Dokta_Carter
Dokta_Carter
About
- Username
- Dokta_Carter
- Joined
- Visits
- 1,096
- Last Active
Comments
-
@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026407#Comment_4026407
Strategy is when you have to think with your head and be creative to achieve your goal.
There is nothing complicated about mindlessly destroying the gameplay of survivors with tunneling and slagging, and that is why absolutely any noobs take advantage of these flaws in the game, because you don't need to think with your head or know anything about the game to do so.
There's no need to confuse concepts and call obvious flaws in game design “tactics” and “strategies” when they directly destroy the gameplay of survivors because there is simply no built-in system in the game to counter such killer gameplay.
Thinking?
"Oh hey 1 gen left i have three on one hook and one on death hook who was just saved who do i go for?"
Isn't thinking? Not thinking would be
"Oh another survivor to hook" and chasing the next person you see no question asked
By this same example, DS, Dead Hard, OTR. As they are now should NOT exist ether? Because you get their benifits from not thinking, or paying attention? Or base kit bt?
"Oh but you can use it strategically"
Arguably so can tunneling?
LLets Be honest, tunneling isnt fun. But to sit here and say that there is nothing stategic or tactic in tunneling is wrong.
You have to take the whole match into account.
Hard Tunneling bad
Soft tunneling, depends on the state of the match.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026513#Comment_4026513
It's not even what I said either. Bro is twisting my words into pretzels. This is what I said:
There are no survivor comebacks as massive and common as killer ones. A killer can get 0 hooks and still get a 3k or 4k in end game and it's not even rare. Happens to me in both roles. Tell me the survivor equivalent of that. Everyone on death hook at 5 gens yet they somehow get them all done and win?
I've had matches where I've gotten 0-2 hooks when gens have been completeld and I've still won. I've never had anything close to that as survivor. The killer would have to AFK or turn friendly for a similar experience.
OP you're getting downvoted because you think your views are facts and not opinions and that everyone else is a malicious liar.
Some of that persons comments/posts feels like they are trying to bait or something ? Idk
-
@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/460203/who-even-wants-to-tunnel
Tunneling, like slugging, is not a “strategy” or “tactic.” Don't imitate streamers who teach you such cheap gameplay worthy of a three-year-old. Think for yourself.
Destroying the basic gameplay of survivors is an easy way to gain an UNDESERVED advantage over your opponent.
Why undeserved? Does a killer need any perks for tunneling/slugging? No. Maybe it's an indicator of the killer's skill? No, not really. It's a cheap trick that ANY beginner with zero hours of gameplay can use, because yes, after nine years of existence, this game still has such flaws.
And you know what's funny?I've seen MANY examples where main killers who are unable to play without tunneling/slugging for one reason or another go to play as survivors and SUDDENLY they curse the killer in the chat after the match for tunneling/slugging them. Amazing. What's wrong with that? Don't you like it when people do to you what you constantly do to them?
That's what I'm getting at.
It's convenient to call the destruction of the survivors' basic gameplay “tactics” and “strategies” when you play as the killer most of the time and don't encounter the other side of those actions that you yourself do against other players, destroying not only the basic gameplay, but also simply destroying their enjoyment of the game.
Are you complaining about toxic survivors? Have you ever considered that this might be a consequence of your cheap “tactics” and “strategies”?
Perhaps you should treat other people who are players just like you with respect?After all, you don't get anything for winning a match except virtual currency and emotions.And it seems that killers who constantly engage in tunneling/slugging simply assert themselves in this way in the game, knowing that they have an undeserved advantage over their opponent and that their opponent already has a losing position when playing against them.
But what's the point of playing a simulator of endless victories?
What's there to be proud of when you brag about getting -4 in a game where the win rate of average killers SIGNIFICANTLY exceeds the win rate of the strongest teams of players on the survivors?This game is primarily geared towards killers, and I think that's the main problem with it.
There are 5 players in a match. Each of them has to do something and try to win. There shouldn't be loopholes that ANYONE can exploit to gain an undeserved advantage over their opponents. It's complete madness.
I am sorry to say, although you have a valid feeliny, just because you dont like it doesn't make it a tactic or strategy.
Even in other games a "cheap strategy" is a strategy.
