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Eelanos

Eelanos

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Eelanos
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  • @MarbleThrone said:

    And how many matches did you play for these stats, versus the many thousands, if not tens of thousands of matches played every day worldwide? Surely you don't think your own bubble is even remotely representative?

    You're saying this as if letting the last survivor go wasn't that common.

    A killer taking pity on the last player, a killer being friendly, a killer being AFK farming... there's a lot of instances where survivors can get extra escapes where they shouldn't have, and with enough of these, it's pretty easy to skew the data. Maybe not a 15%, but a 5 to 10 extra percentage of escapes can easily be achieved.

    I don't think the OP is that far off. 26% might be an unlucky streak, but I've been paying extra attention on my escapes last couple of weeks, and while I haven't been keeping track of them to give you 100% reliable numbers, it was clear most my escapes came from pity hatches, friendly killers and AFK, and by a lot.

    This is also backed up with how it feels when I play killer. I've been playing more killer than survivor since 6.1.0 and my kill rate is roughly 85~ish%, mostly because I don't really do pity hatches most of the time. This has been fairly consistent, and it's one of the reasons I get annoyed every time the forums talk about balance.

  • People really don't understand the amount of solo players in this game.

    Since 6.1.0 solo queue has been so painful that I've migrated to playing killer more often. And regardless of how much killers complain each time they get nerfed, I've had a solid 85~ish% kill rate with, like, a couple of unusually hard matches each month. Getting BP, completing missions and winning the game is super easy as a killer because solo survivors do not play efficently, they're here to have a good time, and killer is so, so, SO ahead of them that walking to them and clicking them immediately makes them combust. 90% of the chases are about 15 seconds long.

    Every time I go back to play survivor (Because I still like the concept of survivor more than the concept of killer, as I'm more a fan of the Alien Isolation type of powerless fantasy rather than the God Of War power fantasy), I am about 95% sure I'm queuing into a losing match. My rank must be so low it's physically impossible for me to find worse killers, and regardless, killers keep winning. My only escapes tend to be either a lucky hatch or a killer takes pity on us or is memeing around. That's the MAJORITY of my escapes.

    And yet, killers keep complaining when they can't double tap people off the hook, and SWF keep playing the martyr card with their "You can't punish us for playing with friends?!?!?!?!?!? How will we cope?!?!?!?!".

    Most people that play this game are usually solo players that like the concept. By focusing balancing around SWF, you make the game only fun to play in a SWF, while you push out every player that feels like they're being punished because they don't have a group of friends they can play with.

  • I've always said that there needs to be more generators with shorter individual repair times or bonuses for repairing gens together instead of spreading out, but everyone disagrees with me.

    Doing gens together slows the game down but reduces individual gen time. In my eyes, everyone wins in this scenario. But both the community and the devs apparently agree that spreading out to do gens is the better way to proceed, as it's obvious with the nerf to Prove Thyself.

  • @TheycallmeLix said:

    what happened to all the wholesome and funny ones? all I get is billy's who immediately go back to hook everytime and tunnel someone at 5 gens, it's so lame and boring and just makes me wanna go next every time.. not to mention that most of them are on anonymous mode (not surprised)

    The only people that play weak killers are OTPs and memers. Killer gets buffed = Try hards migrate to new easy way to get wins. More likely you'll see a Hillbilly, just as likely as before (read: pretty rare) that you find a funny memey Hillbilly.

    If you ever feel like something that was fun stopped being fun the moment it got meta, it's 100% because of the people that would kill their mother for an extra 0.2% win rate got their hands on it.

  • You are objectively, numerically, mathematically and historically wrong, but if we can both agree to revert the game pre 6.1.0 I'm going to side with you.

  • There should be a way to mark unsportsmanlike players and put them into a deprioritized queue where toxic people play against each other. Let them fight eachother with their psychological warfare nonsense.

    I tend to ask for temporary, disciplinary bans, but people keep saying "It's just a GAME!! You take it TOO SERIOUSLY!! Just stop playing if you're so WEAK lmao rotfl XD" absolutely disregarding that behind that player they're being toxic to could be an extremely exhausted person that just wanted to have some quick, fun matches after a brutal day of work and ended up going back to high school type of bullying when playing this game.

    So if people don't want to be punished for being bullies, then at least let bullies fight eachother.

  • I don't like this argument because it's super easy to flip it around and consider the current situation "Punishing players for not playing with friends".

    If solo gets buffed in any way to keep up with SWF without buffing SWF, even if the buff makes win rates at the same level across all types of survivor players, you could still argue that "But we're being punished for playing with friends!" regardless of the role not being nerfed.

  • I think ever since the hype of this perk died down people are not acknowledging just how insane it is.

