Crowman
Crowman
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644604#Comment_3644604
It's not about being competitive, it's about being playable.
This is not playable. I hope it doesn't come back.
The game isn't unplayable. You can still play a match out against these killers.
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@knuffeldraakk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644625#Comment_3644625
To clarify; There's 2 DBD discord servers. One is being ran by the r/DeadByDaylight subreddit, and another is a huge community server that most certainly has BHVR staff in it!
I was talking about the discord with BHVR staff in it. The BHVR staff do not run the discord. It is still a community ran discord. The discord also uses the term "partnered" to describe themselves.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644710#Comment_3644710
I don't. I'm just saying basekit BT isn't as glorious as you describe it to be - It's a minor inconvenience against tunneling. If you are a killer and playing to win, tunneling at five gens shouldn't be something you want to be planning for. It's a boring experience for both sides, especially against solo queue where killers steamroll my team and still tunnel as if their life depends on it. If you're playing to win, at least try a little bit. The game shouldn't dish you out wins and tunneling doesn't make you feel like you achieved anything. After I tunnel, I don't feel satisfied. I don't see why I would.
Tunneling at 5 gens is blaming the killer for something that is the fault of the survivors. If the killer is chasing 1 survivor, you have 3 survivors who can work on gens. Assuming relatively equal skill on the killer and survivors, survivors should have at least 1 gen done by the time the killer gets the first hook.
So if the killer is capable of tunneling out a survivor without any gens getting done, the survivors messed up.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644700#Comment_3644700
Base kit BT doesn't do much in the long run. In fact, it hinders anti-tunnel perks because when you're deep wounded you can't use them. Killers know this and that's why they hit off hook. Saves them more time than being hit with a dead hard would've and that's why tunneling is so common.
If you want to go back to the days of getting unhooked and immediately going down, be my guest. It exists for the reason so killers can't just take advantage of the fact an unhooked survivor is an immobile target.
Not to mention that basekit BT existing didn't make tunneling more common. The devs have slowly nerfed many alternative ways killers had to win without tunneling.
Hit and Run was killed with CoH release and despite nerfs to healing since, Mangled and Sloppy are about to be nerfed again.
3 Gen strats just got nerfed.
Strong regression perks keep getting nerfed.
If you are a killer and you are playing to win, the best try and true mention is to kill a survivor quickly. Optimally this means focusing your early hooks towards a quick kill which results in tunneling.
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If you want a more "balanced" game, don't play with the modifier.
The modifier isn't there to create a balanced experienced, just a new one.
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644678#Comment_3644678
I'm looking for things that would mainly restrict it's prominence, not eliminate it. But yeah, those observations are correct.
Survivors already have basekit BT to prevent being tunnel straight off unhook. There's not really more than can be done for survivors, because the survivor is the 4 man team and the killers main objective is to kill them.
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As long as the killer is rewarded more for killing a survivor than they are for spreading hooks, anything short of making survivors invulnerable would stop tunneling. But making survivors invulnerable would be a far worse situation than tunneling is.
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The devs said Freddy is disabled because of the Dream World effect clashing with the Light Out effect. It has nothing to do with how strong Freddy could be on the mode.
It's funny to me that community that has been begging for a more casual DBD is immediately asking for balance changes on a temporary game mode.
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If you are the first survivor hooked, you have no reason to not play aggressively against the killer and body block.
Instead of doing heavy handed measures to try to force killers to not tunnel survivors when the gameplay only rewards getting a survivor out ASAP, we should first change the benefit of hooking different survivors and lessen the impact of an early survivor death so that rushing a kill out early isn't as important.
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@knuffeldraakk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644607#Comment_3644607
May I point you at the fact that the official DBD discord alone already regularly has plenty of Customs/KYF chats filled?
The DBD discord isn't ran by BHVR and the discord is still a minority population.
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Ultimately the % of people who actively use customs on a regular basis is a very small minority. Most people are queueing up to play. Any improvements towards Customs will always be a lower priority.
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It's a gamemode that lasts for a single week and is not meant to be perfectly balanced. Some killers are going to be better than others with the given modifiers.
The game mode doesn't need to be competitively viable. Let it be a casual mess.
