Eelanos
Eelanos
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- Eelanos
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3430994#Comment_3430994
They need to buff one these perks that encourage hooking everyone. Even make grim embrace much stronger or buff pain res regression to the point that everyone wanna run it.
No, the other user was right.
It doesn't matter if BBQ gives +5000% bloodpoints and pain res has a 100% gen regression, only buffing those will run into the problem that people will still camp and tunnel if they don't have those perks yet, or if they want to ruin someone's day, and people will also complain about the game being unwinnable unless you run the same 3 perks.
What the game needs is severe protection for the unhooked survivor and protection against camping, while also baseline buffing players that spread hooks.
The game should basically be lost for the killer if they decide not to engage in fair gameplay. Camping and tunneling should be such egregiously bad strategies no one used them, while spreading hooks should get you closer to winning than it does now.
The problem is, this game is particularly bad about fixing these issues, as instead of releasing a proper fix, they're prone to release "band-aid" perks that you obviously can't fit into your build.
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The fact that they asked in a survey what this game was lacking and I said "Immersion" and now they do this is just... I just can't right now. What is going on anymore.
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Anti camping stuff and a new game mode that's just like 50 survivors and one killer and survivors get points for being alive the longest and killers get points for catching survivors within a time limit. No gens, no hooks, just find people hiding and smack them.
And Devotion level increasing iri shard gains so I don't get depression every time I level up and get a tiny amount of shards for 6 hours of being camped by skull merchants.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427888#Comment_3427888
Diversion and Deception are easy to tell when they are activated. This wouldn’t be. Run behind a wall, activate, and now the killer doesn’t know who is who. Vault a window from a height, then activate it when you land and now the killer can’t tell which is real because they can’t look down while vaulting.
Y... yes, that's the idea...? Like, perks are meant to have effects.
I still don't see the issue. Equipping this means one less perk slot only to disorient the killer a bit. One less slot for healing, repairing or exhaustion perks.
Plus, injured sounds would make this only ever useful while healthy, and scratch marks makes this only ever useful if you can hide without making a second trail of scratch marks towards you, otherwise the killer will reengage.
And we still haven't talked about activation conditions or anything of the sort. It's niche enough that I don't see how anyone would be against it.
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@miniwengsel said:
Ehm no
I don't see what's so bad about it. It doesn't increase repair speed, it doesn't increase healing speed, attacking it will only make you lose as much time as a missed attack, and in the best case scenario (decoy while being chased) is super easy to handle just by trying not to break LoS for too long.
Like, at best, this would be a meme perk for fun. Not much different to Diversion or Deception.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426649#Comment_3426649
The problem with the PTB, was a bunch of survivors were running Unbreakable/Flip Flop/Tenacity/Breakdown, and purposely placing themselves in situations where the killer couldn't hook them. A regular toolbox sabotage was also long enough for a survivor to self recover, if they had unbreakable, so the killer was stuck waiting there for the hook to respawn.
TD;LR, survivors abused the basekit unbreakable as much as they could, so the whole PTB needed to be thrown in the trash.
Am I being incredibly dense right now or there's nothing preventing anyone doing this exact same thing right now on live?
Also, and this is not particularly directed at Coffeecrashing (in an accusing manner, at least), your example just triggered this thought, but why people seem okay with survivors having perks to prevent "unfun" gameplay like Guardian, Kindred, Reassurance, Unbreakable and the like, but the moment an update could potentially require a killer to run a specific perk to counter an unfun new gameplay type, suddenly that shouldn't be allowed?
Like, survivors get slugged to death, "Just equip Unbreakable lol". But if basekit Unbreakable was a thing "Oh, no, there's nothing I can do against this" as if stuff like Iron Grasp didn't exist.
Heck, we can even ask for Iron Grasp buffs or some sort of basekit update like "If a survivor wiggles off your shoulder, their next wiggle attempt gets increased by [X] seconds until hooked. If they wiggle off twice in a row, the survivor can't escape your grasp again until hooked".
Just because the worst case scenario of an update that has been sorely needed could potentially get really bad there's no reason to give up on the idea altogether. They just have to polish it.
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@Pulsar said:
Would anyone like to guess how many of them held a 3-gen?
Would anyone else like to guess how long the games were?