-
@Cassiopeiae said:
In the last 30 days, I’ve only abandoned matches at 4K slugs, which have been extremely rare, less than a dozen I'd say.
https://us.v-cdn.net/6030815/uploads/0W9DWH4PALZA/image.png
I believe Mandy mentioned that BHVR’s stats differ from those in the tracker, so their total escape numbers shouldn’t be “inflated” by abandons as you suggested, so no need to worry.
Mandy might have said that, but its still bad that a tracker is different from their stats, which at best are loose criteria.
They NEED to make it so we also know our stats accurately. Otherwise it really isn't a tracker but a guestimator
-
It doesnt help that they have both the ptb and 2v8 on at the same time, which splits a lot of pc players from the event
-
@Blueberry said:
I also think some of the balancing issues stem from balancing killer like it’s a 1v4 but balancing survivor like it’s a 1v1v1v1v1. They do this to improve the individual survivors experience which makes sense but it has the consequences of destroying balance since it’s “supposed” to be a team game. BHVR balances in a way where they REALLY don’t want survivor to need teamwork at all.
Also weird balancing metrics. Like in a 1v4 assym game the “1”(killer) perks are supposed to be individually more impactful than the “4” since there’s multiple of them. Like take healing as an example. We’ll Make It is 100% healing for 90seconds, while Leverage is 30% for 60seconds. For how an assym is supposed to be this makes no sense. Those values should be reversed. Leverage should’ve been the one at 100% for 90. This is just one example, this is repeated for many similar perks.
HHonestly, If one side is to win by eliminating the rest(3 people at the least) then it should be balanced for it to be a team vs 1 and not (1v1vv1v1) v 1, balancing any game, where one side has different wining conditions (the amount that survive in this case) needs more finesse in my honest opinion
But people think im crazy if I were to say this
-
@Mr_K said:
Question is, what do you do if it keeps happening over and over. Do you still take it easy or do you start to feel like you're babysitting?
Out of all my recent matches its a rare occurrence so I dunno. I know its apparently still a phenomenon tho.
-
@crogers271 said:
I want to agree, I also want to disagree, this reads like a rant meant to vent.
High skill players should absolutely not be prioritized over everyone else. High skill, average, new, etc. all have reasons to be considered and they aren't always in conflict. There's no simple rule about who to look to that's going to stay consistent.
If BHVR is seeing lots of new players quit, they absolutely should be focused on the reasons of those players.
Figuring out the logic behind BHVR decisions is the true challenge of the DbD community.
The moment we see their brainstorming office and it turns out to be spin the wheel…
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024901#Comment_4024901
Looking through my match notes (which I've only been keeping since June), the only instance of a really crazy imbalance was indeed a release day. I played 20 survivor matches and 17 were Springtrap. Contrast that with Krasue, who I've seen a grand total of 14 times. So I've seen more Springtraps just on his release day than I've seen of Krasue, period, even when she was overtuned.
I also just counted back to my last Nurse match. 192 matches ago. So I over-guessed. I have actually not seen a single Nurse in my 181 survivor matches for the last 30 days.
"You dont have high mmr" incoming(this is a joke)
Im glad your keeping match notes btw!
-
@angel_pellegrino said:
One of the absolute worst ways to balance dbd, in regards to keeping new players and improving the experience of the AVERAGE player, would be to focus on feedback from players that are at the absolute height of the player skill set. Because their experience in the game on a daily basis is going to be miles away from what most players are going to be experiencing. A soloq low or mid tir survivor is going to going through a million times worse of an experience than an extremely strong survivor who is more use to playing with higher skilled teammates. Likewise, a newbie killer is not going to be going up against as many elite seal team six teams as much as a killer at the higher end of the mmr. So if you want to focus on fixing the player experience, leaning towards the demands of higher functioning players would be like changing the windshield wipers on your car when the engine is about to fall out.
And no, the average dbd player is not an extremely skilled 5k hour streamer who eats, sleeps and lives this game. They may understand how to play the game, but their memories of being a brand new player are often five million miles away in the rear view mirror, and many are still approaching the game from the viewpoint of someone who constantly goes against the best of the best. So obviously, especially as a survivor, they don't really need as much extra help. And they cannot represent the rest of us. They don't have the same issues, hence all of the "get good" sentiment. That's why, when it comes to making the game better, the main focus should be centered around what most people experience in this game. The average player. The average player experience. If survey after survey reveals there is a problem in certain areas, it would be idiotic of any company, a gaming company or anything else, to just sit by and ignore it.