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Yes some killers are going to have a bigger advantage on this game mode than others. This gamemode isn't intended to be a balanced mode since it only lasts a week.
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@Foodnt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644336#Comment_3644336
the thing is you have instant knowledge where the survivors are in when you use your m2 (wich is easy) and that is kinda strong if not broken , dont forget that healing against legion is not a good idea because he can easily m2 you .
Yes you can break him out of it when you position yourself under a pallet when you see that someone needs to mend . but that costs time wich you dont have
Some killers are going to excel more on this mode than others. It's not a new permanent game mode and it only lasts a week. Hardly a reason to killswitch legion over it.
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Being strong is not a reason to killswitch legion
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Given that the entire gimmick is Dredge's power but with no items, perks, or offerings. I doubt many people will still want to play the mode by the end of the week after the novelty wears off.
I fully expect to see many complaints on the forums within the day about the issues of a new mode
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@UndeddJester said:
Yeap, not only it would be a dangerous precident to set, but all the money that Skull Merchant has made for BHVR would need to be refunded...
This would not be the profits being refunded, but the revenue... Money which likely doesn't exist anymore, as its probably already been rolled back into the company for later development/releases. Such a loss in company funds would result in a very substantial blow to BHVRs finances, that would at the very least severely impact the release of all potential future and in progress content, and in worse case may even snowball to actually killing the game for real.
The hatred for Skull Merchant at this point seems like a meme. Discussion about her has long been dead and devoid of constructive feedback (and ots questionable that it ever was), and she's become just an outlet that people love to hate on.
Discussion about Skull Merchant were never constructive. People were asking for her removal since practically day 1. People simply just refuse to adapt.
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It has no direct counter and killer perks/addons that inflict exhaustion are unreliable at preventing it.
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I think getting bad map matchups is fine since the good map matchups do exist as well. I would just remove map offerings so neither side can tip the scales too much in their own favor and leave it up to rng.
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@bornagain234 said:
Sadako is getting more changes.
They have no idea what theyre doing.
Fogwhispers should be paid employees that advise, and actually be listened to.
Fog Whispers aren't necessarily better at balance changes than BHVR. Some of them have their own preferences which wouldn't quite make for a better balanced game either.
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@MechWarrior3 said:
My soloQ experience is waaaaaaaay different than some of y’all’s. I generally do better in a solo q. If we die it’s because the survivors with me made critical mistakes.
Honestly feels like some people just want to be able to escape every single game in solo q since all the complaints boil down to "it's unfair that the killer tries to win"
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As long as matchmaking is prioritized to place people in lobbies quickly, it'll never be good at creating fair lobbies.
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Deathslinger's nerf was wrong. They never should have touched the wind up time on his gun since making a killer feel worse to play for "balance" is just terrible. Plus slinger is still only good at zoning due to the ADS movement buff which was another unnecessary change imo.
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The devs aren't intentionally messing up anything.
The community is very divided on what they actually want the game to be and anytime the devs do make changes based on community feedback, there's just a new set up complaints.
For example, before the anti-facecamping changes you would see many posts complaining about facecamping and how uninteractive it was. So the devs add the new system to deal with that specfic complaint and now people are focusing on proxy camping which has always been fine according to the devs.
Ultimately you just can't please a group of players who don't even have a strong grasp on what they want the game to be like.
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@Sngfun said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643338#Comment_3643338
What is the point of doing a mori on a survivor that is already death hook? I mean outside of the first hook the mechanic sucks because a normal mori makes hooking a survivor twice (and locking 6 stacks) pointless. However a single hook locking 3 stacks will defenitly be useful.
Nothing is stopping you from going for 7 stacks of condemn before death hook with the changes. All the changes do is help make condemn finishers a bigger part of her kit.
Do note that her condemn mori is much shorter than a normal mori and faster than picking up and hooking. Plus you don't lose a hook to the sacrifice either. So it's not like there's no reason to mori a survivor on death hook.
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@BlackRose89 said:
Overall I like the sound of these changes but I still don't understand why the limit lock on is a thing. I just don't see how increasing it by one makes any more better. I mean survivors are given so much counter play against Sadoko since they constantly see on tvs. I see wish we could just get the ptb version of her since I never got the chance to try it out myself.
