriously, thanks again folks!

    Can the names also be in alphabetical order? Trying to find individual names felt unnecessarily clunky.

  • @Autharia said:

    The amount of slugging based questions at the end make it really look like it may be addressed soon. Was like the last 4-6 pages alone.

    The worst part is BHVR directly told us that slugging wasn't a problem before the finisher mori, and now we have a bunch of people complaining that the finisher mori is causing way more slugging… and now slugging might need to be nerfed?

    Like, this is totally a problem BHVR created themselves, and now killers might need to be nerfed because of it? How is that fair? It would be better to just get rid of the finisher mori, so slugging can go back to being "not a problem".

  • I wanted to see questions involving survivor activities that are unfun for killers.

    Because it feels like no one cares that I'm often in games where I'm stuck slugging survivors, because the survivors are creating situations where I can't reliably place them on a hook, or where I shouldn't even be picking them up.

  • The biggest problem with hexes is that cleansing it once can completely remove it from the game, and you never get it back.

    Delaying the kit totem from appearing will still have this major problem. The "cleanse one and done" hexes are just too unreliable, because some survivors just instantly find hex totems whenever they exist, and it feels like a wasted perk slot. The only way to actually fix most the hexes, is for there to be some major gameplay change that allowed the killer to somehow bring back a hex perk after it has been destroyed.

  • I wish the new wiki had the Expand button that the old wiki had. There's so much blank space on the new wiki, and I don't have an expand button to make it instantly look better.

  • @Mandy said:

    Is this still an issue with today's hotfix, as the problem was resolved in 8.4.2?

    The "overriding" sound bug, that has been happening for months, is still happening too. Killers used to be able to easily hear survivor footsteps from behind a wall, while the chase music is playing. But now many of the killers have chase music that just completely deletes the footstep noises, even when I'm blasting my headphones at max volume.

    And this has happened for months too. And there was a bug report months ago, but it was under review for a while, and now it has disappeared.

  • The map is survivor sided, because the brightness is cranked so high that it's more difficult to see scratchmarks.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855800#Comment_3855800

    Hard disagree that getting rid of her drones wasn't too difficult.

    • 4 drones to cover 3 gens
    • Can manually activate the drones to make sure they're always building exposed
    • Once a survivor deactivates a drone, they can't re-enter the radius of an active drone for 45 seconds (drone becomes unhackable)

    In order to avoid getting exposed by the drones, you would need to coordinate 3 of the 4 survivors to each deactivate one of the drones covering gens at the same time, wait for the Skull Merchant to commit her last drone, and then split focus between the other two gens. The strategy Team Eternal came up with was to just tank the exposed and keep perfect communications about the SM's exact positioning, and that barely worked for finishing the game in an hour. The gen kick meta was a huge part of it, to be sure, but the fact that the killer forced you into permanent exposed, had undetectable so you had to pay attention to your surroundings, and had silent skill checks so you also needed to pay attention for those made it basically impossible

    The survivors were also using voice comms to completely bypass the killer's stealth, and was refusing to commit to repairing generators, and was frequently (because of voice comms) leaving generators so early that they would be super far away by the time the killer got to the generator.

    The problem was also caused by all 5 players playing as excessively safely as possible.

  • @Brokenbones said:

    I think there's argument for it to stay a scourge hook since that allows you to choose when in the match to use it. I know most people probably just want to use all 4 stacks asap but there's def situations and cases where doing that would be a waste

    That's how I see it at least

    @NarkoTri1er said:

    it should stay a scourge hook perk. Why? Because that's literally what makes it good (if we exclude bad scourge hook placement rng sometimes). You definitely don't want every hook to be able to proc it because quite often, you'd end up in a situation where you'd waste a token on a gen that is not even 20%.

    Pure knowledge of when to hook a survivor on scourge hook and when not to is why it's still the best slowdown perk.

    Shoulder the Burden taught us that hook perks can have the option of whether or not to use it, and not be connected to scourge hooks.

    Similarly, Pain Res could be reworked to be like Shoulder the Burden, so the killer can have the option of whether or not to use it, and therefore not need to be connected to scourge hooks.

  • @Mandy said:

    This is a very good point, it is something we are aware of. For killers they have to learn one character - for survivors they have to learn how to play against all of them and when things change that can be hard to manage / learn.

    DbD is complex, it's not easy on either side - there's a fair bit of skill involved on both sides, the game is most definitely not easy, it only appears easy when you're not very experienced in the game…it's deceptive.