I think I figured out why some people enjoy playing her that way. One of them was streaming and had a "Skull Merchant Rage DC counter" on display and when I asked them what it was for they said something along the lines of, "For the ragequitting Survivor mains who throw a tantrum whenever a Killer is winning".
Yeah, just venting, not meant to be taken super seriously. I still think she needs to be completely re-designed. I really should stop playing Survivor as well lmao
- One of them was streaming and had a "Skull Merchant Rage DC counter" on display and when I asked them what it was for they said something along the lines of, "For the ragequitting Survivor mains who throw a tantrum whenever a Killer is winning"
And this is the result of the devs just accepting the stupid notion that the killer must be "the power role" and have a 70% win rate. People get power trips like this.
It would be oh so sweet if people doing this got placed to face high level, highly coordinated SWFs and had a huge loss streak to deflate them. But no, the game just puts them against whichever random is available and keeps them riding their power high because God forbid people have to wait in queue more than 30 seconds to have a properly balanced match.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422924#Comment_3422924
Just a sexist comment.
I don't think that was the intent. I read it like "Getting value out of an off meta perk is a gigachad move", but the OP defaulted to whatever quick way to express it they had, and often language tends to be sexist by default, so it may have come across as such.
He's just saying anyone getting value out of off meta perks isn't cheesing you and you shouldn't be mad at it, they just deserve that value because they reduced their overall chances of winning to have success in that one particular scenario.
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@MikaelaWantsYourBoon said:
https://us.v-cdn.net/6030815/uploads/L4N32SA5NXMC/20230511162847-1.jpg
Deactive her drone and she will put another.
When she catch you on gen she will just m1 you and then she will leave for checking other gens.
Ignore drones and she will get you down with one-hit.
Do not ignore drones and she will just put another.
After 30 minutes, one of us just give up and died. And at this point we just lost. But even at 3 v 1 , she still did not leave her 3 gens.
After 3 games against her in row, i really wanna remove this game for forever. I don't know is there any chance to rework her.
Find another survivor, emote them to follow you and try to go to some safe place, like basement (It's not like she's gonna check anyways) and hold the game hostage back at her. Walk around a bit so you don't get crows. Out of the basement, switching lockers could be a good idea to avoid getting found eventually.
Just refuse to engage with her gameplay and force her out of patrolling gens.
You're gonna lose anyways, might as well bore her so much she gets discouraged from doing the same again.
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@RaSavage42 said:
Cause those issues can't be solved by number changes
Camping either hook or 3 Gen- could only be solved by introducing a new mechanic not a perk
Tunneling- could only be solved by introducing a new mechanic not a perk
And it just might hurt Killers whom don't Camp nor Tunnel... and might be abused by Survivors (Like basekit BT)
They need to think of every possible situation and ask themselves why and how
Why- Why do Killers Camp and Tunnel in this situation
How- How can they change it without taking away from non-Camper and Tunnelers
"Cause those issues can't be solved by number changes"
Increase hook state time by 1 minute each. Boom, campers reduced by 70%.
People camp because you can get easy 2 kills by literally standing still. Low risk, high reward. Increase the time so survivors can counter this by focusing on gens, and suddenly getting more than 1 kill by literally standing still starts becoming a struggle.
They already have systems to deactivate stuff like this if it's EGC, so if it's that bad for people who only camp on EGC because there's nothing else to do they can just revert the time in EGC and boom, legitimate instances of camping saved.
Besides, it's not like killers get that many kills by letting hook states run out. This system is working against players that struggle in solo-q, so it's just there to punish people that have a hard time with the game already.
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"weaker killers would become strong, and stronger killers would be unstoppable, it would be ridiculous"
Why do these hypothetical scenarios always assume that the hypothetical change would also bring the end of balancing altogether? If they handicapped premades and killers became way too strong, killers would have a series of balancing changes following the update.
If they made the game 5v1 with current balancing, the balance of... everything would be out of whack. But no change like that comes by itself. Perks and mechanics would have some massive changes.
Same if they decided to make the game 4v2. Do you truly, honestly believe Blight would have no changes if that were to happen? Do you realize how incredibly strong Trapper would be if he had a buddy to provide the pressure for him while he closes off every viable survivor path?
Don't be shortsighted. If they were to nerf premades to close the gap with solo queue, killer nerfs would become an inevitability. Premades would stop having such a massive edge over solo-q, and solo-q would stop being killer fodder to keep killer kill rates seemingly "balanced".