If you spread comdemn well, a survivor on death hook can have 6 stacks they can't remove. This makes it pretty easy to finish them off with a mori. It's definitely way better than locking in 2.
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Hooks are an objective and killers are free to defend the objective. BHVR has added in systems to prevent killers from facecamping hooks as well as a system to prevent comitting solely to gen defense with the goal of server timeout.
Unhooks have never been meant to be free.
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Considering she was like the 5th killer added to game, saying she breaks all the "orginal rules" is ignoring that she is one of the oldest killers.
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The devs aren't going to delete a killer from the game. Demogorgon was still playable if you owned him after the license expired the first time. Skull Merchant is still in the game despite many people demanding she be removed entirely.
There's no value in the devs removing content.
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The forums have always been people complaining.
The only thing that has changed is what is being complained about. It might seem more whiny to you if you don't agree with the current complaints.
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After all the gens are done, the system is turned off bc it would be unfair to punish the killer trying to secure a kill in the endgame when they have nowhere else to be.
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If every killer is proxy camping, then that's the normal gameplay.
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Mmr isn't so much the issue as much as it's the devs focusing on quick matchmaking rather than accurate matchmaking. And this is the community fault bc they complain whenever they have to wait a few minutes for a lobby.
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@Shuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642511#Comment_3642511
They are saying killers intentionally bleeding out survivors for 4 minutes to be toxic. They’re not talking about some random situation that can also lead to a 4 minute bleed out.
the devs should just give a suicide option after 1 minute to put it in line with hook suicides.
The point is a system banning killers for bleeding out survivors isn't going to be able to differentiate this
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Bc sometimes a survivor bleeding out is not the fault of the killer. Can't tell you how many times I've slugged a survivor to chase another survivor I saw nearby only to be unable to find the survivor I slugged bc they crawled to some corner to prolong the match.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641818#Comment_3641818
That is what you are asking for though. Xeno's pickrate tanked after the cooldown nerf, and Blight's iri is garbage after the cooldown nerf (especially if it's bugged, and if it's intended to be worse than it currently is). And Chucky's nerf didn't really do much, because it's still pretty much a guaranteed hit on a giant cooldown (which I think is super boring, but other people seem to like it).
If Billy is forced to only make M2 attacks in melee/curve range, and is forced to just walk around and M1 otherwise, it would be super boring. He loses so much distance from his charge times and cooldown times, that if you make it worse, then he's literally better off just walking around most of the time. And if the cooldown gets worse, then people might not even try to M2 unless they 100% know it will hit, which will kill the fun for them. Billy players like to take risks, and go for goofy hits that probably won't work. But that won't happen if they get punished too much for missing. That's not even getting to the point where his power is so obnoxious to control in the curve window, that many players will just botch hits just from that, and punishing them with long cooldowns will kill their fun too.
The thing about Xeno is that his cooldown was never short. The numbers were always that his cooldown was longer and had stronger slowdown than literally every other killer. It was just bugged to not apply the movement penalty which made it seem like it had no cooldown. Then bhvr fixed the bug and added a further nerf on top of it and now dealing with turrets just feels super bad because of the extra unnecessary slowdown he has to suffer.
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@BLACKMENACE8086 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641217#Comment_3641217
That's so silly, they really don't want much versatility do they. I wish they would at least say specifically that it only works with flashlights so people don't get their hopes up. Plus getting slowed after kicking a gen isn't even that bad or hurtful at all.
Tbf, the hindered would apply during the stun and most killers would just kick the gen immediately afterwards anyways so you really wouldn't get any value from the hindered if it applied on blast mine.
I think it's fine it doesn't work with blast mine if only to prevent blast mine from eating up the usage and putting the perk on CD when it would largely do nothing.
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You can think the perk was overbuffed and needs a nerf. But it's silly to say a perk that no one was using was actually good.
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If you grab EMPs as soon as they are available, survivors can have up to 8 emps ready to use at once. More cases are not something that are needed since if the SIngularity is doing a good job at forcing emps he's playing well and gets rewarded.
