CrypticGirl
CrypticGirl
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- CrypticGirl
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Actually, the surrender is the same as a DC; it still leaves bots in the Survivor's place. The only difference is that it allows you to avoid the penalty and keep your bp and xp under very specific circumstances.
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I find it curious that even when the surrender conditions are fulfilled, the text shows "abandon" at the top-right corner rather than "surrender" as shown in the PTB. I wonder why they changed that. It certainly threw me off, even though the confirmation screen said I would keep BP and XP…
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I didn't think Attack on Titan belonged in DBD either, but the collaboration happened anyway. So this isn't the first time anime stuff has been added to DBD…
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Yeah, it'll probably change to the Blood Moon event background next week.
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I enjoyed the first Lights Out iteration, but not the second. The candelabras ruined it. I hated that you couldn't find anything useful in the chests because you'd just find a candelabra instead. And holding them only made you a shining beacon for the Killer to chase. The only real use I found for them was to set them down by the exit gates.
One change I would suggest is, instead of putting the candelabras in chests, have them respawn on the map, like the Bone Chill snowmen or something…
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So...just tunnel out the person who's trying to get out of the match as quickly as possible anyway? Which is probably what they'd want if they can't throw on hook?
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904013#Comment_3904013
Sure ill take you up on that challenge, You could just @ me if you want my attention, instead of hiding behind "to the person who"
- The Maps were fine to play, about as equal to other maps in the game. There were no leaning to one side to be worthy of note.
- If you felt like the bloated the map system, then BHVR could have made the choice of selecting Map types in a Realm before picking Variants. There is absolutely no need to waste 100s of hours of Map Team team time. BHVR has not answered this question yet.
- The claim that was less accessible to new players is not something that has been proven, I find it much more likely that new players are somewhat always confused about where they are, even on maps that have 1 version like RPD.
I would like BHVR to pull out the proof for this, but I dont think they have it I don't think new players are magically going to improve their playstyle from this update forward, seems very unlikely to me. If you think overwise please demonstrate it. - You double down on Point 3 like 4 times, I refer to you to point 3.
- No one asked for it, is such a weird argument. Because indeed many things in this game isnt exactly asked for, so we should remove anything that someone didnt directly asked for? I dont know why people make this argument, or why they think its worth mentioning. Like BHVR isn't a restaurant, they make changes they themselves ask for.
- "Maybe now they can actually balance the maps", People treat the removal of Map Variants as a new paradigm for Map Balance with like 100% evidence that will happen. I dont even think BHVR is under the impression that the maps, where awful balancewise they dont even say so.
- In your final point you say, that removing Map Variants will reduce the things the map balance team has to do. I would refer you back to point 6, you have no proof this will happen. But a better counter is actually, the more map variants there are the the more places BHVR could change a map for the better with minimal effect on overall balance to see whats better.
That being IF the Map Variants where unreasonably balanced which does not seem to be the case.
Indeed now BHVR has even less ways to train on map balance.
To me its simple why you are wrong. Refer back to points 1 to 7.
Map tweaks and reworks have been happening for YEARS, so there's no reason to believe that changes won't continue to be made, as you seem to be implying. As stated before, if and when they finally decide to make maps like Badham less Survivor-sided, they'd only need to rework one map rather than five. Map variants also don't actually provide variety as you believe. Instead of getting five chances to get Badham, you only get one. That means a better likelihood to get a different map entirely. That is variety.
Your comments are just your opinions, which is absolutely fine. But it seems weird to me that you only counter others' opinions with "you have no proof," as if trying to invalidate their opinions. You don't have any proof for your opinions either, but that doesn't make them any less valid.
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@RpTheHotrod said:
Im a killer main, and I'm just really tired of the idea that all new killers need some sort of dash or speed. I'd rather just see m1 or ranged killers. I feel BHVR is starting to balance around the expectation that all killers have some sort of distance closure which ends up really hurting the m1 killers without them once killers get globally nerfed.
That being said, they absolutely do listen to survivors on ptb. Heck, BHVR even acknowledged survivor healing speeds were too quick and nerfed them on the ptb then completely reverted the nerf entirely after survivors had negative feedback on it leaving the healing speed problem in place. They definitely listen XD
Yeah, healing speeds got reverted from that PTB, but medkits still got nerfed, meaning that healing (specifically self-healing) got nerfed.
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All those conditions mean we will be able to surrender and retain our bp, xp, progress, etc. It'll just be the items and add-ons that will be lost.