At the end of the day, changes ARE necessary to keep dbd going. Whether it be these changes or something else. And I'm not opposed to seeing how things play out, even if the ideas don't appeal to me at first. Because the worst case scenario is that, someday if things don't change, there might not be any dbd. For anybody. Killer or survivor.
While I agree on not balancing around the top player, they should not also shape it around the lowest player soley ether
Middle Ground is the key here, and I think that's what they want but.. they also dont understand why their data says certain things in certain maps(slugging in game being so high as example)
At the end of the day, I want to see where this goes so I am hopefully proven wrong on how I view them currently
-
This sounds wonderful good idea!
-
@Colt45m said:
This update is supposed to be about reducing camping, tunneling and slugging. Why should killers be rewarded further when theyre probably going to still do it anyways? You think bigger rewards for unique hooks will stop them? No. As long as tunneling, slugging and camping are meta people will exploit it.
Im gonna explain it
There is a theory a carrot and stick.
You use the stick(in this case the Endurance haste and elusive status) to deter actions you dislike
The carrot you use to reinforce the actions you want them to take. But the carrot has to be a good carrot or the stick no longer works.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024829#Comment_4024829
That is why I am a fan of the first iteration. All this version does is piss people off on either side of the issue.
Yes, the first iteration was too harsh. However, we could've adjusted it, we could've adjusted the incentives as well.
I suspect they'll just shift the BL over to Haste and call it a day, having solved absolutely nothing.
Even hard-core killer mains I've seen streaming said the previous iteration was better. Even if it was "cookie cutter promotion"
Id they dropped the demerit from 6 to 4 or 5 it would have been better!
-
@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024818#Comment_4024818
I'm with you on that one. Especially bodyblocking.
The consistency of your statements is a breath of fresh air
-
@Pulsar said:
As predicted, no matter if the changes actually hurt tunneling/camping, the mere idea that they could would be enough to set people off.
I have good news for you, barring the weird interaction with Wicked which will not make it off the PTB, you can still camp and tunnel just fine. Turns out, proxy camping is still good, and making a Killer back up an extra couple meters doesn't really do anything.
Likewise, all those protections are nice, if the Killer has no eyes or isn't tunneling. The best counter to the changes is to simply hit off of hook and ignore it. Why wouldn't you? There's no downside to doing it, nor is there an upside to not tunneling.
Hey, thank you for that last line. Although there is "bloodlust" and BP incentives, both of these are not good incentives mid game.
Over half the killers that need the bloodlust lose it for using their power
The others ether get okay milage or dont need it
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024789#Comment_4024789
No idea. I know not everyone in this forum is an upper MMR player which, according to the ancient legends, is a dark and forsaken land of all Blights and Nurses.
Looking at my stats, my last 10 survivor matches were against these:
- Pyramidhead
- Dredge
- Huntress
- Wesker
- Krasue
- Pig
- Gunslinger
- Knight
- Springtrap
- Freddy
Not a single repeat. No Nurses, Blights, or Ghouls. I never play as those three characters either.
Arguably even in High MMR, you'd have to be in like the top percentage?
Because I know mid-high mmr players prefer not to, and they often play other killers? At least according to the usual people on the fourms talking about their mains?
-
@cogsturning said:
I never see Nurse. Blights are rare. I get a pretty good mix.
Honestly I want to know how these people keep getting nurse/blight/ghoul every match?
Even way back some people claimed they only saw blight/nurse?
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024773#Comment_4024773
Precisely, which is where refinement would come in, survivors would/should earn some level of points as a team and then have it split among the team so if 1 person is being chased for 5 gens, all the other survivors get some points to chase, and the one being chased gets some points for objective and survival.
Altrusim would probably need to be worked on a bit in some way because if the killer chaes 1 person you can't really do very many saves or healing of other people, so there would need to be some other mechanic for getting altruism points, but again, these are things they could tweak and figure out.
Its simple in theory. But implement probably not?
but like let's say you start off with a pool of like how one other emblem has a statistic for being hit and downed, but
"X amout of distraction support points if other people are chased you lose x amount of points" for altruism
And
"When in chase you obtain x amount of points per each completed gen" on objective?