    If the hype of the perk died down it means it isn't as insane as you think it is, otherwise you'd still be seeing it just as often. Just look how difficult it was to get rid of Dead Hard.

    I'd recommend you use it for yourself for a couple of weeks and see if you change your opinion on it. You may find that the aspects you think are "Insane" end up amounting to nothing most of your games and only ever help in the very specific scenarios they're meant to help.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647319#Comment_3647319

    It's a video game. It's not always about making sense, sometimes it's just about wanting to keep the player actively involved in what's happening so they feel they're participating. If the character is acting on its own rather than reacting to the player's input, the game feels less interactive. Plus, survivors get points for hitting those skill checks. I like getting those points.

    I wouldn't say that "Press button to do nothing!" is a particularly involved and interactive mechanic.

  • I've had those matches, though more frequently pre-6.1.0 than now.

    Before 6.1.0 I had a good balance of matches that I won and matches that I lost and mostly I felt survivors and killers were roughly at the same skill level. Unless some bs "strategy" popped up, like face camping or tunneling, matches were kinda fun.

    Since then I think the game has gotten progressively less fun. There's always one side getting bodied, and it's not fun when everyone's on death hook before the first gen pops, and neither is when all generators pop before the killer gets to finish their first chase. It's depressing on both sides, it doesn't matter whether you win or lose.

    And the worst part is looking for a match again, and again, and again in hopes of finding that one golden match where both sides feel balanced and the match feels like a back and forth between both sides. Chances are we're getting absolutely destroyed by the killer, or the less likely option, the killer is still getting used to the controls and the camera and their sensitivity is so low they need to slide their mouse 4 times to turn 180. It's just not fun, not even when I win.

  • If their new strategy for timed cosmetics is exploiting FOMO for a year before permanently adding them to the shop I'm not that against it. FFXIV does the same and everyone seems to be okay with it.

  • Maybe what Myers needs is the old map lighting.

    Can't we all just agree to bother BHVR until they revert the lighting? Survivors want it, low-tier killers benefit from it and it pisses off high tier killers because it's harder for them to track survivors at Mach 20. Literally everybody wins.

  • The cat and mouse games you play in this mode are so fun. And I like tracking the blood instead of relying purely on scratch marks.

    Scratch marks are a mechanic that I kinda hate because they make bloodstains and pain groans redundant. It feels like there's 7 different ways for killers to track survivors that scream SURVIVOR IS HERE, PLEASE FOLLOW, THROUGH THIS WINDOW, ALONG THIS WALL, TRACKS STOP HERE, FOLLOW BLOOD TO HEALING TEAM MATE.

    The game mode just makes me hate them even more because the moment you hide the terror radius you realize survivors have nothing to go off of, yet killers even without the scratch marks have generator repair sounds, drop and pain sounds, bloodstains, killer instinct... like, the mode is pretty much normal mode for killers with a darkness filter on, but for survivors it's like playing blind and deaf.

    If at least survivors had that one perk that no one uses that triggers whenever they aim the camera towards the killer even through walls at least they'd have a fighting chance, but as it is I don't think the mode feels as the "hide & seek" I was expecting it to be because killers know at all times where survivors are but survivors are just headless chickens hoping to not get caught.

    I do like the game mode in concept, especially the atmosphere, but I feel it needs some adjustments to not feel like a survivor bullying simulator.

  • Killers are playing Lights Out and it shows. Survivor queues used to be instantaneous and for the duration of the event I've been having to wait between 30 seconds to a minute

  • I equip Jolt, eh, I mean Surge because I click and people die and also gens regress. 0 thoughts, only profit.

  • @bjorksnas said:

    Wiggle isn't meant to be free escapes its meant to put a limit on how far the killer can carry you and give room for teamwork / perk synergy of people taking hits and sabotaging hooks leading to escapes. On its own it does nearly nothing by design its just not a free lunch.

    It doesn't require a minigame though. It makes you think you're gonna escape faster if you press the ever-shrinking skill check (which it used to), but in the end all it does is lightly push the killer to the side sometimes. Makes about as much sense as the old spamming space on death hook: if it's gonna do nothing in your favor then might as well make it automatic.

    Default it to wiggle and give people a button prompt to stop wiggling in case the killer is giving them hatch or something. If the player has no agency and nothing they do matters while they're being carried there's no point putting any effort in struggling manually.

  • @Marc_go_solo said:

    I'm hoping the idea has been dumped, at least with how it was. That PTB was terrible.

    Just make Cypress Mori basekit, if they really wanted to end the trial with a Mori. It was the simplest, least problematic solution.