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Don't the updates usually come out on Tuesdays?
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@Orvarihusklumpen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898644#Comment_3898644
The whole game is based around advantage I;E perks, certain killers and having the RNG on your side
That is so true, and that's why I'll never understand the complaints of "This game is so Survivor/Killer sided!" when in fact it's RNG sided.
On topic, I've pretty much lost most of the fun. I took a week off from playing DBD, and then came back, only to get tunneled out more than I ever had before. Like, what gives? What changed within the last week that made Killers even more desperate to tunnel?
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@ChuckingWong said:
Odd when parents have the verbage "he got a 4k"
Over more odd when they use a bunch of other verbage and titles that dont match up with how any parent I am aware of speaks.
People are rude in end game chat, report them with the function.Odd when parents have the verbage "he got a 4k"
How is that odd? You're implying that there are no DBD players who are also parents?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899796#Comment_3899796
I've never seen a perk as misunderstood or maybe as misinterpreted as StB.
The perk only moves the hook state, so if you just tunnel one person, then yeah you might have to deal with 3 hooks on that person, but the perk announces itself, exposes the unhooker, and the person using StB has one less hook state.
So chasing the unhooker, who literally screams at you that they used it, means nothing changes. You had one hook, and still have someone on second hook... If only you chase the person who screamed.
StB is a game sense and game knowledge check, which apparently an awful lot of people fail that test.
Also, in your doom scenario, if all 4 survivors run StB then no one gets any "extra hooks", they're just passing the hooks around for no reason. So apparently this isn't a second chance perk, even by your definition.
I, too, am blown away by the complaints on Shoulder the Burden. It's literally a perk that screams, "Don't tunnel that guy, tunnel me instead!"
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I imagine those types of reports get ignored, but I do agree that all that clutter is probably getting of the way of them dealing with the more legit issues (i.e. hacking).
I also enjoy watching vods of other streamers, whether they were teammates or the opponent. You can get some interesting insight that way. Or maybe they might compliment how you play. XD
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@H2H said:
Wild that so many people here just get slugging killers for dozens of games in a row and yet I never have it happen to me or see it happen to any of the streamers I watch. Wild, just wild.
The curse of high MMR, maybe?
I'm grateful that I haven't seen a whole lot of tunneling or slugging. I didn't get a single escape this morning without the Killer using those tactics. I came back to regular mode and got one escape...through hatch. :\
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The only way that DC's are going to be prevented is to actually remove the DC button. Even then, that may not work, as people might just unplug their modem or force-close the game in that case…
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Taking any kind of hit would disable the endurance completely regardless of intention, whether it was a conspicuous action or not.
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Usually they'll put a "random" character challenge in the tome if they receive a cosmetic in the rift. IIRC the Nurse got that Grim Reaper-looking cosmetic in that tome, right? That's why she has a challenge there.
But either way, I don't see the harm in having them.
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I was looking here to see if it was just me. I had to switch to a different game…
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In the PTB patch notes, they buffed most, if not all of the Survivor score events across the board, so that should help.
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@[Deleted User] said:
Do players these days actually think you need hatch, keys and stealth to escape one single trial? Lmao, escape is possible if you just play the game and contribute to the team.
Right??? In fact, you'd be even more likely to escape if you played normally like a team player. I went for that challenge as Jane this morning, and we went against a Huntress. There was another Jane whom I assumed was also doing the challenge. But she was just standing across the map doing very little. She might have gotten one hook save to perhaps fulfill the healing teammate part of the challenge, but she barely touched gens at all. Needless to say, none of us escaped.
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Of course the extra dev time was supposed to be to work on the QoL stuff, not to polish the new content…
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This was my exact thought.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/439788/knock-out-rework
Unfortunately all this will do is evolve the slugging strategy. Many have already evolved it being knockout because knockout only works against solo queue survivors typically, so why waste a perk for dealing with something you already should be winning against?
We'll see what phase 2 does, but i don't hold high hopes as its all just "anti-killer doesn't play the way we want" rather than encouraging them to play they way we want, and we see how well that works for camping and tunneling.
I thought the same thing about Forced Hesitation, but that never did happen. So I don't see it happening with the new Knockout either.
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I'm about ready to either end it or take a long break, but right now I'm on the grind to get Dwight to P100. (I just hit P82 today.) Once I reach the end, idk if I'll take that break or quit the game entirely. I might still keep up with news and such, and of course write fan fiction, but other than that, idk. I can think of more productive things to do with the time I currently spend in DBD, even if that's just sleeping, lol.
