Crowman
Crowman
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I think it's been a serious issue for years now. Removing survivors ability to kill themselves on hook at the start of the game and requiring playing matches out as the way to lower the timeout were a good starts. However, BHVR needs to improve it's reporting system so that people who just start griefing, because they can't rage quit need to get punishments as well.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967490#Comment_3967490
We seem to have gone really quickly from 'remove 4% so people will have to cop a DC penalty if they wanna leave' to 'the DC penalty isnt enough, they need to be banned'. It's only been like a month..
There's a lot of people who say they are just going to grief their team if they can't "go next" and BHVR's reporting system is very lacking since if you can't attach a video/image to a support ticket on top of the in game report the likelihood of any report based on in game behavior leading to any action is basically 0.
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16m is already pretty big and BHVR has said the intent was to combat facecamping which is where the killer is standing right next to the hook.
The area doesn't need to be bigger. Survivors just need to stop expecting the game to hand them free unhooks.
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Not every person just wants to farm bp every game.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966107#Comment_3966107
I would rather have longer queues, than have games with players that frequently ragequit.
So yes, give me the longer queue times. Because every game a survivor ragequits early, is a completely ruined game.
In most cases, sitting through an already lost game due to someone rage quitting eats up more time than just not having those players in queue in the first place.
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@UnicornMedal said:
I keep saying it, but the changes to DCing and going next were a bad move. Should've made DCing more attractive by making it less impactful on the trial. Players racking up penalties that keep them out of the game (given the 20 trial cooldown) removes even more Survivors from an already dry queue and encourages giving up in a way that's equivalent to sandbagging. Bots are the healthiest alternative yet the least likely, purely down to an inappropriate moral argument. As if you should be pilloried for leaving what's mostly a casual game.
Frankly, I'm not too concerned about people with hour long penalties not being in queue. I would much rather my teammates actually try to play the game.
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If the people that used to go-next by hook suiciding are now just d/cing, that's a win in my book. Avoiding the penalty was a large issue in rewarding rage quitting. Now they get the penalty and the rest of the team at least has a bot instead of being a 3v1.
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The biggest reason why both sides tend to run a handful of perks is that most perks just aren't good.
Which is a problem I don't think bhvr can fix. We get new perks frequently and there's only a handful of things perks can actually boost. We're just left with a lot of perks that do similiar things and so you will only see the best perks of each class ever used.
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I believe power restrictions by hook are largely unnecessary when bhvr already has added the anti facecamping feature to the game.
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Mainly that survivors buffs impact all survivors whereas killer buffs are often more targeted. Now with going next being harder to do since survivors can't just suicide immediately on hook, games are also less likely to be down to a 3v1 immediately which was inflating kill rates as well.
Killers are facing overall stronger survivors with less games being an immediate 3v1 which is harder and most killers haven't seen much adjustments to help them out.
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It's important to remove the ability for survivors to easily "go next", because the more barriers in the way the more likely serial rage quitters will just stop playing, because they are wasting more of their time not playing. Before the DC penalty was introduced, you would see disconnects nearly every single game. Since the DC penalty seeing disconnects is much rarer which means it's functioning as intended.
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What the game really needs is improving basekit regression and granting killers slowdown by spreading hooks to help make not tunneling more beneficial.
Killers feeling like they need to 4 regression perks stems from the base game having little options to fight gens.
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@TalonTheGreat said:
Man I've never seen a more fragile community than the one here. You want to quit because you didn't win? Force the survivors out. You want to be able to rage quit once the exit gates are open? Good God, this community complains about every single thing that doesn't need to be fixed or changed.
Then why do survivors have the ability to quit when they are all slugged? All people are asking for is parity. If survivors can abandon to skip out on going through the motions of dying then killers should be able to skip out on going through the motions of chasing out every single survivor who are intentionally wasting time.
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@PetTheDoggo said:
Sad thing is her second version was quite easy to fix in my opinion.
Funny thing is survivors give up against her even now, when she basically has no power except undetectable.
I feel this is a way bigger issue for the overall health of the game. BHVR appears to be balancing killers around survivors giving up immediately against them.
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@Massquwatt said:
It's weird how it's so controversial. If the gates are opened and survivors are at them, I think it should be grounds for an abandon because outside of sheer stupidity it's basically a lost match. Just like how all survivor's being incapcitated is basically a lost match for them, why people are so insistant on allowing one but not the other I'll never understand.
It's easy. Survivors don't respect killers as being other players.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963985#Comment_3963985
Yes please. The only scenarios this would be used in is scenarios where survivors are already IN the gates. When someones in the dying animation on hook and they linger in the match for the rest of the EGC timer not even doing anything. This situation is literally no different than the killer having 4 people on the floor. Why is there a double standard here?