    I honestly think it wasn't a bad concept. They just needed some sort of scaling recovery speed for survivors depending on how many are on the ground, and maybe a Kill / Mercy trigger for killers that wanted to spare the last survivor.

    Most new mechanics BHVR tries to implement into the game tend to suck because they never plan some backup mechanics to prevent bad actors on both sides, and are very prone to one-and-done update stuff and not add community feedback despite insisting they'll be "monitoring the new feature in the upcoming months and act accordingly".

    Besides, I really liked the transition to the mori.

  • Today, three times, actually. Haven't seen twins in literal months though, and honestly, I'm not complaining.

  • On what kind of alternate universe do I live then. I play killer for easy BP because solo survivors just die whenever I'm nearby.

    I've faced only a small handful of premades in months grinding passes as killer and even they risk it too hard to save one player to the point they end up killing themselves.

    Like, you get yourself lightborn and all you have to do is press W and click. I've been doing that since 6.1.0 and only a few matches I've lost to actual efficient players. It's one of the reasons why I hate this stupid game and the whole forum discussion around its balancing.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645107#Comment_3645107

    Well. Survivors tend to focus X specific generators (X= amount of survivors not in a chase) instead of spreading the progrrss among all 7 generators.

    Survivors btw *choose* to bring a toolbox to do gens faster.

    Survivors also seem to prefer to stay on the same gens which already have progress instead of going for a new one. You know, the "vulnerable" ones which can be finished faster than new ones.

    Not to forget not going for saves/unhooks instantly but staying on gens right before stage 2.

    Tunneling and genrush both are just doing the objective. Except people shame killers for doing it and forget theyre doing it as survivors.

    This would be an amazing counter argument if survivors were also able to heal hook states, but as it is, it's just a flimsy excuse. Survivors need to finish a generator to lock their progress, whereas killers just need to hook people once and their progress is already locked.

    Moreover, survivors finishing gens lowers the playable section of the map for killers, making them easier to patrol, reducing map size even more and making it more likely for killers to stumble upon survivors even by mere accident. Meanwhile, a killer tunneling a survivor out does not make it easier for the remaining survivors to progress their objective and they in fact make it harder for them.

    Apples to oranges.

  • Personally I think the [Killer + 4 Survivors /vs/ Killer + 4 Survivors] would do A LOT to heal the community's skewed views of the opposing role.

    Perhaps it could open a more civil conversation after all the "Why is it that the enemy killer gets a 4 SWFs every time and I constantly get babies that heal in the corner" threads have been exhausted and people reach the conclusion that perhaps our own view of the opposing team's capabilities isn't as unbiased as we think it is.

  • How about Luck giving a % chance of triggering random perk effects?

    So, it could increase unhook chance, increase item rarity and maybe even having a chance to give add-ons on looted items, as people suggested... but also, how about every 10/20 seconds you have a small % chance of triggering an effect like totem aura reading? Killer aura reading? Extra gen repair? Extra totem interaction speed? Quiet footsteps? Invisible scratch marks? Removing grunts of pain?

    Maybe someone thinks it's OP, but it would be highly unreliable. Basically you'd have 10 seconds of a random effect and then Luck could not proc again for like a minute or two and then proc again with another, different random effect.

    It could be funny having some Luck on your build, entering a locker and randomly popping out with a flashbang or with a refilled item.

  • Just change it to "The closest generator being repaired gives anyone working on it an 8% gen repair speed while you're in chase"

    There, I made it global and limited its effect to a single generator so you don't get 3 different gens going at an increased 8% speed.

  • @Rulebreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/399883/im-back-and-its-time-for-a-real-conversation-about-what-swf-does-to-this-game

    We're going to explain how we see it from our eyes.

    You wish to nerf SWFs due the extreme end they CAN be with the advantages they have outside the actual game. We don't deny that even casual SWFs have an advantage, but most the advantages come, again, outside the game.

    What you proposed to add a disadvantage to people playing in SWFs (didn't specify duos, tris, or the full team) which IS punishing playing with friends (you can word it all you like, but this IS what it is). As others have pointed out numerous times, that's gonna go poorly. While we love a good experiment, we don't think this should be tested (this is our opinion though).

    Now, you say the threat of SWF forces killers to sweat, but that's your opinion and one we don't believe is true, especially when we're playing killer with thematic/builds with restrictions and still don't feel the need to sweat until annoyed. Do we expect to win all the time? No, of course not as there ARE ppl better than us three. Will we think "SWF alert sweat time!" each time we think there's a SWF? Nope. And surprise, we still do well in our games.

    Generally, whichever side tries harder is more likely to win. Being in a SWF doesn't guarantee a SWAT squad, nor does it guarantee that the killer will sweat bullets if they think they are facing one.

