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DeBecker

DeBecker

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DeBecker
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  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3774028#Comment_3774028

    To call that sexual harassment seems like an insult to actual victims.

    Its nothing more than ingame BM.

    I did not say that this is sexual harassment, I said the movement meaning indicates sexual harassment.

  • @Chaogod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772995#Comment_3772995

    They become instantly useless as soon as you move the item. Balance should not be based around how lazy players are. But then again survivors never want to do anything that involves any kind of counter play.

    Thats is completely incorrect. It was explained several times by now. Dont make up with your strawmam-arguments.

  • Unfortunately the devs refuse to acknowledge the "sexual harassment"-movement of killers as ingame harassment cause its "just movement" though it has absolutely no gameplay relevance.

  • Distortion is already far superior to Weave, cause it just burns through your tokens as the aura read is infinite. And on top, they cant even nerf distortion while youre able to stack 4 aurareads (and yeah on some kilelrs that much worse than 4 slowdowns).

  • Its supposed to work different than it actual does.

  • I am even more concerned about Midwich rework. I cant even imagine of how they gonna make this map worse than it already is, but i have no doubt that they will make it happen. Theyre just terribly bad at making balancing decisions.

  • I smell a skill issue. Youre punished for not being wary of your surrounding and not having an undestanding of how to counteract flashlights.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772974#Comment_3772974

    it's literally impossible for killers to "manage hooks", survivor chooses where to go, where to chase, where to down, zoning or anything like that only do so much when survivors can just run straight into the killer and go other side of the map

    There is no such things as "micro gameplay" in hooking, all it has done is removing edge case abuse of survivors

    I never understand why people thinks killers are in charge of everything somehow

    People always did this micro-management by default. People who didnt do this were those who complained, even though its their own fault for not doing this in any way.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773002#Comment_3773002

    If killer tracking is too strong and needs nerf, then strong perks that counter tracking need to also be nerfed.

    Thats not true.

  • @Crowman said:

    Survivors complained about Weave Attunement and Ultimate Weapon being too good of tracking perks and UW got nerfed and Weave Attunement is on the chopping board, then it's only fair that killers who have been complaining about Distortion being too good as a stealth perk got it nerfed as well.

    Here we go again with killer main logic: "If something gets nerfed on killer side i want compensation" or "an eye for an eye". Its getting so old. With all those aura reading perks theyre eating faster through the tokens than you can recover them. If they change Distortion and you have not even a kind-of-immunity anymore, whats the point in using it? Stealth have become unviable, just another attempt to remove gameplay-variety from dbd just to cover for bad killer players.

  • @Akeeno said:

    i cant believe they're going through with the nerf. im not trying to be a negative nancy but almost every perk that isnt involved with generators, such as stbfl, ultimate weapon, weave attunement, are being complained about, so they get nerfed, they're no longer worth using, and just stick with gen regression.

    it sucks cause then there isn't any good perk variety. then until the next set of perks that look decent get used, the cycle starts all over again, complaints about the perk, then a perk nerf.

    is this the path the developers would like for the game?

    Or you just accept that those perks were overtuned?

  • @Peanits said:

    In some cases, sacrificing a Survivor in a certain part of the map could create a hook deadzone where it was not possible to get to another hook in time. This is especially true when Survivors would intentionally run to those areas knowing the hook was permanently destroyed and that the Killer couldn't hook them if they go down there.

    The end result is the Killer needing to leave the Survivor on the ground for several minutes waiting for them to slowly bleed out. This was not fun gameplay for anyone, so we've made hooks respawn after a while.

    This was a really unncessary doing. You just covered up for their own failure to manage hooks. Removing another micro-gameplay for killer to make their gameplay even more skill-less.

  • @StalkingYou said:

    Over the past two years, survivors have received:

    1. Basekit BT (With Haste)
    2. Insane OTR Buff
    3. Reassurance
    4. Kinship
    5. Hook Grab Removal
    6. Anti-Camp meter

    Oh, and lest we forget pre-existing DS.

    Now we are getting +10sec on hook stages.

    My question is, how much anti-tunnel and anti-camp do Survivors need until they admit it's a skill issue if they're complaining about camping?

    Also, I see a lot of players saying things like "if you don't camp this doesn't affect you" and either those players are ignorant or just bad at the game. Some killers need to secure stages to win from time to time. If I'm playing GF or Trapper, waddling around the map looking for more fresh people to hook is a fantastic way to lose the game. This has nothing to do with skill; NOT camping against good teams in many situations is setting yourself up for an automatic loss. You literally DO NOT have the time to do that. People need to stop pretending that this is somehow fault of the player.