We don't need the situations of release Singularity where there was way too many emp cases making it nearly impossible for singularity to use his power effectively.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639093#Comment_3639093
Its not meant to be countered. Not everything needs a counter. It only works if you actively do not tunnel the survivors, so the "counter" to it, is that by definition of the combo working, you need to be spreading pressure to multiple survivors and hooks, meaning that there will be 4 survivors in the game for longer than if the killer hard tunneled. So what it is doing is making up for the fact that you have 4 survivors in the game longer.
Honestly, I think the whole idea that everything in an asymm game needs a 1 to 1 counter only hurts the game in the long run. Trying to make everything more fair, only ends up forcing people to use the same perks and tactics because other options are just too easy to deal with.
Perfect example is the Sadako changes going off of the ptb. Capping the hook condemn to 2 as "counterplay" only makes Sadako need to tunnel that survivor out more since there's more risk in them cleansing up most their condemn. A survivor not grabbing a tape and getting 5 stacks before their first hook messed up and they don't need an extra chance to remove the condemn.
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I imagine it's every Chapter/Midchapter since that's when the minor version updates.
This mid-chapter is 7.5. The last chapter for year 7 will be 7.6 then the last mid chapter is 7.7 and then the 3rd release should be the anniversary chapter of 8.0.
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@bjorksnas said:
I mean two different games of two different genres idk why they have to compete when they are in no way similar besides the fact they are video games
Palworld sold nearly 10 million copies within a week and it's received a lot of criticism.
Palworld focuses on being a fun game first and I think that is what threatens big game studios. If players have access to fun single time purchase games, it'd be harder to sell their microtransactions.
BG3 also got pushback bc players want a complete game bundled in a 1 time purchased.
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Palworld is an early access game that the devs said is 60% complete.
Also it's literally impossible to clock in 1000 hours into palword. Palworld has been out for 13 days so at most you could have 312 hours, but that doesn't factor sleep.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639769#Comment_3639769
Thats true, but its really bad at the moment. I dont think i have seen it like this for the 2-3 years i have been playing.
People also keep saying that "tunneling is worse than ever" every year. Whether or not it is actually worse, it's never caused the game to die.
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It's not. People have been complaining about tunneling for years. Even before MMR, there was the whole "survivor rulebook" meme going around.
The game is still around 7 years later despite tunneling always being possible.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639315#Comment_3639315
This is a bold lie imo. Also, what's the point of stating the survivor side doesn't get dim returns? That's so out of left field.
This game isn't balanced to make killers and survivors 'even.' This mentality of 'They get this or that, We should too" is getting so old. If it's your friend/brother/etc's birthday, you don't go expecting to get a gift yourself. If things we're like this for DBD, it's be an even [insert expletive] game.
Survivors get dim returns on gens when more than one are on the same gen. To say it isnt common for multiple survivors to be on a single gen would be, as Im sure you'd agree, also a lie.
And to be clear, if a player uses the same set of perks for 1000's of hours, yeah, they're probably not going to be as good as someone who uses a plethora of perks. If all someone used were slowdown perks, then yeah, again, not as skilled in other areas as someone who used multiple perks. This is common sense, but also very niche and not likely to be any case lol. But since players seem to want to 'balance' around only the top players in the game, I think I'm gonna use it. Yup.
If a survivor uses a toolbox with resilience they don't get diminishing returns. I made no mention about survivors working together on gens.
And no your perk choices don't determine your skill. Using the tools available to you effectively is what makes you a good player.
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638978#Comment_3638978
Yea but when mmr was introduced my point is more people started try Harding and cheating also the "invisible" number isnt invisible to cheaters. My point being they find people who take this game very seriously and cheat to troll them because they know how seriously they take it. I never said that no one cheated or try hard before MMR what I'm saying is it made it more encounterable after mmr was introduced.
mmr dropping didn't make people tryhard
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They don't stack as it is. DMS + GE doesn't lead to gens being blocked for 42 seconds. It ends up being however long DMS would last.
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The tunnels spawn in the same location that chezts can spawn. So if a chest spawn in the closest spawn to a gen it forces the tunnel to spawn further away.
Don't know why chests have priority
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If you find enjoyment playing in a way that doesn't aim for 4 kills, go for it. Just don't judge others for going for kills.