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024762#Comment_4024762
Which that playstyle is still possible and even provides extra value outside of those 18 seconds.
But it wont last. They nerfed M&A for the specific reason of having too little of TR. Which some people are bringing up already., dropping tr to 8-10m if paired with M&A.
-
@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024010#Comment_4024010
But if you didn´t escape was it skilled at all? If you try to see DBD as a hockey match you shouldn´t count the times you tried to hit the goal… and so on XD
The hockey route really will be one of the most memed things in the history of dbd
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024361#Comment_4024361
We literally had a system that did this in the emblem system. If they had just taken THAT system and refined it i think it would have worked better. The original system scored you based in 4 categories:
- Survival
- Whether you escape or not (and whether it is through the gates or the hatch)
- Altrusim
- Saving teammates and healing them
- Objectives
- Your ability to gens, cleanse hexes etc.
- Chase
- Your ability to run the killer for longer chases
All they had to do was refine the system a bit to not just be tied to bloodpoints, and change the scoring in a way that makes sense (I.E. if you are being chased, then you get some percentage of your teammates doing objectives and altrusim).
Then it could be based on a simple scoring system where you score each category by a certain amount, and then based on that score is how you performed.
A survivor who runs the killer for 5 gens, but still dies, should still be counted as a win if the rest of their team escapes.
Thank you for wording it better then I could.
I dont understand why people had disliked the emblem system so much and wanting to remove it, instead of refining it.
The only issues i had back then was how survivors lose out on emblem points if chased.
And
Those weir but super rare moments gens were flying so fast you'd prefer the gen speeds of today(45 seconds as examples which is also rare)
- Survival
-
@Shroompy said:
Pretty much every value in this game is additive and not multiplicative, so if youre running M&A with max stacks you should end up with a 75% reduction.
Even on its own I cannot see how this is a nerf, a side grade at the very least. The only negative I can really see is the lost of 10% Haste, but a permanent reduction of your TR is being HEAVILY slept on compared to 18 seconds of Undetectable.
The killers who benefit the most from Furtive currently are high mobility due to consistency. They can actually make use of the Undetectable and have a better chance of catching somebody off guard. 20m is not a lot of distance/heads up for killers like Blight, Kaneki or Billy. Hell, Nurse still has a 32m radius and with Furtive she can literally be on top of you with no warning at all times.
Now other killers can actually make use of this. Permanent 16m TR Slinger? 12m Spirit? These are nothing to scoff at. Im honestly getting flashbacks to when Franklins was initially reworked from having items disappear to having items slowly deplete while on the ground. The initial reaction was it being a nerf, but it didnt take long to realize it was a buff.
The reason people call it a nerf, is because of how much people valued the combo that was Furitive and Friends to the end. The combo also somewhat promoted a healthy play style of "chase this one" instead of staying around the hook.
-
@Rogue11 said:
I preferred refining the emblem system for matchmaking, but the initial version of MMR actually worked pretty decently. But killer streamers cried they couldn't win 100+ matches in a row while reading chat and eating cheetos, all while demanding survivors be balanced around the strongest potential swf team. So now we have the game balanced as if these killers are going to play a comp swf but matchmaking will ensure they rarely, if ever, play against those teams.
Okay i agree with the emblem system being WAY better then now., as well as the pip for gaauging wins. And match making wise, i do have problems, but that felt SO much healthier then kill/escape win loss.
Like who ever decided this was okay without the foresight of realizing if the killer is what matters then fairness to the otherside will be thrown out.
Making the win being solely based on taking out the other side, will just promote a somewhat competitive mindset.
-
@Colt45m said:
So we get killers who don't even have to aim but the games survivor sided. lmao!
As BrightWolf said its also for console.
Which tbh i agree with him? Although I forgot about console a but its for that too.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023606#Comment_4023606
Not sure how you can defend instant heal off of hook.
Maybe if it was something like MoM or an Invocation, where there is significant prep time or risk involved.
Ah just to clarify im agreeing with you(incase anyone think I am against it)
Instant healing has always been a bit of an issue in my eyes, but that's mostly due to the fact I've seen how annoying instant heals mid chase can be. Qnd yeah I have used them before when i play survivor and God did I feel so dirty
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/459805/damn-the-heal-meta-in-full-force-now
Shouldn't be additive.