    1. Basekit BT doesnt relate to camping.
    2. Doesnt relate to camping either.
    3. Is hardly any useful with having to basically look into the killers face.
    4. Havent seen this once for a reason.
    5. Its still a trade if killer camps.
    6. doesnt do anything with proxy camping and is easily disabled by killer favored reasons.

    Also, the new 10s arent that useful too. Just because many things got changed doesnt mean its affecting gameplay at a noticable level. Camping will still be the same strategy as before. And nobody needs to camp to win anything. Thats just a fake infomation by bad players. A strawman-argument at its best as we see from your post.

  • What? Thats the first time ive heard of any survivor wanting to stay in 2vs8.

  • I wouldnt really be surprised if they just meant the auto-adjustment. They could scrap half the items and offerings on survivor side, several on killer side too. But i really hate that it still takes so long to spend bloodpoints. We just need a button like "buy 1 Prestige for 1 Mio bloodpoints" and you just get the same amount of offerings and items per random.

  • @legiondoctor said:

    I see this absolutely a survivor patch. Theres 2 killer buffs and all survivor buffs. Why no buffs to killer perks?

    So I legit dont see any of the survivor perks being more useful than before. Otherwise explain yourself.

  • As we can already see, its just for forum user to use it as excuse for what they do or not do. Lets be honest, 10s more on hook does nothing in favor of survivors. Why do killers camp? a) They have no confidence in themselfs and b) got influenced by other bad players that camping is necessary c) they want to annoy other players or d) they try to secure their endgame kill. None if this would be influenced by a mere 10s. And it doesnt change the fact that the average survivor player makes bad choices while a killer is camping.

  • Cause 10 gens is obviously not psossible to do against halfway decent players.

  • To be honest I couldnt care less. Prestige had abolutely no value. That some players got intimidated by mere number with no value is just sad and tells much about those players.

  • @NekoGamerX said:

    it who ever plays the scum-est sided

    How can survivors do this?

  • I really doubt that most players are still playing 2vs8. Nearly everyone i know stopped after 3-4 days or as soon as they finished Part 1 of the Rift. Killers may play longer, cause its just a wreckfest for them. Base game is already as usual.

  • @Gylfie said:

    What I love about 2v8 is the cage system, which removes any possibility of being camped or tunneled. It's great. I played one game of 2v8 and asked myself why the actual game doesn't have that same system. To me it seems like an obvious upgrade.

    Going back to 1v4 was rough, but I did it anyway because I'm working on an achievement that can't be done without perks. I'm going to miss 2v8 when it leaves.

    Never played against those tunneling Pyramidhead players? Cage system doesnt so anything against tunneling, in fact its way worse cause it disables many kinds of anti-tunneling measures. Thats why it will never be a part of base game unless pyramidhead is involved.

  • @Nathan13 said:

    I’ve had fun with all of these new gamemodes this year, I’m happy we’ve been getting new things to try out. But I do worry if for example 2v8 became permanent that it would make queue times longer for the base mode and 2v8.

    This would only occur if the new mode is heavily one-sided to be played and we assume that base game is equally divided in proportion (which isnt even the case too). Like its now with 2vs8: much more killers want to play the new mode and less survivors than necessary to keep a balanced queue. So killer queue in 2vs8 is horrendous. But in base game the queue times are still okay for survivors somehow.

  • Its not a greater success than any other mode before. It was a spike of player as in all new modes, and thats it. Most people stoped playing after several days especially survivors, cause its just a super clusterfuck most of the time and no mmr caters towards killers. Instead of playing with 2-3 bad mates you get more than doubled bad mates. Cages arent fun, several killer combinations arent fun, queues arent fun. So unless you want to maximize your speed killer fantasy this game mode has not much to offer.

  • Peaks during events arent relevant towards life time of a game.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766806#Comment_3766806

    It had an alright use rate even back then iirc. Even if it had a cooldown it'd still be better than before, as the range was increased as well.

    It was basically non-existent while it had a cooldown.

  • @WolfyWood said:

    It can have a cooldown when maps are reverted to not be terrible.

    It cant. We already had this nonsense.

  • @Jay_Whyask said:

    I was playing on the new variant of Mt. Ormond and wasn't pleased to see pallets every 10 meters across the entire map, but only one hook out in front of the main building.

    There was a hook upstairs but that mattered very little because nobody ever went down up there.

    The survivors I was matched against weren't being rude, but they caught on quickly to the fact that main didn't have hooks because two of them had Saboteur.

    In hindsight I probably could've made it to the upstairs hook with perfect pathing, but I really shouldn't have had too.

    So do we get unsafe hooks too?

  • Head-On formost needs a longer stun time and a visual indicator of the effect area. Even then, a skilled killer can still bait it out easily.

