Duncan_Ellis
Duncan_Ellis
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- Duncan_Ellis
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Comments
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A lot of survivors switched to gen rush because of Krasue and OTR getting nerfed to oblivion. The game is going to turn into a speed match with everyone playing almost the same bonus and counter perks at the upper-mid MMR ratings.
On the low end it'll be a mess, especially with PUG combinations.
I've played mutiple games today (both sides):
- Killer games; lots of bully squads that don't know how to play against meta. They think they're going to distract you while 1-2 players with gen rush finish off before they get sacced, but running LB and IG negates that + skill with tagging players who try to juke. I 4K'd at least 3 bully squads this morning as Doctor.
- Survivor games; lots of killers running anti-gen rush. So if you get a PUG as a killer that has stealth, anti-slug, sheesh just about anything other than gen rush, you've wasted your perks. In addition, every game I've played as survivor has at least one person hunting totems. I'm pretty sure every killer has had all of their hex perks turned off in every game, it's been that consistent.
This is a snowballing monster right now. The current meta on both sides is highly aggressive against nitch play-styles and has no utility to counter something novel. It's the worst game of rock/paper/scissors ever.
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Wait, you play against other people? I thought everyone decided we were just auto abandoning when you find out it's her.
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Yeah, this patch started out as a big benefit to survivors, but launched as "we were joking, we made killers better again".
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991586#Comment_3991586
Some people do, but I think the general consensus is that a 3K is a killer win.
Especially since that last survivor might roll lucky and have the hatch pop 2 feet from them. (Had this happen a surprising number of times in both roles, without perks to manipulate it.) If you're not managing the last two for the 4k, one is likely gonna sneak out. So yea, 3k is the sweet spot, 2k is respectable.
Expecting a 4k every match would be like survivors expecting and only considering a 4e a win. It's just not realistic.
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@Nazzzak said:
They haven't done anything yet, only released a concept. You've uninstalled over something that hasn't even happened yet..
Exactly, although… I'm seeing a lot of killers playing like it's live or they're practicing the 6 hook restriction now so they don't get caught by it when the patch happens.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991923#Comment_3991923
I wish they were removing tunneling but you know these trash players will still do it, or they'll find some work around, like staggering two tunnels.
That's exactly what's going to happen, it'll be some weird rotation. But at least that'll prevent unskilled killers from trolling out one player while the other three do whatever they want.
I always feel bad for that first player who that happens to. Not fun when it happens to me either, but depends on the map. If it's a boss map with good pallet placement and loop play, I can drag out a two minute chance on someone who can't let go, but if it's a trash map…. yea.
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@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/454163/already-your-first-2v8-mistake-devs
how often do you face one?
Edit: darn autocorrect
First of my 6 games I did tonight before work was Oni/Legion…. Only reason I remember is because my daughter even said "oh that's new and exciting" when she saw who the killers were.
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@Drunkenmunky said:
Maybe the wait times wouldn't be so miserable if soloq wasn't so miserable.
This ^^
But for some reason after about 9:30 pm CST, the quality of survivor drastically goes up and the quality of killer drastically goes down. I'm pretty confident is saying that the lion's share of escapes I've gotten are before I go into work at midnight.
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@100PercentBPMain said:
I think the basekit unlimited Unbreakable is fine, because you kinda have to slug to gain some leverage including a match, time is just against you. you can't death hook everyone and insta hook and expect to win most of your games in this mode.
Seen killer teams not slug and kill everyone several times, so no, this isn't true at all. Time is only against you if you let it. Or are stuck in the Hospital map. (Why is that one in this format…..)
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@rvzrvzrvz said:
Try x10 bloodpoints maybe I will play more, that's 300k if you die with 30k, that seems correct
I'm not sure even this would "fix" the problem. I stopped playing 2v8 tonight and went to normal 1v4 because 2v8 just isn't fun as survivor. If you have 4+ matches in a row where you get stomped, even with the rewards, it feels like you're just feeding into the killer players fantasy and it's not actually a game, it's a pitty anti.
I think the survivor classes are fine, but the number of Gens to complete, Legion, and Oni need some serious looking into.
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@bm33 said:
The only times I've seen a cage move are the few times a teammate is going into second state and I am almost at the cage - killer won't even be nearby. Any times the killer has been nearby preventing a safe uncage the cage isn't moving. They should make it if someone is near the cage they have 15 seconds to make the unhook before the cage moves, that way it isn't moving in someones face but also doesn't stay in an area for an extended period with killer nearby.
I'm not sure if that's the solution though, I've watched players loop killers in front of me until I've died and the cage not move like it's supposed to. The terror radius rule is just too small for the mechanic to gage if it should move or not, especially if both killers are near by. They're insanely easy to camp.
Also, if the killers are spread out, sometimes the cage will pop up waaaaaay too close to one of them. This puts the person in the cage in a situation where they bounce back and forth between areas of the map within Killer patrol and chase routes. I've had this happen on the ski lodge map a couple of times, since it's way too small to begin with.