It'll probably be 50% of the remaining 30%. So, you will still be injured and need a medkit.
If you say it shouldn't be i know I have thr right idea in thinking it shouldn't.
-
Isnt that change specifically for when using the deep wounds addon?
-
@Colt45m said:
God forbid you have to use actual skill and aim your power. I hope this isn't going to be a continuous trend with every new killer. They did it with ghoul with his leap, krashoe with her leech. Why keep making killers who hold your hand like that?
Hhonestly. Its due to the game leaning toward the casual games of both sides, qnd not the top tier players.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022694#Comment_4022694
Over 3 years of experience have told us that, unless the devs can devise a carrot that is explicitly exempt from tunneling, it can and will be used to tunnel.
Every single buff that killer have had since at least 6.1 has been used to tunnel more effectively.
Which, for the record, includes "gen speeds" since a year of gen kick and 3 gen metas made gens take as long as the killer wanted, and yet people used that extra time to tunnel more.
The carrot does not work.
The additional gen regression for non tunneled hook WAS exactly said scenario that tunneling would not benifit.
That is the carrot you want, but what was needed was for it to effect lower tier killers more.
It would work with a few tweaks!
And also the stick DOES not work ether, because that promotes more toxic views.
This next paragraph is an example and not my views on gen speed.
If we were to make it if you completed a gen before 70 seconds every gen was blocked because the amount of people saying gens go to fast, survivors would feel rightfully targeted, especially if the rest of the team was managing not to prock it and one random person did.
This is a shotgun approach, which is often used as a stick
Thats a bad stick isnt it?
We Need a balance that doesn't affect those not doing the thing the punishment are targeted for at all.
If you dont agree fair, but I hard disagree that a carrot doesn't help..
-
@supersonic853 said:
Yeah I wish both were options instead of one being locked to a addon but its very good.
The only problem with it being locked to an addon is it removes an addon slot.
But without it being an addon how would we enable a switch for it to lunge?
Would we add a "Violence Spree" mode at full stalk?
Actually that would be a good idea, while in evil incarnate, if you switch modes it is ether the lunge or instant down depending on a mode.
-
@cogsturning said:
The on-demand aura read on Scratched Mirror is a little wild but it's so niche that it's fine.
I don't particularly like playing as stealth killers. Creeping around isn't interesting to me. Playing against them, I don't mind anyone but Pig. I recently got a better headset too, and that has made Ghostface and Michael much louder.
Cogsturning, don't spiders creep?
I can understand its not everyone's cup of tea
But I like the spook factor at times. Especially when you see the survivors just spawn then look up? Kinda hilarious
-
@tes said:
My first main is ghostface, and genuinely, stealth killers may work well only against players without headphones or on indoor maps. Nothing really “special” about them.
There are can be some exclusions personally for every person. Me for example having accessibility issues playing against Dredge during Nightfall (I’m kinda sensitive to sounds) or Chucky in Hide and Seek mode in loops. But I think people don't massively struggle against them. I mean, Myers literally has loud breath sound, so you still can detect him. It's something kinda specific and minor for each person
Fair assesemnet, and in a way most killer with stealth in their kit have a tell when they are going to attack you/nearby
PIg ambush, a roar
Myers, loud breathing
Wraith, Bell ring
-
@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021915#Comment_4021915
And thats fine, but it also creates an outcome biased perspective. A match hard won vs a steamroll should give you different levels of enjoyment if you are there for the competition, and most would rather have good games with less favorable outcomes than landslides where you just win and move on.
The way the game is currently structured? Sure, but thats what people have been trying to address about the core gameplay loop. Outcome focused results have a lot of effects on things down to simple sportsmanship, which is why it would be more healthy for the game if people weren't constantly focusing on peak efficiency as their key strategy. Its the same reason why survivors were opposed to the "only surviving matches counts" blanket outcomes that rewarded selfish rat players more than altruistic players who carried whole teams on their back.
The emblem system wasn't perfect, but at this point it would be preferrable to how laser focused the game has gotten on "kill" and "survive"
Honestly. The emblem system felt way more healthy then the current state,
Back then you could be in let's say mid to high match making double hook everyone and it would still be a win.