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@danielmaster87 said:
They don't. They don't take time or effort to improve. I spent like 6 months to a year playing no gen defence chase builds, meaning you had to draw or kill everyone in like 5 minutes tops. And I was doing it. Not all the time (lots of settling for the draw), but considering I was playing garbo killers like Wraith, Doctor, Pig, Clown, Demogorgon, Deathslinger, Nemesis, Xenomorph, Unknown, Vecna, it was impressive. And I've had basically all my survivor playtime to practice running loops without even having to look where I'm going (because my camera is usually on the killer), and learning the check spots and sound manipulation with crouching, and doubling back fake-outs, and all kinds of stuff. Most people in this game don't come close to that, especially survivors, just looking at their takes.
They're just like, "The killer is fast, or has stealth, and can find me, therefore OP." They can't handle simply being found, you understand. Whatever their gen pressure is, which in most cases will be non-existent, they can't handle being found, because it'll be like a 15-second chase tops. That's why, despite Ghost Face, Myers, Freddy, Skull Merchant, etc clearly being bad, because they have like no power, they'll still get 4k'd by them. There's no strategy, is a big part of that. They'll 3-gen themselves for free, they'll throw pallets .5 seconds after being hit (the only way you can "waste" a pallet) and then stay at the loop, they don't use any good perk like DS, Windows, exhaustion perks, healing perks, DH, not even half-decent stuff like Leader or Vigil, and instead opt to use chest search perks, Urban Evasion, Self-Care, Autodidact, Sole Survivor, etc. And I'm not done with them.
Killers aren't innocent either. They'll blame the survivors having Windows for their loss, instead of blaming the loop design. Or they'll just try and Bloodlust every pallet in the map. You can do that, but then you're leaving up loads of pallets that they can keep running to. Or they'll bring hexes, and then complain that they had a wasted perk when it gets cleansed. Everybody knows hexes have been weak for the longest. They're not bringing strong perks either. They'll bring an arbitrary amount of info perks, when even 1 is too much/not worth it a lot of the time, or Spirit Fury/Enduring but still kick pallets after they've already got their 2 Spirit Fury charges, or just spam gen defence not understanding those perks are basically useless now. They'll complain about gen speeds, but refuse to use camping, slugging, or tunneling, out of some misplaced sense of "honor" or "sportsmanship." And a lot of them won't stand against killer nerfs either, is the funny thing. They could see Pig or Skull Merchant get nerfed AGAIN right now, and call it balance. They'll call Doctor, Clown, and Deathslinger "really strong killers" having "oppressive chase power" and stuff like that.
I've gone on plenty of loss streaks in MMR hell, and 90% of those matches had nothing to do with me. I've done my part; now it's time for the other 3 survivors to do theirs. But they never do. They just say, "It must not be my gen efficiency. It must be that perkless Wraith is waaay too strong!" They expect the game to be balanced around them, instead of them improving, because even they can recognize patterns. "I complain about X killer thing, it gets nerfed, I don't have to learn the counterplay anymore." They've had that mindset since forever, since like the Freddy and Spirit nerfs. What's really getting me right now is how people still treat Skull Merchant. They'll either rage quit at the start, or later on, but there's no good reason for it. If you're so scared of 3-gens run Deja Vu. I run it in general, but you don't even need it to counter 3-gens, because the auto- 8-kick limit lets you turn your brain off. All you've got to do is undo the regression event a few times, and then the killer can't physically kick them anymore; you've won. But people who play apparently don't have the patience or game sense for that. They've got a match in the bag, in the absolute bag, and they'll just throw it away for nothing. That's why literally no other game balances around those people.
It's nice that Killers have the luxury to practice anytime in custom games. Survivors don't have that. They'd have to have a friend play as the Killer, but not everyone has friends to play with. I'd love to have a friend help me practice against Pyramid Head, because I can't loop that guy for ####.
But then again, even if they did practice against a certain Killer played by a friend, that same Killer played by other players can have an entirely different playstyle and throw anything they might have learned out the window.
I've gone on plenty of loss streaks in MMR hell, and 90% of those matches had nothing to do with me.
And this is another factor. How can Survivors improve if they're constantly getting dragged down by their teammates? It doesn't matter how skilled they are, 90% of the time they'll get matched with bad teammates. When that happens, your skill will mean nothing.
