Crowman
Crowman
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- Crowman
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The patch was a new killer with no survivor. People want to play the new killer, because it just came out yesterday. This is the reason survivors have high queue bonus.
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Of course we do. If survivors can't immediately figure out how to out play a newly released killer within the first hour then it's clearly the killer that is the problem. It's why people shouldn't buy new killers on release, because this happens all the time.
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I remember when people were complaining about event offerings being for everyone, because people got upset that others benefited from their event offering while they didn't use one. Which is why BHVR moved to make them personal.
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@Retro_Gamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900052#Comment_3900052
Believe me, strong players with a lot of hours would be happy to wait for the opportunity to play against worthy opponents, this is not a problem at all.
Everytime MMR is made tighter and lot of hour players have to wait for matches, they do complain and BHVR eventually undoes the tighter restrictions.
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@Ricardo170373 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903961#Comment_3903961
Its simple, if u dont want to play a boring match or against a especific killer or map or whatever, u are free to leave, noone needs to do nothing in this life, just die at some time, if the game has the "go next" epidemic today, the problem arent the players, is the game.
No the problem is the players. If you can't find enjoyment to play out games to the end then just don't queue up and find a different game you actually enjoy.
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This happens literally every time a new killer comes out. People play a game or two against the killer, don't immediately understand how to counter them, and then come to the forums to complain about how broken this killer they haven't given a chance to learn to play against is.
The one killer that didn't get this treatment was release singularity and that's only because EMPs were so overtuned they practically played themselves.
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It's the first day overreaction. Newly release killers are always called OP and survivors for at least the past year give up over any inconvenience they can think of.
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@CosmicScarab said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900468#Comment_3900468
It would still be nice if they at least cared a little bit about how people who currently enjoy the killer feel.
BHVR gutted her intentionally so people would play her less. They don't care about SM players.
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@CosmicScarab said:
There was also nothing really on the survey about how things would feel from a killer perspective, which is disappointing. I would hope they take into account how current SM mains feel, but it seems like they are entirely focused on the survivor experience.
The entire reason they are reworking the killer is because survivors didn't like playing against her. Of course the primary concern behind the rework is survivor first.
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@arcaneGospel said:
The Skull Merchant rework is awful. It makes no real efforts to preserve what existing Skull Merchant players like about the killer's playstyle, in favor of going for broad appeal by way of homogenization. Making her another basic special attack, projectile killer has NOTHING in common with her existing, unique playstyle. Even IF most of the community prefers this design, that is not valuable— Existing players of Skull Merchant such as Pixel Bush lose their character ENTIRELY for something that does not interest them.
Also, if the idea is to make her feel more tonally consistent, how does THAT translate to her using her expensive, fragile drones as battering rams? That's ridiculous. A pursuer who tracks and renders you weak before actually going for an attack is fitting to the horror genre, but bumper car drones is not.
Also survivors are still going to complain, because now Skull Merchant has a ranged attack she can use globally and can down survivors. So SM players won't be happy. Survivors will won't be happy. And we just get another Freddy situation.
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Did you know that a melee killer when they are on top of you also has an uncounterable attack people refer to as an M1. Unless you manage to dodge the attack, but dodging an M1 is significantly more difficult than a ranged attack since all ranged attacks are telegraphed.
Maybe we should remove M1 abilities since if a killer gets on top of you it's basically impossible to avoid an hit.
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Ultimately the devs cater to keep queue times short for the highest of mmr players since it largely hurt streamers and that didn't look good for BHVR.
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You just want to punish killers for playing well.
It would be like making it so that while the killer doesn't have enough hooks survivors do ghost progress on gens where they get points for repairing the gen, but the gen doesn't actually progress until the killer hits the proper hook threshold for the gens remaining. Sure it would solve the issue of killers feeling like gens go too fast, but it wouldn't be fun to play as survivor getting punished for making it difficult for killers to catch you.
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Anytime a non slowdown perk sees use, it gets complained about and then nerfed out of existence.
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The game is successful for what is currently is. Scraping that and working on a sequel is not guaranteed to end up with a better result.
A good example of this is Payday 2 and Payday 3. Payday 2 was a very beloved game and had updates for years. Eventually they decided to make Payday 3 on a new engine and when the game released it just wasn't liked. Even today on steam charts, Payday 2 has more active players than Payday 3.
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Do you not know that Bloodlust exists already?
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This collab would likely never happen. Riot does not appear to be remotely interested in doing any sort of collab, because they want their characters to live only in the world they made.
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People have been comparing new killer powers to old killer powers everytime.