    "What you proposed to add a disadvantage to people playing in SWFs (didn't specify duos, tris, or the full team) which IS punishing playing with friends (you can word it all you like, but this IS what it is). As others have pointed out numerous times, that's gonna go poorly. While we love a good experiment, we don't think this should be tested (this is our opinion though)."

    Let's flip that around, shall we?

    As it currently stands, the game is punishing players for not forming SWF groups. There is an innate, unquestionable disadvantage for queuing by yourself, and what people propose is to let the disadvantage remain for solo players. People need to form groups, or accept a lower, nigh abysmal escape rate.

    Unlike other games which get around the lack of solo voice communication through either pings, an in-game chat or both, this game doesn't have tools like those, so the gap is massive between a solo player and a premade group. What its being proposed is to either beef up solo-q somehow, which could be more or less effective depending on the method used, or bring down premades to solo-q level.

    The problem is that whatever happens, people will insist it's punishing premades because they want to have their cake and eat it too. If SWF gets a penalty, we both agree they're getting punished for playing with friends, but if solo survivor gets ANY buff to make up for the lack of communication tools, people will STILL complain that it's punishing SWF if they don't get their equal attention cake.

    So in the end, it's an equality vs equity problem. You have 100 coins, I have 10. If I get 10x my amount of coins to keep up with you, you'll complain that that's unfair because you didn't get 10x your coins, willingly ignoring that the increase was given to me precisely to fix the discrepancy.

    You (people, not you in specific) assume that SWF should, by the inherent nature of being a premade, be stronger than solo-q, and you will not accept any changes that will put them to SWF's level without SWFs being equally buffed, perpetuating the advantage SWF has over solo-q.

  • That's roughly 8 matches a day if we assume 100 contributors.

    Going off SteamCharts alone, DBD has at least 50k active players. And this doesn't count epic or other platforms.

    So yes, "like 20 players". Or in other words, a drop in a bucket.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553749#Comment_3553749

    Thats because people who say that killer is "too easy" probably play 1 specific killer all the time or they just bash soloq or noobs

    If you look at nightlight.gg, the killers overall never had such low killrates since I play the game. Back in 2021/2022, we had maybe 1-2 killers with <50% Killrates. Now, a lot of killers barely get 50%.

    If you think about the average killrate of ~60% BHVR wanted in 6.1.0, only very few killers can reach that point. Most killers are inbetween 50-55%.

    Anyway, these are non-official stats. Sadly, BHVR dont reveal much stats in 2023 besides the perk-usage. I would wish to see much more stats.

    Can you guys stop using nightlight as your source. There's like 20 people uploading their matches there and most of them only upload their losses against premades to prove a point.

    Back when BHVR said kill rate was 55% nightlight was already off. Not even the highest kill rate killers were tiered correctly when comparing them to official stats.

    And killer is "too easy". You have one match that you can't win because you're facing a SWF and then the next 7 matches you can just left click on sight to win. It's part of the reason I stopped playing. I can't pull my hair each survivor match trying to get a single escape and still lose while having missions progress 6 times slower than when I play killer which entire gameplay pattern is "Walk to gen, smack person, get 9 different scoring events and 1 mission progress, win". It made me irrationally angry.

  • I'm telling you, they should killswitch survivors' movement. They keep making it difficult for me to get 4k. Why don't they just give up and let me win?

    They always have to be so toxic, running away and doing gens. This is why killers camp and slug.

  • I left the game to play Baldur's Gate 3. Came back to play a bit for the Alien chapter.

    First match I got (somehow?) Triple-tapped by a Legion while he was on his power, I was freshly rescued from my last hook and had Endurance. I think the game counted me as the 4th and 5th player tapped with his power and I got down in about 2 seconds.

    The next two matches were your classic killer bs strategies to end the game at 1 gen done or less.

    On the last game I got slugged by a Xenomorph "for fun". I was the last player remaining and they let me bleed out.

    Gave up on the game and left again, so not exactly happy, and even less so with BHVR's awful DLC pricing nonsense. At this point I don't think I'm happy with any aspect of this game.

  • Probably, yeah. This is the one chapter I wanted them to release for a long while now, and while I'm currently frustrated with this game and also absolutely hooked on Baldur's Gate III, I will try to make some time to play some matches as the Xenomorph.

  • @dollidahlia said:

    It is your job and ONLY your job to make the game fun for YOU.

    Nobody bought the game to make the game fun for YOU, they bought it to make the game fun for THEMSELVES.