That is, of course, if they were to do it correctly. Changes like that are as likely to go right as they are likely to go wrong.
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I've never particularly paid attention to pips and I fail to understand why people obsess over them. Each month I manage to rank up to around bottom iri on both survivor and killer without really paying much attention to it.
Worst I've done is mid gold and only because this game can easily put my depression in overdrive and I need some time off to reset.
Yes, reaching iri takes longer as survivor, but it's a matter of time, I don't know. For me this system is nonexistent and any changes to it, inconsequential.
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@GoofyGooberRock said:
I feel like a lot of killers in this game kinda take things too personal
I got a flashlight save so the killer proceeds to tunnel me and then face camp me out of the game
but luckily the 3 other survivors got out so...I don't know what I did to make them upset like that lol
and no this wasn't the a one time thing this actually happens a few games I get
You can say that again. I got hit by a killer to try and help a survivor out of their grasp, didn't work so I hid inside the killer, the killer left to look for me and at that point I decided to rescue the survivor.
I don't know why, but this Doctor just started nodding at me when he downed me, then hit me on hook every time he was nearby.
When he downed the last survivor (which was not the person I rescued, so it wasn't an issue with him thinking I was "farming" that survivor), he slugged him and then went off to find me. He killed me, then smacked my body a couple more times, then proceeded to farm with this last survivor.
I still don't know what I did to deserve that. He just randomly got angry at me and decided to just worsen my day because of it.
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@brysoles said:
I’ll be honest: If I start the match with heartbeat (happens every ~5 matches) and I get downed within seconds ingame I don’t wanna play. I don’t even try when the killer directly chases me 2 seconds after spawning. I can’t remember spawning literally next to the killer was a thing in the past. Last week I had a match where I saw the huntress in the camera animation at start. Nah thanks.
A couple of months ago I spawned at the edge of the map and within LoS of a Huntress with no walls nearby except a teensy tiny wall with a window. I managed to dodge the first hit, and then got melee-hatched comboed because there was nothing nearby to find cover.
Honestly, this videogame sometimes puts my depression in overdrive and I have to take a couple of weeks to reset.
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@EvilSerje said:
I don't know about thirsty people, or what you mean by that, but I absolutely totally agree that there should be more sexual and attractive characters.
I want to see attractive persons in games and movies, I have lot's of unattractive people in real life (me included).
So if "thirsty" people are for attractive, strong, smart, exceptional people, then I'm them.
Otherwise it would be: "enough with strong characters" - no superheroes, no secret agents, no action heroes; "enought smart characters" - no con artists, no sleuths, no geniuses; I can continue the list.
So yes, please, more attractive, smart and strong characters.
As for killers, we have a lot of "sexy" killers: Artist, Spirit (which "wears nothing but ripped underwear" in a way), Wesker, Merchant, even Plague, I think. And they all terrifying (especially Spirit, Merchat completely not, that was my only complaint, they could made her half-mechanical cyborg while keeping her sexuality).
I mean, it doesn't have to be either or. Beauty is in the eye of the beholder, as they say. I'm more into characters like Jeff or Illaoi (from League) than I am into Kate, for instance. I understand Kate is pretty, but it doesn't really do anything for me.
Plus, some people don't want to play with characters that are hot, but with characters they identify with. Someone closer to how they look, to make it easier for them to live the fantasy the game is offering through their character.
And others like playing Clown because "he he funny man throw bottle brrrrrrrrrr. Survivor cry. I laugh. Hue hue hue! :)"
In the end, what people want is variety. When character design narrows down to "Let's make them as hot as humanly possible and we'll think what they actually do later on" a massive amount of people gets neglected only to target as many wallets as possible with the minimum amount of effort. It's a good business move, but it's also understandable why a large amount of people would push back.
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@Piruluk said:
I think Vittorio sales disagreeing with you.
On comparision take a look at Jeff sales, or Haddie vs Feng/Kate etc
In the end Trickster also turned into a huge success, attractiveness sell thats the fact.
I'm not gonna deny that, but we all have to admit they kinda went all out with Skull Merchant and it ended up being for the worse rather than for the better. Neither her "I'm not like other girls, I read manga! uwu Hear my yandere roar! >w< I'm so evil ewe" nor her "sexy" skin are doing her any favors.