  • @epi said:

    Being iridescent 1 should mean something, and it defo should mean I get paired up with experience players and not newbies. Like what's the point of being paired with good killers and new survivors with no means to communicate with them? It's so infuriating!

    I agree that MMR needs a mountain of rework to actually do what it is supposed to do. But the grade in its actual design has little to do with skill. The most needed change to MMR would be to reset it regularly and have a matchmaking much more strict than actual. But i mostly think that MMR like kill/escape shouldnthave never been a thing to begin with as those are the worst indictors for skill besides play time. And i dont understand why devs cling to this at all.

  • @SweetbutaPsycho said:

    Most other games display wether people are playing together or not. DBD for some reason doesnt even though it should.

    For Survivors it would honestly be nice to know if people are on comms or playing togehter since it helps determine if those guys go for the save etc.

    For killers it would be nice cause SWFs makes some builds just borderline useless. Oblivious Builds for example make absolutely no sense if everyone just calls out where you are all the time.

    Which games are you talking about?

  • A blessing? How? Killers lose another micro skill called hook management. Also it unnecessarily buffs hook perks for no reason.

  • @Bookern said:

    Major elephants in the room: Escapist and Scout class are the meta classes for Survivors having old Mft and permanent wallhacks for the entire team is ridiculous.

    For weird unknown reasons Billy has been demoted to a m1 killer and his Chainsaw no longer 1 shots he has been horribly nerfed and has to build up exposed like a Myers but Nurse has been Gigabuffed longer blink range with additional blinks like huh? Also nobodys gonna play Trapper since he requires setup time and 8 survivors can disable traps 8x faster then Trapper can place them. Wraith Nurse and Huntress are the only fun options.

    8 Survivors have to complete 13 gens and Killers have to down a huge 24 times and since Killers are basic m1 killers with no slowdown and can only pressure 2 survivors at most Gen efficiency is gonna be insane matches will last 4-5 mins at most.

    Final thoughts after 2v8 mode comes to live Killers won't touch this mode after the 3rd day cause i genuinely believe the escape and killrates will majorly flip 40% killrate and 60% escape rate even if Devs wanted this to be a unbalanced chaotic gamemode its really only that for Survivors while heavily balanced to Killers especially Billy

    So its fine that killers have 60% kill rate but its not fine if survivors have 60% survival rate in a fun mode? Talking about being biased.

  • I dont really think that they have a QA consisting of veteran players. Noone who knows some things about this game would allow such unreasonable changes to be done. And I heavily doubt that they would revert it. They make undoubtedly clear that they do what they want regarding game design. Community feedback is just a nuisance to their daily chores. I bet DbD is the multiplayer game with the least feedback leading to changes.

  • @Justunbelievable said:

    The devs killed the knight. I hope the survivors are happy.

    I truly am. Knight is one of the most miserable characters to verse ingame. So I really appreciate it if i dont see him even once anymore.

  • Sure. Cause replies like "stack slowdown" or pretending that gen progress perks are such a big issue are WAY better than knowing how to play a killer properly like all the other killer mains that can do that.

  • Its obviously a you issue. Learn how to play killers properly.

  • @Paternalpark said:

    Specialist should be at 4 charges. 6 is excessive if you bring purple coin offerings no?

    Just do your math. Its another noob trap.

  • First have a look at how it will be implemented. I cant even imagine this mode NOT to be a total mess, cause there are so many things that are not meant to be played with two killers. But probably they make it another killersided event, like the previous ones and literally no survivor will play it.

  • A "big" update of 20 perks. Really disappointing to be honest to call this "big" in any way. There are probably 75% of the roster being lesser used perks and 20 is what? 10%? I am quite sure you could easily buff 50% of those perks by just adjusting numbers. And I dont even understand why they refuse to do this every midchapter patch. Balancing is a continuos process, but they just throw in a handful of perks once a year. We could have less issues if this would be done. BHVR start managing your staff on needed issues, not just on new content.

  • Great idea, with no kind of direction or whatsoever. Sigh.

  • @adsads123123123123 said:

    Scott Jund conducted an experiment and survey on tunnelling. In his experiment, he played 50 matches and recorded the number of matches where anyone on his team was tunnelled. Tunnelling occurred in 5/50 (10%) matches and in only 2 of the matches, the killer was deliberately tunnelling. In the other 3 matches, the tunnelling occurred due to survivors making stupid mistakes. Considering there are 4 survivors, the odds of a specific survivor being tunnelled out is 1/4*10% = 2.5%.