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If recent hex perk design is something to go by, devs seem to be trying to make hexes activate after a condition rather than be online from the start.
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The killer wasn't delayed so they could fix issues with the killer. It was delayed so they had time to add the health updates.
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Bhvr just needed to not back away from having the finished mori happen automatically when all survivors are slugged out hooked. Making it just cypress mori basekit forces people to wait for everyone else to die despite survivors already having lost
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/439858/grim-embrace
Conceptually I wish the game was designed more around this being the game design. That as survivors are killed the killer gets weaker, balancing out the game a bit more.
That said, its hard to do that at the moment. Especially if Grim Embrace was buffed, it would create scenarios were the last survivor who hasn't been hooked should absolutely just hide from the killer, which is the reverse of what you want from the game where the unhooked survivor should be pursuing chase.
If the killer got less powerful the more they completed their objective, you would just create a situation where killers are forced to incapacitate survivors without killing them aka slugging. Which being forced to slug as a killer isn't fun and killers always slugging isn't fun for survivors either.
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@Zuiphrode said:
Yeah I hope so, cause if they aren't they completely murder Alien.
That's the point. They nerfed both his power to make it more dodgeable, but then also went around and made turrets stronger so weaker survivors can use them effectively.
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Are we looking at the same changes? The roadmap has more stuff survivor specific changes than it does killer specific ones that are explicitly listed. And the ones that benefit killer like forcing all4 survivors to spawn together are already largely the case on live.
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Personally Map Offerings should be removed, but I'll take making them rather worthless instead.
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Huntress and Nurse were both in the first iteration of the game mode. I'm not sure where this "m1 killers only" thing is coming from.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885785#Comment_3885785
BHVR is most likely going to make balance changes while these updates are being rolled out, this includes potentially nerfing Survivor toolboxes to repair slower, and changing Survivor perks to not make Generator speeds as problematic.
Furthermore, one of the Killer’s biggest issues, splitting Generators, thus making pressure harder to maintain, is going to be slightly addressed (at least in the early game) by making Survivors spawn closer together naturally (grouped up Survivors leads to more pressure).
Dark maps, which were the bane of many Killers, especially on Console, is also being addressed by implementing a Gamma setting to make the game brighter or darker depending on the needs of the user. Technically this can benefit Survivor but this is far more beneficial for Killer players since finding the Survivors is naturally more important.
I think people are overblowing the changes, people act like Killer is going to evaporate but BHVR has already announced that they plan on addressing some grievances for Killer and will probably do even more than what is listed based on community feedback.
When bhvr has recent changes like the skull merchant, sorry I'm not inclined to put faith bhvr cares to keep the killer role in mind. If they had more killer changes it would have been better if they put them upfront rather than hidden.
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A big reason many games feel unwinnable is preciously because survivors are too comfortable giving up over any little thing. As long as "go next" is unpunished there is no incentive for survivors to get better.
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Honestly, I had better survivors games on the old rank system but I think a large part of that is survivors then actually tried and didn't look for reasons to instantly quit matches.
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@Iron_Cutlass said:
The bottom of the image they posed has “and more…” which means some Killer issues will also be addressed. We will still be getting other balance changes along the way I presume.
I think a lot of the issues they posted about were prioritizing longstanding issues for new players and SoloQ which were commonly talked about leading to repressed of the FNAF Chapter. Since SoloQ/new player Survivor is a miserable experience that has been long overdue for adjustments."and more…" does not mean that killer issues are included
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I wouldn't expect any changes to the game to make up for killers getting a bunch of restrictions.
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@beater15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3883967#Comment_3883967
And that's why you're misinformed on what glicko rating actually does. Just because it's used for 1v1 games doesn't mean it doesn't work on asymmetrical games.
Well it's clearly not working well for DBD.
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Xeno got balanced around people not placing turrets which ends up just not being fun to play when people do utilize them.
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@H2H said:
Are we seriously complaining about killers even having addons? Is that where we’ve gotten to?
Good lord.
Didn't you know. Killers are suppose to play M1 Nurse with no addons and perks and you're not allowed to blink.
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@DestroyerBG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878956#Comment_3878956
Don't forget that actually if the killer manages to down a survivor next to the hook the timer will never move. No matter if the survivor is in the dying state. If he is next to the hook or nearby the killer gets free face camping with no consequences actually. Overall this system is not doing its job on discouraging killers to camp it just tells them stay like 15 meters away so they dont escape for free is all. And yeah what you said is true. The teammates also get you killed. At this point the killer is not the one who wins the game it is just the survivors giving him the win almost all the time
Slugged survivors can crawl away from the hook.
