DeBecker
DeBecker
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- DeBecker
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Why not?
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"Even survivors know that he is weak now" … I stopped reading here.
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@Shinkiro said:
But by far the worst is being FORCED to play the role you don't want to play or enjoy because progression is tied behind arbitary ever increasing role specific quests.
Nothing will bore and tire out people faster than being forced to play a certain way. You should be able to complete the rift on one role only.
Between all the other problems and this i've pretty much lost the will to really play the game. I'd rather play other games than play the role im not interested in playing.
You have actually no proof that someone is foced to play both roles to finish the rift, cause you still lack by far too mucn necssary information for such a conclusion.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924934#Comment_3924934
Ah, do you mean in regard to how the game IS currently, or how I'd prefer the game be (survivor team vs killer)?
How the game is currently, it's 1 killer vs 4 individual survivors each doing their own thing along with each having their own win condition. If the killer kills 2 survivors, he failed to secure a win (killer needs 3k to be considered a win), 2 survivors lost, and 2 survivors won. The win conditions are not equal because it's an asymmetrical game. The killer has a total of 4 opponents to defeat, while survivors only have 1 opponent. There's no tie in this type of situation, as a killer and a survivor cannot neither win or lose (unless you count the server crashing, ha).
If you're talking about how I'd like the game to be, where survivors all win\lose together, then ties are possible, as the survivors have a win condition that would in theory be at least 3 survivors escaping to mirror the killer's win condition of needing 3 kills. In this case, a tie is naturally possible. It's possible to have both teams have a equal chance at winning if survivors had a 44.2% chance to escape. Each team would have a 31.25% chance to win, and a 37.5% chance to tie - I feel it would be acceptable. Killer got some kills, and survivors had some escapes. If we count a win as major positive, and a tie as minor positive (got some decent points for the match being a draw - gj for both sides), then that means the majority of matches would have at least some sort of positive outcome. That means 68.75% of the time on average, matches would be a positive outcome in some way for all players (A 31.25% chance for your team to win and a 37.5% chance for your team to tie). Let's just round it up and say that all matches would have a 69% chance for the outcome of the match to be positive in some way for their team (nice).
IF we went with the second option (team vs team) - Win percentages would shift significantly to make room for ties, but I think in general it would be better for the game. Both sides would have equal chances at winning, with ties being slightly more common as the outcome. This would also include balancing survivors around having a 44.2% chance to escape (that maths out to both sides having an even chance at winning). This would also push 4Ks and 4 escapes to be less common and more like outlier wins which are generally overkill and isn't ever really fun for the losing side. Bear in mind, there are balance issues at an individual perk or individual killer level - some killers are just too powerful as are some killer\survivor perks and would need to be brought back in line. This also means a lot of weaker killers would need to be buffed to also be brought back in line (mostly m1 killers with no mobility).
It this game would be a 1 vs 4 where every survivors does its own thing, why do you consider the killers win condiditon to be a 1vs4 scenario wher the survivors are a team and not a the aggregation of those four 1vs1 scenarios you tellin us? Talking about double standards here.
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@MissiCiv said:
https://us.v-cdn.net/6030815/uploads/5TQI1GJJTU85/gqi0rpbxwaa6hkw.jpg
While it’s great to see QoL updates aiming to make the game smoother — especially for survivors — we can’t ignore the deeper balance implications here.
Yes, these anti-slugging, anti-tunneling, and anti-camping mechanics will strengthen survivor gameplay overall. That’s undeniable. But it’s also important to ask: why do killer players rely on these tactics in the first place?
It’s often a response to game design pressure. Many killers feel they have no other viable options due to gen speeds, strong survivor perks, and increasingly nerfed slowdown tools.
If these changes are implemented without addressing the underlying reasons killers tunnel, slug, or camp, then the imbalance only shifts further.
Killers need compensation in other areas, whether it’s basekit improvements, better chase mechanics, or meaningful perk reworks, Enhancing survivor quality of life is great, but it must go hand in hand with addressing the core struggles killers face.
Seeing nothing directly aimed at improving killer experience in this roadmap is genuinely concerning. It feels like we're addressing one side’s frustrations while leaving the other to keep struggling in silence.
"Many killers feel" … thats the part where this starts to go in the wrong direction. We couldnt care less about how people feel to do something as long as this isnt reasonable necessary. And all those strategies in the way theyre used right now arent necessary at all. The game right now caters by far too much to killer players that are bad at playing the characters. Bad players that want to be as powerful as the best players. But this shouldnt be possible at all.