    Nobody is going to play a certain way because YOU find it fun. Get over it, make the game fun for yourself, and do whatever you find fun.

    if something is universally unfun for everyone then the devs will do something about it, but we don’t need to tell others how to play the game they bought. This goes to both killers and survivors.

    remember that not everyone can be pleased. This is a message for survivors and killers to just play how you want, you bought the game to have fun so go have fun

    You're kinda right but also kinda wrong for the same reasoning you can't use racial slurs or LGTBphobic comments. You can have fun and make yourself feel bigger than you are by making someone else feel terrible and that doesn't give you the right to do so regardless.

    Yes, I know there's a fair distance between, say, using the most disgusting tactic with the least amounts of counters and calling someone unspeakable things "for fun", but saying this I hope to make it clear you're online, on a community, and it's your duty to make others as comfortable with the interaction as you'd want to be.

    There are some layers to this, of course. This doesn't mean you can't use the best strategy in the game. In fact, were this strategy to be oppressive, the blame wouldn't fall on the players as much as it would fall on the devs for not addressing it. However, it does mean you probably should side with the oppressed side if you suspect something is making the game overall less fun for people involved, and it also means if a strategy involves suppressing the fun aspect of another player, you should probably refrain from using it and you should discourage its use.

    A thing that comes to mind is the facecamping bubba. Oftentimes, this strategy isn't really used to win as much as it is used to anger other players and laugh at their frustration. The game's result often means nothing, as regardless of what happens, you're almost guaranteed one player sacrificed with barely 2k points and most likely raging at the results screen. This is fun for some, but it shouldn't be encouraged. If you enter a community just to cause discord, then you may as well go play a single player and enjoy absolutely obliterating NPCs. You're causing more good than bad around the world that way.

  • This is a common issue with online games the longer they go on. Experienced players ignore less effective options and the available pool of tactics get reduced to 2/3 main ones at most, which dominoes into more people playing effectively and casual players getting left behind. Casuals leave, experienced players try harder, and harder, and harder...

    There's a point where you just can't get into the game anymore which effectively locks your community to your main players and the devs' main goal is keeping them instead of bringing new players.

    This game is loooooong past the point of having fun. We're at a point where it is expected from everyone to perform flawlessly or get shamed publicly by your own team mates or rivals.

    And the worst part is that I don't think the devs can do much against this. Reopening the game to casual play means adding some random bs mechanic that could turn the tide of the game out of sheer chance, and core players tend to hate that because it's unpredictable and uncounterable, and can heavily mess with the kill/escape ratio.

    You cannot bite the hand that has been feeding you the past couple of years for a chance to add more new blood into the game.

  • @KayTwoAyy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501594#Comment_3501594

    Buddy, the community isn't the problem. We're not a hive mind.

    The person who claims that Nightlight is unreliable data is not the same person trying to use Nightlight as basis for an argument.

    That's why I said we have to agree on whether or not Nightlight is or isn't fair game when it comes to asking for nerfs or buffs and if usage rate equals a balancing issue.

    We can't have people just picking and choosing when Nightlight should or shouldn't be a reliable source to ask for buffs or nerfs while most people throw the devs under the bus because "Yeah, usage rate of this and that was high/low but this didn't deserve a nerf/buff. The devs clearly don't play their own game."

    And that last part is probably the thing that bothers me the most. We can't trash talk about the devs if we're basing our own opinions on balancing on the same metrics.

  • The community: The devs balance things by use rate rather than actual power. They clearly are dumb and don't play their own game. Also Nightlight isn't a reliable website to get use rates.

    Also the community: So when is that Windows nerf happening. Look at the use rate in Nightlight. (Very angry statement like "You take away their looping crutch perk and watch how they all crumble down", taking the usage of the perk like a personal attack against their person)

    Guys, you cannot change the narrative to fit your need of the moment. Are the devs terrible at their job because they only look at usage rate or do you want them to balance by usage rate? Is Nightlight a good indicator of perk usage or the user-based input makes it unreliable? We have to agree on this once and for all and stop moving the goalpost here.

    Plus, remember that even removing WoO won't necesarily make you happy or make you win more. Even if it truly was a "crutch perk" and survivors "crumble" after the nerf or removal of the perk:

    1) The devs will have to buff survivor somehow to keep the already low escape rate at around the same percentage.

    2) Something else will take its place and you may like it less than WoO.

    You have to understand that and accept that if you want a change. Do you think WoO, a perk that only gives vision, makes you feel as bad as old DH? Would you let survivors have more gen speed or heal speed if WoO were to be nerfed/removed?

    Keep this in mind when you ask for balace changes. The devs can't just let you always win. The nerf of a top pick always gets followed by another top pick or a buff to the nerfed role.

  • @pseudechis said:

    Sure have fun doing other things.