There's a double standard, because survivors want killers to be their toys they can mess with. Survivors complained about how killers could waste up to 4 minutes of their time, but always defend wasting up to 2 minutes of a killer's time.
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The fact that survivors can abandoned instantly when they are the last survivor left and downed yet people are against killers having the same thing really goes to show hypocritical this community can be. If killers don't want to deal with waiting out the 2 minutes, because survivors want to BM you at the gate, let them leave at that point.
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A big part of it is that bhvr has decided to release dlc during mid chapters. Now instead of dlc every 3 months, it's every 1.5 months.
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Personally I don't think map offerings should exist. But I also don't want DBD to become riddled with adjustments that happen after you get into a lobby. Would just make it annoying to run a build for it to only become less effective due to matchmaking.
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I remember when killers across the board had close to a 50% kill rate via BHVR's stats. Nobody wanted to play killer and it caused the devs to introduce 6.1 patch.
There's a reason 60/40 is the ideal mark and it has to do with the fact it's a asymmetric game.
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961522#Comment_3961522
It's not fragile ego.
It is just not fun to not be able to participate in a normal gameplay.
Being chased is normal gameplay.
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The big problem is that BHVR is using mid-chapters to release more license content. If we were only getting 4 chapters a year and 1-2 of them were license, I don't think there would be that many complaints. But when we're getting 6 chapters in a year and 3 of them are licensed, you can just feel BHVR focusing on the money.
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I think too many people underestimate the yellow bottle. There are ways to utilize the yellow bottle that doesn't benefit the survivors, but it takes more skill than just throwing purple bottles at the survivor. Utilizing both bottles can turn many safe loops into downs.
However, the nerf to purple bottles is still bad because the reason doesn't justify it. Behavior sees that many clowns don't use the yellow bottles, because yellow bottles take significant more effort to make work. Buffing yellow bottles so they are easier to use while leaving purple bottles alone is all that needed. It's unnecessary to nerf purple bottles just to make yellow bottles better.
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Survivor entitlement would mean that queues become stupidly long by enacting this. It would be far better to just remove the ability to look at people's profiles in lobby.
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It's just weird that bhvr seems unable to just give killers buffs instead of wrapping any buff with a nerf.
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Players can also choose to changed their perks after they've been nerfed in a patch. This is such an unnecessary extra step to avoid nerfing the problem perks.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956698#Comment_3956698
If they do the nerfs the devs will just cause people to stop playing the builds overall and it might not even be fun for them and it will become a boycot and pitchforks where people leave the game if their meta build gets either nerfed to oblivion or fully removed and changed up.
This effort is needed to allow more freedom between perk builds so people can keep using meta builds but the system will see that their goal is to keep winning by running these builds only and not to have fair match.
Also do read up a bit about MMR too since it would also lower the perk build efficiency if the matchmaking puts you up againts more experienced players
but you think a system that stealth nerfs perks in lobby wouldn't get a similiar reaction?
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This seems like more effort than just nerfing these things in the first place.
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It's funny how these topics always end up being survivors complaining that killers don't let them escape while also complaining that killers are playing the game with the intent to win. Unaware they are doing the exact thing they accuse killers.
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An already strong perk doesn't need to be buffed more.
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Ghostface can already use their power to hide their redstain. Removing moonwalking wouldn't even help you in this situation. Still a bad idea regardless, because it's a form of skill expression.
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Consistent way to win is not the same as 100% win rate.
The fact is that leaving survivors alive only hurts the killer, because spreading hook states does not slow down the speed in which gens get done. The only way to slow down gens without perks is by incapacitating survivors either by hooking them, leaving them in dying state, or eliminating them from the game.
Of the three stated methods, only one of them is permanent for that match. The order of impact goes:
Kill a Survivor → Hook a survivor → Slug
If you want killers to spread hooks, then spreading hooks needs to be more impactful than killing a survivor.
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@thrawn3054 said:
Yeah, I don't get it either. At this point the Luck mechanic needs a massive overhaul or to be outright removed.
Luck has been outdated for years now. It really should have been removed.
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@Stalker_Tube said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943689#Comment_3943689
And so what if you accumulate them and then they get close? You'll be found unfairly.
How are you not close to the killer if you're following a survivor being chased for a flashlight save or protection hit?
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943673#Comment_3943673
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943675#Comment_3943675
I understand "Disconnection penalty points decrease as you play matches without disconnecting (previously decayed at the rate of 1 point per day)." as -1 for each match you play without disconnecting.
So:
DC: +1, total 1
play: -1, total 0
DC: +1, total 1
play: -1, total 0
it doesn't say that each match you play without disconnecting removes a point. It also uses the word matches because it'll take 20 matches to kick out a game you just disconnected from out of the set of 20 matches
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I think your penalty is now equal to the number of times you disconnected in the last 20 games.
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Honestly I don't think "fitting into DBD" is that important. We're far past the point of DBD being solely horror.