I'm not sure what the solution is; ping a bigger radius, lower the move timer, etc. There are things they can try, but the root problem is that some of the maps being used for 2v8 are just far too small for the format.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3987011#Comment_3987011
BHVR apparently still not noticing that survivors need more incentive to play 2v8, not less
I can't express this enough. The ONLY reason it's worth queuing into the victim simulator that is 2v8 is the X5 bonus right now. Other than last night, the bulk of the matches I've seen are drastically one sided, even several of the ones I've escaped as a survivor, only 2 or 3 of us got out at the most. I think I've seen all 8 get out like 3 times.
8 Gens is too many with two killers being able to pressure the remaining ones when you're down to 1-3 left, far too many killers are queuing as "Play while you wait" and in some ways it feels like they're throwing the game (because they want to be playing killers not survivors), and the killer players are tunneling and slugging like no other.
This game mode feels like it's brought out the worst play traits of the community on both sides, and the solo queue suffers greatly from it.
I'm sure if you queue up as a full group it's totally different, but that's not the experience I'm having. And yes, there's a wait queue for survivors as well because that few are queuing as survivors, it's not just killers that are waiting to play.
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I see the "idea" they had in that he was "balanced" because a couple other killers do it or something similar, but it seems like his ability that triggers that is much easier to pull off with him.
It's not really fun or engaging to be looking for a spot to mend every loop run….
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@oecrophy said:
I think the hatch is pretty outdated and actually a negative feature for the game. Especially in solo queue: fewer people actually escape through the hatch than those who, at a certain point in the match, start sabotaging the whole team because they decide to play for their personal escape instead. I’d really like to see something new for these endgame situations instead of the hatch. In my opinion, it just doesn’t belong in the game anymore.
something new, exciting, and fair for both sides in the endgame would be great. Not this hatch coin flip that, in certain situations, just drags the match out forever… and where often nobody wants to give in because the situation ends up feeling “unfair” for both sides. (or this 2vs1 situations, with 2 remainin survs and 1 killer involved)
This seems to happen frequently in the solo queue from what I've observed. Especially if the killer doesn't have any aura reading perks to locate survivors in lockers.
I know I get frustrated and try to do that last gen while the other survivor is tabbed out or doing something while waiting for me to get hooked and finished off so they can hatch drop.
I agree that it encourages some pretty toxic gameplay and actually makes griefing look like a good idea…
Now, going back to other discussions, I doubt that it's possible to change this as it's likely hard coded. The game feels limited with changes that can be made to the macro core mechanics and only artwork and certain killer/survivor abilities/stats can be tweaked.
That being said; the addition of timers, other win conditions (not sure if this is even possible, again win conditions might be hard coded), etc. would solve a lot.
IE: Killer is camping the hatch, for every 15 second that they are within 10 meters of the hatch while it is open, the killer suffers from a -10% haste debuff (stacks to 10). All debuff stacks will clear after the killer closes the hatch or spends 15 seconds more than 10 meters from the hatch (stacks fall off one at a time every 15 seconds).
Or IE: The last two players are hiding in lockers or doing minimal things to prevent getting swarmed by crows. For every 30 seconds that only 2 survivors are remaining the killer gains "Sight of the Entity" giving them the ability to sense the aura of survivors regardless of their position/location/disposition on the map 2 meters from the killer. (Stacks to 20). Once only one survivor remains, the stacks clear off the killer.
If they utilize timer and condition related debuffs/buffs it would solve a lot of the toxic gameplay/griefing.
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@SpringMyTrap said:
yes, they nerfed them roughly by 55%
people complained really hard about the new system being predatory and BHVR didnt fail to prove them wrong by making it twice as bad
I wondered what happened. I started playing 6 days before the last Rift completed and managed to knock it out in that time. Zero chance of that happening with the current state.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/452972/lampkin-lane
It wasn't even too unhealthy in its revamped state before its size reduction. It still lacked pallets, it just had alot of windows is all, which they said was corrected (in which they fixed by shrinking the map and removing one of the houses
← New player
This one and the Crash of the Nostromo both almost feel claustrophobic. I've also noticed that the generators seem to spawn on top of each other on some maps, like there's no default distance separation in their random spawn locations. For instance, had a swamp map yesterday where 3 generators were so close and positioned so you could see who/if someone was working on them at the same time.
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Yea, it's pretty obvious. Had a match today where the killer showed using zero perks and add-ons. Nothing, yet was bouncing obsession targets every 30-60 seconds and seemed to know exactly where we were at all times.
Thing was over in like 3 minutes.
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@Metagamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976561#Comment_3976561
Just because your opponent's monitors are turned off doesn't mean you're him. Playing Nurse doesn't count either, pretty sure my dog can play her with nothing but Lethal and Nowhere to Hide.
Either way go ahead and show me how you intend to play the overwhelming majority of the killer roster without Bloodlust, Survivor vaults blocking shack window or any perks that hinge off of the chase mechanic.I've played the game for a week and a half, won two games tonight with the Trapper. Granted, he's very map dependent. The only game that wasn't an ace was one where I knocked out 2 and 2 got away, but that was one heck of a match and all 5 of us walked away with 25k+ BPs.
So it's like everything, depends on the group you're up against and if they do dumb stuff like run everywhere and clearly telegraph their location left and right.