The underlying reason swhy people "feel" to do this are the following:
- It is due to a lack of skill and a lack of will to get good. Those are just lazy people that use the easiest way that requires no or the least necessary skill. You cant do anything to resolve this. It lies in the nature of those players.
- It is due to a lack of fairness. People want to win no matter the methods. Everything goes and if its the cheapest way, they use it. Nothing to do here too.
- People who are overly compettive and are as sweaty as possible. They abuse everything that grants them a safe route for wins. Nothing to do here too.
Killers do no need any general improvements if toise mechanics are being implemented. Thats a fundamentally false conclusion. Let those people get good or let them lose as they deserve.
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as long as killers can BM survivors on the ground you shouldnt complain about getting taunted at the exitgate.
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To be fair, its nothing to do with fortnite. Thats just how quest system works in 90% of the games nowadays. You dont need to like it. And nobody needs to understand why the gave up on their unique system.
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Imagine such a bias.
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@Superyoshiegg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923951#Comment_3923951
The problem with that is the Dailies are limited by, well, being daily.
If you don't complete the three Daily tasks on a specific day, those Fragments are gone permanently.
So for example, if you completed all 12 Rift Pass weeks for the 45 tiers, and got the 38 tiers from finishing all Milestones, that's still only putting you at tier 83/100.
Those last 17 tiers will have to be made up through Dailies, which give 45 Fragments each day. That's about 37 separate days of completing all three Daily Tasks.
If my maths is correct, which it very may well not be (I'm bad at math), it is not possible to complete the Rift if you start with less than 37 days left before it closes. There simply is not enough Fragments because you missed out on the first 50 days.
Those are still without anx income due to playtime, events or other modes/modifier.
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We already had this feature in DbD Mobile and there was no issue with it, so stop doom posting.
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- too easy
- too easy
- every other game is better as single player
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Dont know how you guys do math I get the following:
45 level by Rift pass
37 level by Daily
38 level by Milestone
= 120 level in total
additionaly 0.05 level per 250 XP
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Nothing changed.
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So that dude ONLY calculated the weekly quests.Ignores all the Milestonequests too.
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Dullmerchant was hated for a completely different reason. Nothing to even compare.
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Comp doesnt exist in DbD. They just made up their own rules.
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@ArcT said:
It only counts as complete once you've finished both killer and survivor objectives.
I have no idea why it's like this.
Thats definitely wrong.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923194#Comment_3923194
shoulder the burdon takes away a death hook even if you dont tunnel that person.
NO.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922495#Comment_3922495
doesnt matter if you tunnel or not you still get hit by it (same for shoulder the burdon)
How?
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@Kaethela said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922481#Comment_3922481
From my gameplay tonight, you don't! If you miss out on challenges, too bad, no rift fragments for you. What an awful decision.
You basically cant miss out on challanges, cause theyre active at all times you play.
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@Defnotmeghead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922473#Comment_3922473
No, most sales happen in the first month, and thats not been true for a LOT of killers. I am 100% certain its an oversight somewhere, which can happen. But im surprised they didnt listen to people begging them to increase times between an m2 and an m1, because its just objectively an unfair scenario.
Nah, Anniversary is coming soon. It brings back a large portion of the playerbase and -surprise- they will be buying the pay to win killer with its pay to win skin.
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Easy solution: do not tunnel.
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Why is it too strong? Show me those situations when it is too strong.
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Nah, BHVR loves their band-aid fixes that do nothing to the issues.
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Cause they still need him as a pay to win killer.
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I dont think so as long as youre doing all the challenges you have besides Daylies. If youre not doing all challenges, due to playing just one side, youre maybe screwed with the points anyway. Depends on how many fragments there are as rewards outside the new ssystem, like in new modes and events.
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Thats not all. If you had stored up Daylies, they were just reduced into nothing. Great job BHVR.
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Whats the point in doing so? Why shoulnd bhvr just get rid of all the issues that make survivor feel frustrated so much to DC that often? Nah, we just let them be frustrated and make it even more frustrating for them. Sigh.
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Nah, we probably get back to buffing Blight over and over again.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920980#Comment_3920980
literally just look at the downvotes vs upvotes for this post. That already proves you wrong. Or any other post with a pro-killer point of view. Please show me one, just one, pro-survivor post that had more downvotes than upvotes. I will guarantee that if there is one out there, it was so bad that even survivor main players were like “uh, this is a bad idea because nobody will ever want to play killer again.”