    One question though, I’ve never understood why people need to post an I’m quitting message.

    I mean yeah if your not a fan of some changes sure sounds like you’ve just played a lot of it and are tired of it. But why announce it?

    Its not like this is a tight community of close friends, or do people just attach that much emotional weight to the very inconsequential decision of playing a different game.

    I can’t recall in 1989 writing a letter to the neighbourhood telling them when I finished Mario that I was going to sell the cartridge because I wasn’t going to play it again.

    It just strikes me as odd.

    I do recall talking to my friends about how good or bad a game was, though. To this day I still feel the urge to spew bile every time I talk about Xenoblade 2 for all the terrible, terrible design decisions they made, even though I love the saga. This is human nature.

    These posts on the official forum also serve another purpose. People don't stop playing because a new, more shiny game just released, but as a consequence of game updates that turned the game into something they no longer enjoy, which wasn't exactly a thing that could happen back then (So the comparison is a bit lacking).

    People post in the official forums that they leave, usually in an emotion-filled rant, because they feel they lost something they used to love. They're hoping that, if enough people express their discontent with the current state of the game, the devs will notice and think "Hm... perhaps we did do something wrong. Maybe we should reevaluate our opinion and change our stances on the stuff that people aren't really enjoying.".

    So there's a logical sense about wanting to make one of these. A scream of frustration that expresses "Please, just let me love the game again."

    Whether other people agree or not is another matter entirely.

  • This is a symptom of BHVR's balancing. Fewer people try to dc or quick end if they see a chance to win, but as it is right now, if you haven't done at least 2 gens before the first hook happens, you know the game is lost.

    It's been getting progressively worse since 6.1.0. I don't recall people disconnecting as often before, but 6.1.0 opened the flood gates and people have lost their fear of dc timers and suicides since them.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485657#Comment_3485657

    Flashlights: You've never used a beamer to blind a Killer at a Pallet Break? Even if they have headphones with their capability to track footstep audio, the blindness still significantly increases potential mindgames.

    Keys: Totally agree.

    Maps: Also agree, and it's not like you can use them to give your allies information if you're not in a SWF.

    Toolboxes: no Sabo plays at all? Don't even need to use it at the start, hold onto it until the Killer is near or you're at the last couple-a gens.

    Medkits: par for the course. However sloppy reduces healing speed, it doesn't reduce healing efficiency, so you'll still get the same healing out of them, just slower.

    I try sabo plays whenever I have sabo dailies and they usually end up amounting to nothing.

    More often than not, the killer goes from the get-go for another hook you can't reach before him.

    If the sabotage is successful, they just turn to the side and they have another hook readily available.

    And if they don't, they just drop the survivor on the floor and they chase me until the hook is restored. Which you'd think is a successful sabo play until you realize you have 2 people not doing gens and a potential 3rd one going to rescue the dropped survivor. Which means, this is only ever useful if you manage to be in this situation while the carried survivor was on their last hook.

    So yeah, besides a repair toolbox or a healing medkit, there's really no point on getting anything else. Repairing gens and healing is the only thing you can guarantee you'll need to do every match, but finding totems or sabotaging a hook not only is often unnecesary, in the case of sabotaging it can also put you in a terrible position if you're unsuccessful.

    This is kinda my issue with most survivor stuff. Everything has very modest numbers even for the extremely niche situations where it's suppose to excel at. And when the item or perk can be used a bit more often than once every 12 matches, we get the forums raging over a 0.1% speed increase while being wounded.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477663#Comment_3477663

    I don't make vids, because I am not streamer, but I got a couple of screenshots of the end game screens of my trials. I see one MFT basically every game and often see a couple. I havnt gotten into the habit of screenshotting every EGS, because I am sometimes too agitated and flustered and just click "next", so naturally most of the ones that I managed to screenshot are the ones I won ^_-

    Source: trust me bro.

    https://us.v-cdn.net/6030815/uploads/3BHPVUO280OX/20230707020521-1.jpg

    https://us.v-cdn.net/6030815/uploads/XRGADUUPAS03/20230707040730-1.jpg

    https://us.v-cdn.net/6030815/uploads/M2NNRCY7LERU/20230707191924-1.jpg

    https://us.v-cdn.net/6030815/uploads/W1UYWH8XQFKD/20230623124019-1.jpg

    https://us.v-cdn.net/6030815/uploads/RQEDIBOIFMRF/20230703033849-1.jpg

    I'm not gonna claim this is a sample size big enough to make any balancing conclusions, but I must admit I find hilarious how the fewer MfTs in the match, the harder you lost.

  • I'm pretty sure Hag was mid range at best, at the very least according to the forums and the dev's stats.