The more subtle and unintentional it feels, the more appealing the character is. When all they got is surface level appeal being bombarded at your face it ends up being more off-putting than appealing.
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I... haven't felt much of a difference? Then again, I never really used gen kick perks, so for me not much has changed. Almost all matches are 3k + hatch or 4k, with a 1k sprinkled in every once in a while.
Survivor side... uuuh... I feel it's worse, but I don't think it's because of the healing changes? I feel the rift is more to blame than the update. I'm seeing people not put a single hand on generators for MINUTES while I'm the only one repairing. Others are usually fighting over breaking totems and such. Now that I constantly know what others are doing, I'm permanently one match away from having a mental breakdown. It's insane.
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@Aurelle said:
Don't blame you at all. I'd rather go against Blight or Nurse for 4 games in a row rather than Skull Merchant.
Unpopular opinion, but I think facing Nurse is really fun.
I almost never get an insane nurse that insta-downs everyone in the first minute. They're usually killers around my skill level and it's super fun mindgaming with them even when there's no pallets or windows nearby. It doesn't feel like a "I lost and there's no way around it" kinda situation, it feels more like a "If I play my cards right, I may get out of this situation", something that is the polar opposite of what I feel when I play against a Skull Merchant.
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@Piruluk said:
I only care about Dead Hard, playing killer is such a joy now, compared to before, when Dead Hard was a 100% third health state all the time.
I dont care about any other exhaustion perk
Give it time. People were blaming survivors for not adapting last time DH got nerfed and celebrated the perk being finally balanced.
All people need is a single instance of another exhaustion perk extending the chase juuuust enough to trigger them and we'll be back at square 1.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419069#Comment_3419069
I thought its longer than that now since any self heal takes 24 charges now? And selfcare makes you heal at 35% slower.
Heals are still 18 charges. The medkits just have a penalty to speed and efficency of 33% (if I recall correctly) when self-healing.
They decided on that to avoid messing with recovery speeds while slugged and altruistic healing. This way it only affects self-healing medkits without messing with all other kinds of healing.
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That's too long. Make a TL;DR.
Plus, the blame is only on survivors if they insta-unhook. It's entirely on the devs and the killer if they drop chase and go straight to the unhooked.
This game has scratch marks and blood pools that last for, like, an eternity and a half, with maps about the size of half the palm of my hand. The game is screaming at you to go tunnel the unhooked survivor.
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I can't ignore hexes because 9 times out of 10 if a killer has a hex, it's usually Devour with Undying.
But it's true that I wish there was something else to do besides the gens. Some people have made suggestions like Botany Knowledge needing to pick up herbs from the map to stack up its effect, and ignoring balancing aspects (which can be polished later on), I think the idea could be really fun.
The problem is, as long as the strongest perks don't require you to do anything in particular to activate them, people will just ignore perks that require a secondary objective as a trigger condition.
Just look at Circle Of Healing. As much as some people think it's stronger than before, you equip that perk out of competitive SWF and it's not worth picking up over Botany or Auto-didact because it requires you to:
- Finding a totem, preferably somewhere where the killer won't break it easily.
- Blessing it.
- A hurt survivor standing in its range.
- Another survivor noticing them and willingly dropping everything they're doing to go heal them without getting caught by the killer in the process.
You're better off equipping Empathic Connection or Empathy, or either entirely ignoring those or comboing them with Botany or We'll Make It, as they're readily available right when you need them.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409039#Comment_3409039
Y'all really got to stop saying "holding the game hostage" in relation to someone just doing a 3 gen. Like I agree that being able to hold one quite that hard is not great overall, but taking a game hostage has a very specific meaning in this game. It's not as if the can't be ended normally even if it drawn out longer than normal. Not every SM is likely just trying to time out the game and do absolutely nothing else but force you stay in the game.
Well, if survivors hide in the opposite corner of the map to pressure the killer to find them out of their 3-gen they can be banned for holding the game hostage regardless of them doing this strategically to create an opening, so I'd say we're well past the point where we can be picky about which situations are supposed to be "holding hostage".
BHVR themselves are iffy with their definition of "holding hostage", as they consider 3-gen strats okay until they reach around the 1 hour mark.