That hockey analogy really was bad idea for a game you want to be "fun for everyone" when you say a win is determined by how many people you take out of a game, and the most effective strat being targeting one individual.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022681#Comment_4022681
I'd assume the pushback is that even if you're not tunneling, you want the unhooker as a target if you hadn't found one yet. You also don't want them to silently unhook the moment you turn your back. That definitely lessens pressure, especially with fast healing.
That being said, I'd also like the delay. 5s would have been fine.
Thats probably the major reason people hate the idea. The amount of times I have seen a survivor unhook while I barely got 5-10 meters away as it is baffling sometimes.
The delay is a good idea tho imho
-
Okay I can understand not liking him but uh "obligated kill switch isnt a fix type message here."
Also realistically speaking. If they do straight up killswitch ghoul more narratives of "survivor sided" would grow.
TLDR: Tweaks would be preferable to killswitching for all sides.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022646#Comment_4022646
Noooo 4 and 5 were my babies! Revelations was decent too. Village was also a blast. Even Umbrella Chronicles was a lot of fun.
But we don't talk about Operation: Raccoon City.
ORC isnt that... bad right?
-
Hard Tunneling is the equivalent to that one survivor who did nothing and got the hatch at the end, no one likes this kind of play style, and it feels disheartening. Or those who did nothing practically holding a game hostage at times(rare as hell)
Hence afk crows were touched up, but got overturned. So stealth players got hit pretty hard and some of those team mates doing things got hit. Crows got nerfed becauseof it.
. The penalties were much like the crows. To oppressive for they touched not just hard tunneling but certain circumstances that are not just the killer tunneling but horrible situational awareness of some survivors caused some killers to be hit bu them.
This ptb and patch if it goes through, is just the nerfed crows of tunneling.
-
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021611#Comment_4021611
In this specific position, I might. The reality is that nobody cared about this survey for good reason and, in my opinion, it's mostly an attempt to hijack the upset from phase 2's false promises. When you're that intent on being the center of attention, it's important to have someone that can help you snap out of it (general "you"). In my opinion.
Okay, this is a bit more fair then I was thinking. I am also not trying to attack your view ppint(as I can understand how everyone has view points)
And that is a fair assessment. It is weird how there is a sudden anger against this. If people were genuinely upset(not saying op is not) and they knew about it before hand why use said feelings now?
And thank you for specifying they form of you. I would understand ether way but it does help prevent people from "skewing" your words.
-
@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021088#Comment_4021088
And what are the Survivor players going to do when all the Killer players quit because BHVR never listens to their complaints?
Like it or not, you need Killer players if you want to play Dead by Daylight. Or do you want this game to end up like VHS?
SSaying Never listens is a bit wrong. They have listened to killer complaints before.
OOne of the more recent ones is Fog Vials. No?
As well as their recent upgrade with the Ole stalky guy, Myers?
-
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020811#Comment_4020811
It doesn't mention slugging, first off. Second of all, it's one question. I have a feeling that if it said "Gens are completed too quickly" instead, you'd tell Survivors to get over it. And you wouldn't be wrong. 😵
While you might be right, coming at it like this is not beneficial. You wouldn't want them to make the same claims as you do in said position would you?
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/459439/uninstall-survey-is-flawed
An Answer about Killer side stuff being too strong, but not a single option to complain about Survivor Perks/Addons/Items.
'Unbalanced' isn't just OP, it's UP as well.
Also, character perks is listed in the second column.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021147#Comment_4021147
And what are the Survivor players going to do when all the Killer players quit because BHVR never listens to their complaints?
They used the exact verbiage of killer complaints in their explanation for why the 9-year awaited anti-tunnel update got tossed in the woodchipper within 48 hours.
They did the same when they axed Distortion, and with OTR. And with healing.
'BHVR never listens to their complaints'
I'm sorry, but killers are awful at communicating them. The vast majority of complaints are found three pages deep in discussions about tunnelling as they're practically only ever brought up in response to survivor issues being discussed.
With exact verbiage getting copied, it's pretty much undeniable that killer complaints have the devs' ears. The fact that nothing gets communicated isn't because BHVR isn't listening, it's because none of you are talking. We've got, what, five threads being indignant about the fact that tunnelling is on the exit survey, but no threads actually outlining the alleged issues killers are facing. Compare to tunnelling, that consistently gets threads dedicated to complaining about it.