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@vol4r said:
I totally agree with OP, good thread.
We should be able to opt out of unfair or unfun experience IN A GAME. Yes, games should bring us fun.
What's the point of playing, if it doesn't bring you fun?
The idea of killer bad system is actually good.
Why should I force myself to play out a match, possibly destroy experience for other people?
And I want to point out that yes, if a lot of people are banning one exact character it is a yellow card - rework or tweaks should be considered.
It would be a great QoL system.
Kaneki fatigue exist. Blight fatigue exist.
If playing DBD isn't bringing you fun, stop playing DBD.
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This system isn't going to add 30 seconds. You're going to be looking at 10+ minute long queues for both sides and entitled survivors will still give up, because you can't fix entitlement.
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@Saitamaspower said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940096#Comment_3940096
You do realize survivors already deal with long queues, right?
This idea doesn’t introduce long queues — it reveals the imbalance that causes them.
If certain killers get avoided so often that it creates a matchmaking slowdown, that’s not a reason to kill the feature.
That’s a design exposure. A stress test. And long overdue.“You’re asking for BHVR to kill the game.”
No. I’m asking BHVR to save it.
Players aren’t quitting because matches are too hard — they’re quitting because they’re too miserable.
They’re being funneled into killer matchups they find unfun, oppressive, or just flat-out exhausting, with no opt-out, no compromise, no alternative.The result?
– Self-hooks at 5 gens.
– Disconnects mid-chase.
– Burnout.
– Toxic lobbies.
– Rage reports.All because the game forces people to endure content they already know they hate.
If giving survivors the right to filter out two killers breaks the system — then the system was fragile to begin with.
You don’t protect a broken machine by pretending it’s fine.
You let it crack, and then fix what leaks.A lot of words to just say that you don't understand how queueing for a game in DBD works.
Killers pick the killer and then queue up. The game tries to match people based on their MMR and how long they've been in queue. If you have a system that also checks to make sure X killer isn't matched up against you, you also have to remember that other survivors also have this added check. If 3 people didn't block clown, and a 4th person blocked clown. Someone queued as clown cannot match with the lobby. And if there's 3 survivors and a clown in lobby and a person not in lobby blocked clown, they cannot join the lobby.
Basically everyone suffers and we already know that everytime queue times get too long people complain because players just want to get into games quickly.
Plus you're not even addressing any perceived problems. You're just rewarding entitlement. If you can't stand playing against parts of the rooster, just don't play.
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You do realize that survivors will also have long queues with this system. Like it's not just killers who will face long queues. You basically are asking for BHVR to kill the game.
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Unlikely.
The problem with End Game builds is that if survivors still have plently of hook states left after the gens are finished, they can easily outlast the timers on end game perks. If you did well during the match and survivors are almost dead at the end of the game, then any other perk that gave value during the match likely could have gotten you to win without reaching end game.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3939303#Comment_3939303
The last stat update did show a much better escape rate as a SWF.
IIRC, the last data showed a 4 man swf had a 48% Escape Rate.
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I would rather BHVR not make a spider killer, because I'm 100% certain it'll just be disappointing.
We already know BHVR's engine is not designed to handle flying creatures and they fake it by having the killer walk, but let their model float off the ground.
So I can't imagine they can actually get real wall climbing which is something I'm sure people would want if they added a spider killer.
Likely it'll end up being some kind of projectile killer with maybe a tunnel system to quickly get around the map and people will complain it's some Huntress x Xenomorph hybrid.
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Stealth killers aren't even the best killers to play as. Not to mention bhvr loves to give stealth killer's loud noises so you can still hear them nearby.
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It's funny how neither the community or BHVR has learned that adding anti-killer mechanics has never improved the quality of the game. In fact the game has arguably only gotten worse, because all it's done is force killers to play optimally.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3934280#Comment_3934280
And what will taking an even longer break accomplish when you'll still be stuck with the penalty point when you return? The first DC or so is meant to be forgiven in cases like game crashes or hackers, but this is too harsh, particularly for casual players who don't play often to begin with.
Why are you even playing if you're just concerned that you won't be able to rage quit games frequently?
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They should be harsh. Otherwise it's only a minor inconvenience to people who constantly rage quit while it's a major inconvenience to people actually trying to play the game.
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@ObsidianButterfly said:
Take a look at the fate of Skull Merchant if you want an answer to that. She was unfairly persecuted for doing something unique and different and requiring more than a single brain cell to deal with, and now is the absolute worst killer in the game.
We aren't allowed to have nice things anymore. Just dashes and projectiles. BHVR is basically telling people that if you don't like those particular play styles, you should just quit.
And BHVR is trying to rework Skull Merchant into having dashing drones that do damage.
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A few years ago there was a stream where the devs said they would let no more than half the chapters be licensed so they could focus on orginal chapters to push the story they want to tell.