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I liked the old one better. Yes, I never knew how to navigate it, but it was balanced because neither did the killers I faced. Spending 5 minutes trying to find gens stops being annoying and starts being funny the moment you see the killer and the survivors taking different paths to find the way to go to a specific room and none of them finding it because the entrance for some reason is on a different floor.
Finding hooks was never fun, though. Having a hook in front of you and having to do a whole Mario Kart lap around the map carrying a survivor just to reach it was kinda obnoxious.
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@dark_hunter92 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406872#Comment_3406872
What I don't understand is why the kill rate even needs to be that high. It makes more logical sense for the kill rate to be 50%. Isn't that what balance is? And also, by their logic, wouldn't that deem their POV to be killer-sided?
This is usually when people hit you with the "50% doesn't mean 2 kills 2 escapes, it can mean anything from a full wipe into a full escape, to one kill followed by three kills" and then entirely miss the point of the question only to land in "50% isn't balanced on an asymetrical game."
I've been through this very same conversation a million times. The TLDR is the kill rate is that high just to guarantee the killers get at least one kill in most of their games. Chances are someone's going to die regardless of their skill.
Which loops back again to MMR being a terrible addition to this game.
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Let me put it like this: If all exhaustion perks got nerfed to only have 0.5 seconds of speed increase and you had 3 games where that was enough to extend the chase to another loop, you'd be here complaining about how overpowered that was and how problematic that is for the game.
It's not. It's 0.5 seconds of speed. Just because the perks can find success in the moments they're meant to shine doesn't mean they're problematic. It just means you got frustrated because you thought you had it but the enemy team had tools you didn't account for.
0.5 seconds DH was already at the brink of being unusable, that's why they had to nerf it in some other way. It's not because it's OP, because for every one successful DH, there's a 10 minute compilation video of failed dead hards. It's entirely because of player frustration, because it obviously feels bad thinking you won the chase only to see it extended for a bit longer.
If they were to entirely remove exhaustion perks, I can guarantee you something else would take its place, most likely anything that increases gen speeds, and you'd be back here complaining about how problematic it is that, regardless of survivors lasting 15 seconds on a chase, generators taking 15, 20 seconds less is the most toxic, problematic thing in this game and that you miss the chase meta.
Balancing a multiplayer game is a neverending nightmare.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405620#Comment_3405620
People have suggested it to death.
The problem is that you're actively suggesting something that means that killers aren't allowed to defend their hooks even if they play normally and just happen to deal with people constantly hook swarming. Please consider that every time the devs have put something in to hyper discourage camping that was purely punitive in nature survivors found ways to turn it into no win situations for killers who wanted to play normally. While not doing much of anything for people who only face camp just to bother people.
We've tried having long hook timers, stopping hooking timers indefinitely, making them go extremely slow. All of these resulted in overall worse gameplay for the majority of killers while doing basically nothing for either the hard face camping or the camped survivor. The place we're at is probably the most reasonable it can be without generally making the overall experience worse.
I still think there's a way to do it, they just haven't figured out yet, or are too afraid of making it overly complex.
In my eyes it's very simple. The game keeps track of survivors and the killer's location anyway: If the killer spends too much time near a hook, the timer stops indefinitely.
If survivors are near the hooked survivor while the killer is nearby, the timer continues as usual, which would encourage people to just do the gens and leave as soon as possible instead of wasting time waiting for a rescue that's not gonna happen anyway. We can even make the stopped timer from before restart the moment there's survivors nearby just in case the game triggers the anti-camping tool at the wrong time, like when the killer is trying to leave but survivors are rushing the hook.
There's other options like freezing or decreasing the BP gain of the killer while they camp, while the camped survivor gets Distraction points for as long as the killer remains nearby, so there's no situations where someone gets camped from minute 1 and leaves with 3k BP while the killer leaves with 20k.
None of this will solve 100% of the problematic situations, but I genuinely believe they'd be better systems than what we have now, which is... literally nothing. And it's not like I'm asking for some state-of-the-art technology, the game does keep track of players already, there's no reason why it can't handle "If killer near hook = bad, if survivor + killer = ok"
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@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403931#Comment_3403931
Weird. I play survivor for EZ matches lol. Almost like when you don't main one side, the MMR on that side isn't as high and you go against less skilled opponents
Surely you see a problem if I can go several days without escaping and my MMR doesn't drop a bit but no matter how many times I go back to killer I keep winning way more matches than I lose? You'd expect my killer MMR to go up at a significantly higher rate than my survivor MMR, not to mention I should be dropping ranks left and right on survivor? Something is not quite adding up here, no matter how much my survivor-to-killer match ratio is 4-to-1.