BNPs? Never heard of 'em. Bully Squads? Who're those? Rampant hook denial? Is that a Tiktok dance?
Not to mention that any time these complaints get addressed, they get -immediately- swept under the rug. Any time issues get addressed or fixed, within 72 hours, there'll be more complaints that 'BHVR never listens'.
Your second part of this. Well thought out and better criticism of the circumstances . Thank you for wording it a bit better.
Its why I try to make my own posts on thoughs, and disagreement with the path they are taking.
That way I air my disagreement with certain things. I may have god awful opinions according to some but if I dont stand up and say "hey this is my idea" then no one will.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020827#Comment_4020827
If there are no powers or add-ons or anything it wouldn't matter much. The terror radius is the major difference if all you're doing is M1ing.
It is yeah, but it isn't what happens. This person is wording it as though killers are so OP that every chase does end with a down. But it's far from true. These would have to be God awful players to lose almost every chase. This has to be a bait post.
Yes, I agree, It could be hyperbolic, but this entire post just feels very... trolly?
-
@cogsturning said:
Listen first-time poster, I'm on board with the assesemnet that killer is easier but you're telling me you played 100 matches and got like a 90 KR with no perks, add-ons, or powers use? Color me doubtful. Do you have any way to prove this? Was this a fresh account? Cause sure, I could smurf my way to these numbers too with just M1ing against babies.
I have tried this with numerous killers not that it made a difference in the experiment
It kinda does matter. Different killlers have different MMRs. So if you're new or have a low base MMR, you're going to get very new opponenets and hopping around will keep it that way for a little while.
Not every chase should end with a down
Bro, I win at least half my chases as survivor and I suck at looping. Who are your opponenets??
The actual problem is the killers they need a nerf. Whether it is their add ons, perks, abilities, or base stats
We do not need to nerf every single thing for killers. Some high tier killers absolutely need nerfs, but some need buffs. The perks don't all need nerfs. And keep your hands off my Lightborn.
Honestly let's say they are honest with diffrent killers, I want to know which killers, and if these were 5 matches or more per killer?
And arguably, isnt the killers ideal outcome a down every chase?(or rather at least a hit?)
-
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020630#Comment_4020630
Survivors shouldnt be harmed and devs only did it once when "it wasnt programed to harm the crew" or now little close is "the harmless". Those are the rules.
I am talking about the whole survivor rule book meme? Like yes it was funny using it against survivors who were angry over nothing. But in 2025?
-
@Abbzy said:
Killer killing the survivors is breaking the Survivor rule book and this makes it serius offence which has to be punished by ban and other penalties.
Breaking the rules should not be tolerated.
Are we... really bringing that up in 2025?
-
@Leon_van_Straken said:
Hello everyone,
most of the time the argument of tunneling or slugging are coming up the main argument of Killers is that its not worth to spread hooks and its more efficient to go for the early 3v1.
Would it be better if perks exist that give the Killer a strong effect if each Survivor gets hooked once? (Exactly once not like Grim Embrace which can trigger after one survivor is dead.)
Example: If each survivor is hooked once gens go X% slower.
I might misrepresent or not remember this correctly
But in a way we had something similar way back with OG BBQ n Chili which prompted killers to try "hook everyone at least once before a kill" challenges. But that was removed for fairness reasons as one survivor similar perk caused people to unhook in unsafe situations for BP?
But should there be more perks based on objective? Maybe? But should it be something that feels super oppressive? No.
Maybe something more like "for your first 4 fresh hook you gain a token, for each token you get Haste 5%for 15- 20 seconds(or 2.5 seconds of undetectable per token) if you use your killer power or hook the same survivor twice before hitting 4 tokens you lose all benifits"
Id this balanced? No. Is it an idea? Yes. If anyone wants to touch up please do
-
@coolgue1 said:
- 10% haste (was always in the game)
- Endurance (was always in the game)
- Elusive (QOL not hand holding + no longer a thing)
- No Sound (QOL not hand holding)
- See the killer's Aura (MABE hand hold a little like a pinky finger but far from it more on a QOL because u do anything and loose it to prevent non interactive game play)
- 10% haste in endgame (QOL)
- Endurance in endgame that always been apart of the game (QOL)
- Survivors can pick themselves up if slugged too long(MASSIVE QOL u have to be down for half your bleed out timer to get it to even activate wich was state at 130S thats 2 minutes for the survivor doing NOTHING)
- Anti face camp (QOL)
- Seeing the resolve bar on teammates (MASSIVE QOL)
- Pallet changes that massively increase the number of pallets on maps that didn't need it while not actually addressing the thing said changes claimed to be trying to fix. (Honestly, maps used to be like this before the devs started catering to every crying killer main. Now it’s about as balanced as it’s ever been.