But the reason that a slug by the hook isn't ignored by the system was because it was abused on the PTB. Survivors would run at hooks forcing the killer near the hook and if the killer defends the hook the survivor on hook just got a free escape despite the killer not really camping.
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It's the survivor learning phase right now.
Survivors aren't used to needing to be awake to heal since before you had to heal first in order to wake up another survivor.
Plus if the survivor who is slugged recovers, then they only need to be tapped up and then you can stop the healing before Freddy has the chance to teleport on you.
Give it a week or two and people will realize that this reworked freddy is not that threatening.
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@Evanmacmillan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877737#Comment_3877737
It’s mainly a slugging and knockout issue I’m gonna edit my post not really a Freddy strength issue but his power really does amplify how easy slugging is atm
Survivors currently get woken up when they are downed. So the person reviving them just needs to hit an alarm clock first.
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They made it so you can awake injured survivors instead of being forced to heal. They also removed the increased slowdown for using the wake up action on the same survivor repeatedly. You also have Alarm Clocks if you can't be woken up by an ally.
It really shouldn't be too difficult to stay awake for heals.
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He's honestly correct in his assessment. Doesn't mean dbd doesn't have its own issues, but despite the vocalness against tunneling or camping, the game has kept a stable playerbase over the years and it's simply bc the devs are doing their best to make sure both sides are fun so that there's enough players queuing for both roles.
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@mightymaltim said:
It's also worth mentioning that this has a varying effect depending on the killer. It negatively impacts Alien, Onryo and Plague as their belongings give them access to their powers, while making the powers of certain other killers MORE oppressive. Freddy, Pig, Nemesis, Wesker, and Singularity benefit from these offerings because they have interactable elements that survivors need to access in order to counter their powers. Shoving them towards the edges of the map makes them less accessible, especially on larger maps.
The most egregious example are Pig's Jigsaw boxes. If a lot of extra chests are added from perks and offerings, it increases the likelyhood of the boxes getting shoved to the edges of the map. Add in a large map and a screaming perk or two and you have a recipe for easy RBT kills. Is this an intended synergy? If it isn't, then the spawning order for killer belongings and chests should have their priority order addressed. And I say this as someone who enjoys playing Pig.
There's a lot power disparity between all the different killers on the roster. It's unlikely that this game will ever be truly 'balanced' but consistency is a worthwhile goal, and it feels like this particular issue should be easy to address.I think it's better for killer objects to take priority even if it nerfs killers like Pig. The reason being that making killer object spawns more consistent between maps would make it easier to buff weaker killers who can be oppressive under very specific situations.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874909#Comment_3874909
I distinctly recall F13 was already on its way down before the lawsuit hit.
FF13 had it's issues, but IIRC the lawsuit hurt the devs ability to push updates to the game. Without the lawsuit in play, it's possible the devs could have improved the game.
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Honestly we can even see it with the basekit protections that have been added to survivor. Despite them being added, complaints about the game only get worse. This isn't to say the basekit BT or anti-facecamp systems were bad to add, but I have yet to see people feel like the game has actually improved with them.
DBD isn't likely to die anytime soon as the devs seem very cautious about trying to change the gameplay loop too much, but I don't think people really understand the consequences of limiting killer's ability to kill in an elimination game.
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Because the core reason of the change is to nerf deep wound's ability to hinder survivors sight during chase. That is all.
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Killers are not required to "do hooks" to win. They simply just need to kill the survivors which some killers even have basekit ways to do that without hooks.
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I don't think base kit unbreakable is nessecary. All the devs need to do is re-add the finisher mori mechanic where the game was auto ended once the survivor was unable to progress the game further from the ptb.
It would solve the main complaints around time wasting and slugging without just adding more basekit abilities on survivors.
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The biggest problem with MMR is the trade off between queue times and match accuracy. Everytime BHVR has tried to make MMR stricter, it comes with complaints of queue times and ultimately it gets scrapped. People want instant lobbies even though it leads to the most unbalanced matches.
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The solution isn't an anti-slug mechanic. The solution is to simply have the game end when all survivors are unable to progress the game.
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Content Creators are not necessarily qualified to work on game development.
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@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871426#Comment_3871426
Game won't die there is no such games like dbd, so don't waste your time to proving it, ban list is a healthy addition to dbd or killer repeat prevention
a lobby of survivors having 5-20 killers banned on top of a killer repeat prevention system will make queues so high that people will stop playing.
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@Oputeeva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871335#Comment_3871335
Then we should have a list to ban 5 killers too so you all start to play with normal killers and actually get better with A/B/C tier killer
if you want to kill the game this would be a perfect way to do so