    Any ideas for how to make things easier for players and I'm all ears (no dbd pun intended), as there will undoubtably be other killers that have more complex powers.

    Even though it would be a lot of work, the best learning tool would probably be a separate tutorial video for each killer, to go over a killer's power in detail, and how the survivor is supposed to counterplay the killer.

    And if there any special items or objects connected with a killer, that should be explained too. For example, I don't think it's 100% intuitive that when one of Vecna's treasure chests turns into a mimic, that it stays a mimic chest, and survivors should be looking closely at each treasure chest before opening it, to ensure it hasn't turned into a mimic chest.

    It also seems like some survivors don't have any idea of where they should place Xeno turrets, and they end up unknowingly placing them in bad spots, and then complaining that the turrents are weak.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855242#Comment_3855242

    Well, recently I've been researching and learning as much as I can about Skull Merchant, and honestly one of the things I've concluded is that the infamous match everyone knows about isn't really proof of anything.

    Meaningless, I would say. As comp DBD always is.

    Which is why I've requested help to find videos of Skull Merchant's original iteration being played as and against players of average skill. And the results were interesting, to say the least.

    In average matches, the biggest complaint was that survivors would get "randomly injured from across the map" and that was "free hits the killer didn't deserve to get". Survivors really don't like traps that automatically trigger or automatically alert the killer, which is why Hag's traps got triple nerfed, and it's why Demo's lifeguard whistle got completely reworked.

  • @ThatRyanB said:

    Hopping in to provide a little context on this, the team has been closely monitoring The Houndmaster's performance and determined that Knotted Rope posed a potential balancing risk when paired with certain perks and addons. They're currently re-evaluating this addon and plan to revisit it in 2025, but ultimately wanted to ensure that heading into the holidays, the risk of an over-tuned combo was minimized.

    We know larger balancing changes like this can be frustrating, but we appreciate your patience as at the end of the day, we want to ensure there's a solid balance between having fun as the Killer and playing against the Killer.

    I wish the addon could have been reworked to be a weaker version of one of her other addons (e.g. "Increases the distance of the Redirected Chase Path by +10%"), instead of being super nerfed into the ground.

    Even if the addon is revisited later, cool-down reduction addons are so heavily hated by survivors that it's unlikely to be changed back to a better percentage. We went through this whole process with Hillbilly, where the cool-down reduction addons got nerfed twice and are still nerfed.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854676#Comment_3854676

    Assuming everyone runs the perk and coordinates the spreading of, and this is the thing: the first hookstages.

    If someone that already has a hookstage takes the one of a survivor that has two, guess what. They will have two hookstages. Just get this person then. They are exposed AND show that they have one more hookstage.

    The scenario your describing isn't as realistic as you make it seem to be, sorry.

    Assuming everyone runs the perk, it has a good chance of guaranteeing that the first survivor will be sacrificed on the 6th hook at the earliest.

    Let's pick the most extreme scenario, where the first 4 hooks are on separate survivors, and no one uses Shoulder The Burden. That still means the first survivor will be sacrificed on the 6th hook at the earliest. This means the killer is still at a very bad game disadvantage, because 4 survivors are still alive at the 5th hook. This isn't good for the killer. This isn't the killer "outplaying the perk ".

    In fact, we could go through every possible combination of hook states, and the perk still has a decent chance of forcing a 1-1-1-1 spread of hook states, because as long as one survivor has zero hook states, they can use the perk on someone else… and the only way to stop all the survivors from having zero hook states, is to hook each of them once.

    Remember that the ultimate goal of the survivors using this perk is to spread hook states, and it doesn't matter how many of the survivors actually get to use the perk, as long as that goal is achieved.

  • It's because the people that liked the new music didn't know they were required to announce this to the world. Therefore, the feedback of "I like the PTB music" got more votes than the feedback of "I like the Release music".

    The result is the killer got nerfed, because it's more difficult to hear survivors with the PTB music.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854608#Comment_3854608

    Yes, I do. Why? The execution of the perk. Again, it's about how the perk is designed. Old ds was bad because it could be used offencively. That got removed as well.

    Just to mention, because you still haven't answered @Firellius question yet.

    Do the survivors get value and does the killer counterplay it?

    Because it means both questions are invalid.

    In the case of Shoulder The Burden, the problem isn't the fact that it's anti-tunnel. The problem is that many killers can't properly leverage the downside of the perk, and the perk gives too much value when multiple survivors are running the perk and are stacking or daisy chaining the perk.