  • @SpiritsHusk said:

    Read the patch notes, saw a bunch of cool buffs for Sadako then stumbled across these 4 points.

    • "Projecting to a TV now applies ¾ of a stack of Condemned to all Survivors not carrying a Cursed Tape (was 1 stack to nearby Survivors)."
    • The projection now has a 15-second cooldown. Since there is no longer a range limit on the Condemned effect, we need to limit how frequently this can happen.
    • Holding a Cursed Tape no longer passively builds Condemned.
    • Cursed Tapes can now be placed on any TV other than the one they were retrieved from.

    It seems that they've nerfed one of the potentially the 2nd weakest killers in the game straight to the ground with these changes. A genuine fix would be to remove these 4 points and keep everything else

    Agree?

    I hate when we talk about Sadako because it feels like it's Schrödinger's Sadako: simultaneously the highest and lowest kill rate killer until you check the actual stats.

    Plus, did you just put Sadako weaker than Trapper or Hag? Because putting her below any of them is hilarious to me.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471707#Comment_3471707

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471712#Comment_3471712

    You guys never seen survivors complain about tunnelling at all? This proves that killers are in the right and making the correct play when they tunnel.

    Just because it's a strategy doesn't mean you have to like it or think that it's conducive to a fun and healthy gameplay. Just look at gen rushing.

  • @Chilli_man2400 said:

    I’m not kidding some of the perk changes look great but some are very questionable.

    Coup de grace- now gains 2 tokens instead of 1 when Gen is completed. Nice change but still won’t be good.

    Claustrophobia- removed the range limit. Excellent change.

    Hangman’s trick- now a scourge perk it reveals auras within 8/9/10 meters within scourge hooks. I feel the range is still too short and since it only works on 4 hooks it kinda feels worse.

    I was thinking the same about Scourge Hook: Hangman's Trick. Still, it could be interesting to pair it up with Scourge Hook: Monstrous Shrine and have, like, free vision on shack or main. Maybe a Scourge Hook build could be fun? But I still think a sliiiight extra increase to the range would have made it more tempting.

    @Roaroftime said:

    Well clearly these devs have an equal hatred towards spine chill as the others even tho it’s such an unproblematic and barely used perk…

    To be fair, we were warned the change was going to get reverted the moment they updated the perk. They were pretty clear it was a temporary measure. But yeah, I do feel the perk needs some buff somewhere if that's getting removed, although I'd say a rework to Premonition should be a higher priority. As it stands, it's just a troll perk for the randomizer to pick up.

  • Why are they trying to make me play Sadako again. I love her, but I don't like that I forget she has a damn jumpscare if you remain idle.

    Super excited about the changes, though. Hopefully condemned stacks will have a bit more weight on the matches. It feels it does nothing whenever I play as her.

  • Bigger maps would benefit the game's health, even if that came at the cost of increased movement speeds.

    Under no circumstances you should see the walls of a map if you're sitting at the dead center of it. Checking several objectives at a glance just by standing on an elevated surface leads to terribly stale and unfun gameplay.

    The game should promote actions that leave an opening for the opposing team to take advantage of, not playing it safe and still be able to cover all your important objectives at a glance, like 3 generators or gates and hatch.

    As an example, Midwich, as small and statistically killer sided as it is, it's still probably one of the few maps where I feel I have a chance to at least make some progress even if we lack one player, but on the flip side, it comes at the cost of making the gates literally impossible to open without at least one player serving as a sacrifice because the gates are a short walk from each other and the gate's lights are easy to see without having to commit to fully check that side. From the center of the map, you can just walk two steps to each side and check if anyone's making any progress. It's less of an issue if all 4 survive until the end, but it's literally impossible to progress if at least 2 players have died.

  • @EmmaFrostyEyes said:

    I always here from killers “i gotta tunnel someone out quick to get a chance to win” “make it a 3v1 early” well i had a teammate dc vs a skull merchant which whatever. She can play normal and still win now right? Wrong! I go for an unhook injured since i didnt want my team to just die on first hook and she leaves me slugged after i almost got it off. just camped all game and left me slugged until she found the feng. 4k points with 5 bloodpoint offerings. Waste of a game

    This is such a lie. No killer has willingly camped, slugged or tunnel if they didn't need it in the history of ever. 101% of the camped, slugged, tunnel or 3-gen instances are the survivors' fault. Poor Skull Merchant is such a weak m1 killer, she probably thought you were a bully squad trying to make fun of her on Discord. "Look, she's so weak, we can 3v1 her, hahaha!"