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I'd love for the keys (especially the Broken) one to have some kind of function without add-ons...
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885362#Comment_3885362
It seems more the case that a lot of survivors just have main character syndrome so badly that they're ignoring the format of the game and just giving up when they realize they won't be able to absolutely stomp.
I hit a generator with driver's license yesterday and three people pulled the plug, I hadn't hooked or even stabbed a single person yet.
Check it out:
That is pretty wild, but I still say my match takes the cake. I went up against a Ghostie and all three of my teammates decided to DC, and I cannot fathom why. By the time the third one DC'd, we had three gens done, and the Killer had no hooks. He finally got his first hook (on me, of course) after all the DC's...
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Well, we've already experimented with perkless matches via the Lights Out mode. That should tell you a good bit on how much Survivors or Killers win their games.
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Most of this is true, except the Killer has no way of knowing that a Survivor has BT or Sole Survivor equipped.
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Yeah, the chat filter is insane, it can't even figure out when it wants to censor something or not. Like this crazy chat I got last week…
https://www.twitch.tv/videos/2387213444 -
@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890842#Comment_3890842
????? I went to the loo be for real
Go to the loo before queueing up. Problem solved.
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@100PercentBPMain said:
I hate to side track with my pointless commentary, but reading this thread makes me crave some My Little Oni lol. The one mode where camping, tunneling and (mostly) slugging are non-issues, and it got no love at all.
Bhvr plz bless us with 1v8 MLO
They were only non-issues because if you were found, you were dead. You didn't even have the basic tool (vaulting) to help you in chase. You were also forced to play as the OG Survivors in their default cosmetics, and you couldn't play as any of the licensed Survivors at all.
I wouldn't mind trying some other kind of "quick mode" like that at normal size. Everyone starts on death hook, only three gens to repair and gates automatically open when they're done. I wouldn't know if I'd enjoy it until I do try it, though…
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u r us vs them incarnate
@StalkingYou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890365#Comment_3890365
it shows the hypocrisy between survivor efficiency vs killer efficiency.
apparently we need literal godmode for survivors who are unhooked (when being hooked is a result of their own misplays lmao) and if anyone disagrees then they should just "not tunnel"
just pretty sick of people suggesting the most obnoxious things in order to prevent the killer from doing their objective efficiently when I never hear anything that stops the survivors from doing the sameAnd the pot calls the kettle black. If you're having to resort to insults, it's time to stop commenting in this thread.
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Either because we don't have any equivalent of Kindred in 2v8, so we assume that someone else is going for the save. Or if you're in RPD, it's hard to get across the map.
I keep saying we need some kind of Kindred in 2v8, so we can make more informed decisions on when to save and when to stick to gens…
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Pretty soon map offerings won't mean anything anymore, when they'll only increase the chance of being sent to that map by 20%, so this entire discussion is moot, imo…
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@[Deleted User] said:
It's really a shame that camping, tunneling and slugging will only be decided in the second phase. Too long to wait. It was bound to happen eventually. This is coming from a camping, tunneling and slugging guy.
For the killer defenders, I have only one thing to say. We need to throw all doubts aside and give the survivors full rein. If it all turns out to be a disaster, at least we'll have a real reason to argue. It'll be so much fun, like the end of the old ranking system :) Trust me, it'll be worth it. I've been there. You can't make an omelet without breaking a few eggs.
It's just that this years-long stagnation doesn't add up to much anyway. Something needs to change. What's the point of all this recrimination? No matter what we say here, one constant fact will not change. When we load into the game. Someone will suffer. The survivor or the killer. It doesn't matter, but one side will definitely suffer. The only question is, who will take the role of the martyr?
Perhaps this is our chance to break this vicious circle?
I can only say one thing to the survivors. We cannot be saved. We are a relic of the old DBD era, when camping, tunneling and slugging were not considered something shameful. A relic of the old days. We are too mired in all this to try to convince us or reason with us. We just have different value systems. People who prioritize efficiency and are ready to do anything to win.
Thanks to what the developers are preparing for you, you have a chance to get rid of us and create the DBD that you want.
Therefore, it is time for the survivors to start raising a new generation of killers that should replace us. Stop wasting your energy on us. This is counterproductive. Better start raising new killers who will bring fun gameplay to the survivors. After all, even the appearance of dislikes on the forum is intended to remove all the supporters of the killers on this forum. Most likely, over time, there will be fewer and fewer of them.
A practical question for those who want to think. I'm more interested in the practical and what can be done.