Uhh just look that more people are playing survivor then killer. I said the forum is killer biased. That doesnt mean that there are more killer mains writing or voting than survivor. But theyre frequently downvoting everything while survivor mains tend to choose if something is worse downvoting or not. the killer biased one just downvote everything that doesnt feel fine for them.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920974#Comment_3920974
i think means rock loops are usually ultra safe and a double pallet rock loop is ridiculous
So, as soon as one pallet is broken, the loop is done for. I dont see the problem from killer perspective.
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So no matter if its fully randomized or not, the game mode needs to get effective built-in counters to "killer strategies". Like all modes. But devs were ignorant on this for years, and we still have to wait whats even happening with those anti-measure that should come later this year.
Still fully randomized chaos shuffle would prevent those one-sided situations with killers running the most advantagous add-ons and maps to cover up for their low skill and sweatyness in a fun mode.
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@Stibfa said:
Can we change background player before these changes happen, this perk forces the killer to slug because a swf as little as a 2 man. can easily just go down at a pallet or in the open every time, and Just have someone in the general area waiting, this forces the killer to slug which again im all for reducing. Im worried this will lead to lose lose situations
We dont even know whats happening with the anti-slug measures. So how about waiting before calling changes to other perks?
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The forums are still as killer biased as always. If you would have taken a better look at all the threads you would have noticed that basically every survivor idea gets downvoted massively and get attacked quite harshly too. As sson as they see their overall advantages going down, they come up in masses and try to pitty-counter everything thats said.
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Why?
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@Emeal said:
I think the reason BHVR hides it is because Survivors are not supposed to play around it or use it as a mechanic.
its purpose is only to deter the Killer from hanging around to encourage play that is fair and progresses.Kind of twisted logic isnt it? Why should it be fine one way but not the other? Its about punishing the killer for camping. Both scenarios should punish the killer and not in just one case.
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Cause the devs have no actual game sense. They just design what comes to their mind, not really thinking about how it works out. There is absolutely no legit argument to defend that this addon is still being in the game.
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@terumisan said:
bhvr was never shy about favoring survivors over killer why are people surprised?
You probably never played this game.
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@_Demidrol said:
At first, this system seemed like a good idea—why wait 4 minutes, bleeding out on the ground or suffering because everyone disconnected and you're left alone? But now, in every match, if the last survivor is downed, they immediately disconnect. If I wanted to watch Mori animations on bots, I could just do that in the store.
And now there's a new message from the developers saying that even when the killer is left 1v4 with bots, leaving the match counts as a loss!
My suggestion: make it so that abandoning the match is only possible 30 seconds after everyone is downed, or 30 seconds after the last survivor enters the dying state.
And in a 1v4 situation with bots, the killer should be allowed to leave the match—and not only should that count as a win, but also as a completed match for challenges.
Whats your problem? The animation is exactly the same no matter if bot or player. If you get some "feelings" out of watching a mori animation knowing its a players, theres something wrong with you.
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Chaos shuffle was never equally random. Nothing new.
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Why do you think youre fine to decide if another player stays in a game or not?
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Passive hits are always a great idea. Not.
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Less annyoing perk builds. Some may be lucky, but at least you dont see ghoulds runing their annyoing hex setup or full slowdown. And killers always played like this no matter the mode. history prooved this.
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The thing is I can still here some people saying "bhvr listens to feedback". Thus we have the 4th iteration of chaos shuffle and they did NOTHING.
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What do you expect? As long bhvr doesnt become enlightend, killers can just rely on the cheapest game flaws they can find. So the mode doesnt matter, their "gameplay" is always the same. Chaos shuffle just eliminates those annoying perk builds, the rest is still the same. Why do you think so many people play ghoul? Cause hes basically an autobot to play as with bugs that benefits him even more.
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@Triplehoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919347#Comment_3919347
Too many times it wasn't an option
So you get hundreds of items you basically will never ever use. One more you dont necessary have to pick doesnt make any difference at all.
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Dont pick them. Easy fix.
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Its quite funny. Theyre have no doubts about downvote buttons to be part on the forum, but are reluctant to show MMR or at least a equal related rank/grade oder whatsoever. Like every game with MMr has something like this to show the other players how good their opponents or teammates were. Just bhvrt is scared of doing so for no logical reason.
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@Mandy said:
I'll jump in here right away to try to reassure you, if any feature that's implemented changes kill rates drastically and in a negative manner (as you know we aim for approx 60% kill rate), we will make adjustments as necessary. These are QoL features, so focusing on game health and enjoyment, these are not balancing changes as such.
So you still refuse to make a fair game for everyone.
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They just have to take away the killers "freedom" to camp the basement without any actual punishment. And need to rework some of the basements which are by far too long to get down or up.