    I really hope behaviour takes a good look at game balance, because the game is extremely survivor sided with stuff like hatch preventing the killer getting their hard earned win by letting one player escape for free. It is literally impossible to have fun with weaker killers like Nurse or Blight without getting stomped by survivors and getting only a 3k.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468748#Comment_3468748

    Yeah, people really should stop using hope as an argument against MFT, MFT itself IS what's broken and stupid, hope has not been changed with or without MFT.

    It hasn't been changed, but it hasn't been widely used either, mainly because Adrenaline was a better end game perk.

    90% of the complains I hear about MFT is that it stacks with hope, and what I see the most is people asking for the devs to address Haste stacking.

    It has been said that MFT is only worth it over an exhaustion perk if you're already a very good looper, otherwise it pales in comparison to them, and by a wide margin. It really doesn't sound to me like MFT is the issue here.

  • @Xxjwaynexx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468746#Comment_3468746

    Bro since you don't play killer except to farm BP, your skill level is probably low enough to keep bad survs in your queue. A couple post above mention how matchmaking works loosely. For some reason on the forums people always compare solo q matches to killer matches and they're not the same it differs depending on where you are MMR wise. I only play solo q and sometimes it sucks because teammates are dumb but most of my matches are not this needle in the eye experience that I keep seeing posted most of the time we get 2 to 3 out which is fine imo hell if one gets out that's fine, most matches are lost due to altruism. People don't realize that it doesn't matter if you unhook Feng with 50 sec left on her first hook timer or 3 secs left she still will only lose one hook state. So many times as killer I hook someone after first chase only to have survs leave a gen or two that they could've completed had they left Feng hanging just a couple secs longer. Killer can be unbearable at times especially with swfs and once you get to the competent survs. Truthfully killer is easy at low to mid MMR and surv is harder in that range, the higher and better you get the more coordinated you become even in solo q and that's where playing some killers is unbearable and playing surv is easier.

    Don't read "Farm BP" as "Oh, I feel like doing my killer dailies today" but rather "My last 5 matches as survivor ended with a Terrormisu combo getting wasted by a face camping or tunneling killer and I left the match with 3k BP, time to switch sides."

    I'd have understood people doubting me because I play very few killer matches back in 6.1 when I truly started playing killer, but you don't understand how much more I'm playing killer the more patches get released.

    I'm having very little patience for survivor matches anymore. I can't put 5 times the effort I put into my Killer matches just to leave with 3 times fewer amount of points. My survivor matches are streaks of 3 days without a single escape, without progress in my tomes nor the ability to do my dailies, so lately I've been so fed up I'm giving survivor matches a few tries and if things don't go well I spend the rest of the day playing killer. And I'm not exactly someone who plays videogames an hour or two per week.

    Playing Killer non-competitively is far, far easier and more forgiving than playing Survivor non-competitively.

  • @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468746#Comment_3468746

    OP just said they don’t have fun playing killer anymore because of matchmaking you don’t have to make it all about yourself.

    That's actually my bad. I misremembered who said "Killers are not allowed to play casually with fun builds most of time" and I wanted to chime in with how I play with literally any random build I have and still find a more than respectable amount of success. I thought it was the OP, but it was the first commenter.

    I read the whole thread and I mixed up who said what.

  • So what I understand from this is that your problem is Hope became popular, not that Made For This exists.

  • sammich.jpg

    Me using Killer to farm BP at 3 times the speed of my Survivor matches since 6.1.0, running around with jolt + whatever random perk my killer has available at the time, only to open the forums and read this nonsense.

    My guy, if anything, I agree killer isn't fun because survivors just drop dead seconds after you find them. I can count with the fingers of both my hands the times I got obliterated by survivors, and two of these times were my fault because I gave kindness to those who didn't deserve it. And I play with the most suboptimal stuff you can imagine because I can't be bothered to stress over unlocking killer stuff.

    Go play a couple of matches of survivor soloq and come back to tell me if you've figured out the true meaning of despair.

  • @JustAnotherNewbie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468087#Comment_3468087

    You've seen people complaining about Overzealous? In solo it's as useful as Potential Energy (which people were also worried about and I never see).

    The reason people focus on gens is because it's 2023 and not 2016. Both killers and survivors have figured out what the most efficient way ton do their objective is. As killer you can tunnel and proxy camp, as a survivor because you can die this fast your best bet is to use your time on gens and not doing other stuff. These are game design choices and they lead to those playstyles.

    It's a similar situation to the Deja Vu buff. They were calling the apocalypse back when they buffed it from 8 to 10% and included blessing to the procs.

    Nothing really happened and for the most part everything calmed down a month after that, but I still see people mention it as one of the reasons why gen rushing is a thing, alongside Hyperfocus, which is really funny because I see one of these perks once every 30 games.

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