    He also conducted a survey, which gathered 3103 responses. 80% of people were tunnelled less than 40% of the time. Only 7% of people were tunnelled more than 60%. The average tunnel frequency was 27% (assuming the average of each range). Though, the real values are extremely likely much lower since the survey question was "how often do you feel like you get tunnelled". It was based on feeling and their own definition of tunnelling rather than actually tracking their matches with a standardised definition. When matches were tracked, people were tunnelled (individually) 1%-3% of the time, as seen in Scott Jund's experiment and the data I discuss later.

    Tunnel frequency

    Percentage of responses

    0-20% of the time

    47%

    21-40% of the time

    33%

    41-60% of the time

    12%

    61-80% of the time

    3%

    > 80% of the time

    4%

    He also found that region and time of day had minimal impact on tunnel frequency.

    https://us.v-cdn.net/6030815/uploads/GIYVVU6R3NTO/image.png

    https://us.v-cdn.net/6030815/uploads/PAIBBA68F8EK/image.png

    It was also found that tunnel rate was correlated with escape rate, so it's possible that survivors that get "tunnelled more frequently" are not actually getting tunnelled more but are just dying more frequently due to being worse at the game.

    https://us.v-cdn.net/6030815/uploads/KNQKLKDD08AM/image.png

    From the data and his experiment, Scott Jund concluded that the myth of frequent tunnelling occurred due to negativity bias, which is a bias that caused people to remember and place higher weight on negative events than neutral and positive events. He also challenged anyone that thinks they get tunnelled frequently to record their gaming sessions and send them to him for proof.

    The takeaway from this is to track the percentage of matches you get tunnelled. For example, someone recently posted data from 1212 matches they played (Jan-June 2024), which tracked tunnelling. Note that 18 matches were cancelled from the start, so there were 1194 matches in total. I compiled the data from it and these were the results:

    • Tunnelling occurred in 49 matches (4.1%)
    • In 47 of the matches, 1 person was tunnelled. In the remaining 2 matches, 2 people were tunnelled. Therefore, 51 survivors were tunnelled in total.
    • There were 4776 survivors (1194*4) in total. Therefore, the odds of a specific person being tunnelled was 51/4776 (1.1%)
    • In many of the matches with tunnelling, there was a DC, so tunnel rate would be lower if DCs were excluded.

    Nazzzak also provided their data set of 421 matches and found that tunnelling occurred in approximately 1/12 (8.3%) of matches.

    https://us.v-cdn.net/6030815/uploads/0WSQ56R6ZVMH/image.png

    You completely ignored all the criticism that was mentioned on his thread. Dont know why you would even pull this out of grave again? It was all discussed beyond believe.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752571#Comment_3752571

    "There is no legit counterplay unless everyone has 180 IQ."

    Pick up item. Walk to map edge. Put down item.

    That..is 180 IQ? Really? If the bar is that low then everything is OP.

    "Weave Attunement just has to go. There is no way this perk fits well
    into the game. You wopuld have to make so many prerequisites to make
    this perk not overtuned, that it would be barely even niche."

    It's a perfectly designed perk. It has very clear and easy to do counter play. The combo is barely good enough. The slightest nerf and it goes into bad territory.

    So, how do you locate the item in question if you did not drop it by yourself?

  • @Blueberry said:

    Every time something even remotely usable shows up people complain and get it nerfed. Not even good, just decently usable. This is how we end up in this never ending marry go round of 4 gen slow down perks forever. If you're never going to allow other non gen perks to be good we're never going to get variety.

    People complain about boring sit on gen hold m1 game play and then proceed to complain about anything that adds secondary objectives.

    Its a difference if something is "remotely usable" or plainly overtuned. This combo is entirely overtuned. There is no legit counterplay unless everyone has 180 IQ.

    Weave Attunement just has to go. There is no way this perk fits well into the game. You wopuld have to make so many prerequisites to make this perk not overtuned, that it would be barely even niche.

  • As a veteran I just cant stand them at all and i would really appreciate it if I could just turn them of in the settings. So everyone could make their own choice by doing so. Why was this never considered at all?

  • https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752208#Comment_3752208

    The event itself is pretty much favoring killers. They get more value from speedboosts, can see survivors interacting with totems (+ time waste for surivors), survivors waste time for event chests, killers get instadowns on heal/exposed, which hurts survivors more often than it helps, and you get an insane free pallet break. This event is almost entirely in favor of killers. And I do not understand how this could have even happened.

    And the game is too. >60% kill rate is proof enough to be in favor of killers. There is no denying this ingloriuos fact. Having a two-sided game not being equally able to win, is the epitome of unbalanced gameplay.

  • Hopefully they scrap this "idea" and it never comes back again. It just gives by far too much of an advantage to killers and again it works even better on those killers that already are at the top. Also it has an unhealthy synergy with some perks that are already an issue by themselfs.

    Not to mention the game breaking bugs that came with it.

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