Tell me what I should do with them when anti-slug, tunneling and camping are introduced? My games often give me such gifts. What should I do with them when the second phase goes into effect?
I characterized these matches with a word. Pyrrhic victory. You know, that feeling of tasting ashes, where you won, but do not feel the joy of victory at all.
Especially tell me what you think about the very top game with 4 purple offerings. Who of us is to blame. Me or the survivors? I just have a rule. I wait the entire first phase for a 4% chance to save before giving the hook to the next survivor. Especially when the survivors are trying to make me miserable. I had an unpleasant experience with the 4% trigger. So in some cases, I play it safe.
Tell me what I should do with them when anti-slug, tunneling and camping are introduced? My games often give me such gifts. What should I do with them when the second phase goes into effect?
Well, consider what we Survivors did when 6.1.0 dropped. What did we do when MFT was nerfed? What did we do when FTP+Buckle Up was nerfed? What did we do when self-healing and Distortion was nerfed, among other things? We adapted and learned to play around it.
On the flipside, what did you Killers do when basekit BT was introduced? What did you do when the anti-FACEcamp mechanic was introduced, or the 8-regression event limit was introduced? You still found ways to play around it. And I have no doubt that you'll do the same with whatever new system they come out with.
Unless, of course, you do decide to uninstall DBD, in which case, so long, and thanks for all the hooks.
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@xGodSendDeath said:
Telling killers to just lose to settle in an MMR is such lazy bad advice. The MMR system doesn't work like that. Once you get over the soft cap, you get matched with everyone including all the sweats out of your league. Case in point I'm terrible at survivor. Die 9/10 games. I still get matched against p100 Blights
It's not like sweating your keester off and making yourself miserable to keep your MMR up is a better idea.
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@AbsolutGrndZer0 said:
I have said before and I will say again (and again and again and again) any attempt to punish or prevent slugging is fruitless. The REASON killers are slugging needs to be addressed. Why do so many do it? I have some ideas as a killer main who doesn't go out of my way to slug, but beyond that is above my pay grade.
So BHVR is going to punish Killers for tunneling/camping/slugging instead of addressing the reason why they do it.
On the flipside, they're punishing Survivors for "going next" rather than addressing the reasons why they do it.
So we can't say that "BHVR only cares about Killers or Survivors" anymore, when it can be concluded that they don't care about either side.
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@xGodSendDeath said:
I love me some forum posters that will talk about how killers need to get skilled and get some gamesense but in the same breath defend Windows of Noobertunity to the death despite it literally playing the game for survivors
Oh boy, I have a treasure map! I'm rich!
Except I'm not, because I'm not actually going to get the treasure.
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At the very least, they should hold off the go-next prevention until phase 2, and move up the anti-tunnel/camp/slug stuff to phase 1. There should be less giving up with those measures in place. Or if "going next" is still rampant, this will at least narrow down the reasons.
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I don't know why they don't just do the anti-camp/slug/tunnel changes in the first phase and then do the go-next prevention in the second phase of the QoL initiative. Because those Killer "strategies" are leading to a fair number of the go-nexts.
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I voted yes, assuming they keep the 400% bp for Survivors. Plus it feels much less punishing than 1v4, even when we lose, and it has mechanics that alleviate the "go-next" epidemic. I don't know why they don't just import and tweak some of these mechanics for 1v4 rather than the go-next prevention system they're planning according to the QoL initiative roadmap…
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887760#Comment_3887760
Maybe but I think if a survivor dies at 5 gens then the decision to go next was already made. To get chased, downed and hooked for the full length of time to actually die and not 1 gen is done?
I think the issue in that regard is the mentality of "can't win, go next". Even if I know I can't win as survivor I go for BP, totems, see how far I can go... Sometimes I get lucky and escape. It makes my survivor matches way more fun. Personally I think it should be a case of how long can I last while trying to escape instead of I want to win and if I can't I go next.
I'm talking about the matches where the Killer spreads so much pressure and we're constantly having to save one another that we're not able to do gens. It can happen for all kinds of reasons. Maybe the Killer is too good, or maybe we suck, or maybe the Killer is running four slowdowns, or maybe the teammates are too busy bullying the Killer, who knows? It doesn't always have to involve someone "going next," but I don't blame anyone if they decide to go next in those circumstances.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887730#Comment_3887730
How do you address the reason why they go next if the reason is simply they don't get the map they want or they don't go against a killer they like? Give them the option to select map and killer? Make all maps survivor sided? Make all killers so bad survivors don't mind playing against them? The reason can't be addressed, so penalties and incentives are the way to go.