As for killer—let’s not act like they haven’t been handed massive buffs over the last couple of years. They added more hooks per map, practically eliminating dead zones. Hooks now respawn in 30 seconds. Gens take 15 seconds longer to complete. And for the last 5 patches straight, they’ve been buffing 2–3 killers every single update — making almost the entire roster more viable, more oppressive, and way easier to use.
Maps got brighter and a lot smaller, loops (especially jungle gyms) were reworked to be killer-sided and be almost non existent on most maps now a day, and nearly every new killer released has been so simple to play that a toddler could 4K.
Shall I go on, honey? Because it’s honestly funny how you mention all these survivor ‘advantages’ but conveniently forget all the hand-holding killers have gotten.
And let’s be real — most of these so-called ‘extra pallets’ are filler pallets. They’re weak, short, and easily mind-gamed. Half the time they’re just two tiles laid next to each other for decoration. These aren’t strong loops; they’re fake safety nets at best.
But honestly, there’s no changing these people’s minds. They live in their own little world where killers are the eternal victims, no matter how many buffs they get.
I hard disagree on your pallets take. Im sorry, i am not saying that they are handholding. Just saying by adding more pallets to already survivor sided maps included in its effect is NOT balanced.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018834#Comment_4018834
I'll alwayss be baffled by the response to fog vials. They weren't even an issue. Killers said "annoying" and "spammable" and survivors said "fun" and "toy." Not exactly concerning wording on either side—and they got nuked. They appeared to be considering either a charge increase or an opacity revert and nothing happened.
Its mostly a knee-jerk reaction to nuke something at this point.
Many content creators and people said stuff needed to be adjusted, but they pull back or hit the "Oh no" button imho
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017374#Comment_4017374
What i want is a hard fix. Not a shift then fix, because if they shift it, it will take longer to fix the problem.
"Why does it feel like C or Y killer needs to do this"
Should be answered just as much, and with equal appeal to
"Why do survivors feel they have to use x or y perk"
Thing is that over the years, we've had quite a few fixes implemented to resolve killer problems, but tunnelling has been an issue for nine years, without any fix in sight.
If you're doing five patches in a row that only cater to killers, and then when there's one patch that caters to survivors, you bring up that treatment should be equal, that's kinda missing the mark.
Is it tho? Asking for equality isn't me sitting here stating "nothing should change" but instead saying that bhvr should if fixing something. Fix it properly, so that both sides are not feeling undermined to a point where we hit as we are now. Flip flopping for each side is a horrible idea. Shifting issues is not fixing the issues just putting a new name on it.
But let me give you an example
Should hard tunneling exist?(choosing to tunnel from the getgo) no it shouldn't.
Should a killer be allowed to down and hook the Dwight who threw him onto a gen after unhooked? Yes, as this is completely different.
These are two separate scenarios but if the original ptb went through they would both be harmed. But one is malicious while the other is situational awareness issues.
Yet at the same time both are considered tunneling no?
Yes extreme example. I know. But at the same time when tunneling has... several definitions.
And yes, I will admit sometimes some survivors can slip away from me. Thats a skill issue. But being found easily is also one.
-
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019882#Comment_4019882
I wouldn't expect it to actually say that, that's my casual, snarky example, but the way they worded it made it sound like players felt like their OWN hands were being held when it was mostly the other way around. I suppose it should have said "players felt their opponenets hands were being held." Though even the use of "hands being held" sounds so weird in an official statement. If were critiquing word usuage, "Players felt their opponents were being given too much leniency and free advantages by a built-in system" would have sounded more...professional?
Not just professional. But proper representation in my honest opinion