    Also, I never said the perk should be removed from the game. My suggestion for having the perk inflict broken instead of exposed, just makes the counterplay more fair for the low mobility M2 killers. The perk is supposed to have a downside that can be leveraged by killers, and exposed isn't a fair counterplay for all the killers in the game.

    And in the case of the "does it bring value" question, that is a completely invalid question, because there are many things on the killer side that brings value and has counterplay, yet many people still think it's unfair for survivors. The current Thrill of the hunt brings value to killers, and has counterplay for the survivor.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854578#Comment_3854578

    Not everything, no. Anti - tunneling does. Therefore my question:

    Are you telling me that anti-tunnel is bad for the game?

    If there was a perk that said "if a killer hooks the same survivor twice in a row, the killer gets stunned for 300 seconds", would you think that would be bad for the game?

  • Are you saying that absolutely everything in this entire game, that gives value and has counterplay, is 100% acceptable and good for the game?

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854028#Comment_3854028

    Your bot getting punished for playing an M2 - oriented killer. Your (sometimes) getting punished for going after the same people over and over again. This is also called tunneling :)

    Most M2 oriented killers can still m1 as much as M2 killers. Wesker, Blight, Artist, Pyramid head and Oni are all very much capable of playing m1 as Pig or Freddy are.

    From what I've seen in regular matches it's really not much of a deal. Most people don't even run it tbh.

    From how I see it, the perk will be extremely strong on your comp group in private games and decent in a regular public lobby.

    And this is the biggest problem here. You're basically telling me this perk isn't a problem because you personally don't see it as a problem in the games you personally are in.

    That isn't helpful. I'm seeing many games where multiple survivors are using this perk, and are they stacking and daisy chaining this perk. And these are public games.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854056#Comment_3854056

    Bug fixes always happen - I was referring to design changes to the perk itself.

    https://forums.bhvr.com/dead-by-daylight/discussion/375033/killers-are-forbidden-to-lunge-if-they-are-too-close-to-a-survivor-which-can-steal-hits

    …"Always happens" is a very interesting statement. The above bug report, that I placed in May 2023, has been Under Review since December 2023. That is 1 full year of being Under Review.

    Which means that aim dressing has been still stealing hits from the killer, for at least one and a half years.

  • Bringing back the PTB chase music was a nerf to the killer, because it is harder to hear survivors over the PTB chase music.

  • @Mandy said:

    There's no current plan to change Shoulder of Burden, it was adjusted from the PTB - Live, and it is something that will be monitored on our side, if we see it behaving problematically then it's of course something that we can change, for right now we're happy with how it's performing.

    Thank you for the response. Just for some feedback, I stopped playing many of the M2 killers, because they don't have a good chance of hitting an exposed survivor with an M1 attack, in the short amount of time they are exposed from Shoulder The Burden.

    I don't like feeling like I'm being punished for playing M2 killers, but here we are.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853870#Comment_3853870

    Okay.

    But who's going to take the risk for the guy that used STB on the STB user?

    Many survivors in my games are doing this, so they do exist.

    There are many coordinated SWFs in this game, and the perk should be balanced with them in mind. They get too much value out of stacking and daisy chaining this perk, which is why that perk of the perk should be nerfed.

    This whole "what about uncoordinated solo q survivors that don't want to risk themselves" argument doesn't work. I'm specifically talking about coordinated SWFs, and how the perk is too much when they use it.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853695#Comment_3853695

    Just chase the others. —> Dont tunnel one guy. Problem solved. The perk even shows who took the stage.

    If a player uses STB and the killer throws them on a hook, it should be fine to tunnel that person because that is supposed to be the "high risk" part of the "high risk high reward perk".

    But when a survivor uses STB, then has STB used on them, it massively lowers the "high risk" part of the perk, because their 2nd hook state was removed.

  • @iloveandhatethisgame said:

    is this perk actually a problem? I never see any of my teammates bring it and I don’t own the character

    Yes. I’m still seeing many games where multiple survivors are using this perk in coordination:

    Sometimes one of the survivors has a bunch of chase perks, and they 100% want you to be tunneling them because they will have the longest chase times. So if the killer tries to chase someone that has zero hook states, the chase perk survivor will start aggressively bodyblocking because they want to take multiple chases, with the knowledge that their teammates would stack STB on them.

    SWFs are weaponizing this perk, because the perk can be stacked multiple times on the same survivor.

    STB should be a high risk high reward perk, but against many M2 killers it's a low risk perk, because those killers can't properly take advantage of the survivor being exposed.

    STB should make the survivor broken instead of exposed, so it can be high risk against these M2 killers.

1 … 30 31 32 33 34 … 94