While it's true that we can't address those kinds of reasons, another big reason is because of how easily Survivors lose matches (i.e. if a Survivor dies at five gens). No Survivor will want to continue in a game that's already lost, so they'll want to go next. If we can address those reasons, it can go a long way in reducing the "go-nexts".
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887242#Comment_3887242
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887258#Comment_3887258
I get curious that maybe it already is being implemented but we don’t know it.
@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886874#Comment_3886874
This is the answer wish more games forced them to play with clones of themselves with the same mentality so they can see how it feels
@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887242#Comment_3887242
I agree. Group them all together for eternity. Or..at least until they start trying to escape trials again as well as the limbo of getting paired with people who play just like they do.
I don't see it working, tbh. If they get frustrated enough to leave matches, they'll know that other players are feeling the same way. I've had many teammates give up in my matches, and in about 90% of the cases, I absolutely cannot blame them.
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@Nomade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3887358#Comment_3887358
Anti tunneling perks doent really exist.
The biggest anti tunnel feature that survivors have is baskit BT + haste off hook.
Perks like DS and OTR have an activation time or a flat out time in which they are active for. This means that if the killer is playing well and your team is screwing up and they are able to down teammates too efficiently, your so called "anti tunnel" perks punish them when they go after you because they were able to be efficient on your other team members. They are anti killer efficiency and anti pressure perks, not anti tunnel perks.This is so true. I got tunneled by a Clown this morning. I had OTR, but that didn't stop him. Teammates took hits for me, and I tried to get as far away as possible, but the Killer was still back on me within seconds. All these "anti-tunnel" tools do is maybe buy you a few extra seconds, and just delay the inevitable. If these "anti-tunnel" perks actually stopped tunneling, then tunneling wouldn't be nearly as effective, and we would see a lot less of it.
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@[Deleted User] said:
I agree that it's a bit of a misdiagnosis, and I also think it's a nuanced problem. You can't lump all "go next" behavior together. The immediate 4% on the first down 20 seconds into a game is ridiculous, but that's its own thing. You have other situations where people go next.
You start the game off playing normally and realize quickly that the game was lost as soon as that lobby was put together. The killer has someone dead at 3-5 gens, and other players have hook states. Are we really saying people shouldn't go next there? That game is over. Everyone remembers the one time their team recovered a 3v1 in the last year. You also need to remember the hundreds of other times when it didn't happen.
Are we counting a 2v1 self-sacrifice as a go next? All you're doing is denying your teammate a possible hatch by hitting the skill checks.
There's still enormous potential for killers to make the game downright unfun. There are so many killer+build combos that nobody in their right mind wants to sit through. Obviously that's more of a subjective thing, but I've never seen a game succeed after the devs decide that their game isn't the problem and it's the player's fault. The MMO graveyard is littered with that type of thinking. Heck, look at VHS if you want a more relevant example.
I don't think the game is in the right spot for Go Next Prevention. Not until you really diagnose why players are going next and address that. Not until you implement quality matchmaking and drastically reduce the amount of throwaway trials. And not until you smooth out the gameplay loop between a 4v1>3v1>2v1. Because there's functionally no difference between a 1k at 3+ gens and a 3k. And if you're really going to tell players that they have to wait 10 minutes to lose a game they've already lost, you're going to start to hemorrhage players.
I don't think the game is in the right spot for Go Next Prevention. Not until you really diagnose why players are going next and address that. Not until you implement quality matchmaking and drastically reduce the amount of throwaway trials. And not until you smooth out the gameplay loop between a 4v1>3v1>2v1. Because there's functionally no difference between a 1k at 3+ gens and a 3k. And if you're really going to tell players that they have to wait 10 minutes to lose a game they've already lost, you're going to start to hemorrhage players.
This is my other main beef with the system, along with all the potential "false positives." All these plans for punishment, while making no effort to understand, let alone address why so many Survivors are going next.
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Yeah, there would be way too many "false positives" for this system to really work. I wish I could support the "go-next prevention" idea, but this is just way too flawed.
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@StalkingYou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886116#Comment_3886116
because that last 10% should be possible to win too? if you keep nerfing camping/tunneling they become impossible.
It's okay, you can take an L every now and then, especially if you're already winning 90% of the time. You're doing very well with those statistics.