Either I'm a cracked killer and a terrible survivor or matchmaking just matches you with whoever is available regardless of skill rating.
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I didn't quite like how he started the video because the way he worded it ringed to me like he was saying "Why would you want to live your life seeking the happiness of the many if you know regardless of what you do at least one person is going to be unhappy with it?" which is the most stupid thing I've heard in my life, but it got better as the video progressed and he explained himself, and I kinda agree with him.
I guess I'll save the video for all those people with the Clown and Bubba profile pictures happily ending conversations with "your fun is not my responsability".
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@Crowman said:
Same thing happened 6.1.0. A lot of survivors don't like their stuff getting nerfed and throw a fit when it does.
I'm gonna be honest here, 6.1 was terrible for the game, and I don't think even reverting all the changes until before that patch would make the game any better anymore, because at this point it's not about the nerfs themselves.
I personally didn't experience many rage dcs or people giving up right at the start of the match before 6.1. I'd queue, have some relative chance of escaping (not 70%, as many people seem to think. Soloq wasn't that successful, not even then), and if we made it out, we made it out, and if we didn't, we didn't. But ever since that patch, the community tolerance to frustration is on the floor.
"I've been found first? Ah, damn. I'm probably not making it out alive anyways. I'll just suicide.", "Oof, it's a nurse? I'm not even going to try and find out if it's a good one, I'm not getting slugged today.", "Ah, Bubba camping. Again. Welp, let's just speed things up."
And I know what you guys are going to say, but I'm not even gonna pretend this is not affecting me. After a losing streak, seeing things like a Claudette getting yanked out of a locker on the first 15 seconds of the match (And this is a thing that actually happened) just immediately makes me sigh out of despair and just close the game and walk away.
Soloq is on a terrible state. So much so that you can immediately foresee how the match is gonna go just by experiencing the first 30 seconds of a match. And I know, because even at the cost of my sanity, I'm the kind of guy that often tries to see a match till the end (and I even spectate matches before leaving depending on how things are going).
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The forums are gonna scream at you that it was a skill issue and that the game is balanced and that they're top 10 killers from their server and yet only win 2% of the time because survivor is OP yadda yadda.
Honestly, my recommendation is just play killer and avoid prestige 100s. That's what I do when I get tired of losing, or when the killer decides that me using pallets is a bad thing, but the survivor walking in circles deserves the pity escape. I get fed up and I play a couple killer matches to rack up some victories and complete more challenges.
Once you realize the amount of BP killers get from a single match you won't want to play survivor again lol
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@MrDardon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403341#Comment_3403341
Then how would a chase be balanced if a Killer moved let's say.. 10 % quicker?
Movement speed would be increased for everyone so map traversal would remain largely the same.
There are some real concerns about the number of pallets and windows that a bigger map would inevitably bring, and there's a couple of levers they could pull for killers not to fall too far behind of what's their current kill rate. Breaking speed, vaulting speed, entity tolerance to window vaults and a reworked bloodlust are some changes that come to mind.
I think there is a point where kill rate would not be absolutely obliterated, while at the same time making opposite walls harder to see and camp. Defending your objective should be an active process, not a passive one.
And personally, two of my most hated matches in this game involved me as Ghostface camping two gates that spawned on the same wall (somehow?) and just... standing still until the last 2 survivors appeared, and another one with me waiting for the EGC to run out while a Ghostface camped two gates on opposite sides of the map while standing on top of a hill. I really don't think that's fun nor do I think it should be encouraged by making maps even smaller.
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@Vhillain said:
I don't have a "WindowsClient" folder but I do have a folder that just says "Windows", the "WindowsNoEditor" is here though.
Do I drag everything from the NoEditor into the Windows folder, or is there something specific I am dragging? The Windows folder also only has one thing in it called "DeviceProfiles.ini"
Have you started the game at least once? My WindowsClient folder didn't show up until I opened the game the first time.
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I honestly believe maps should be bigger while also increasing movement speed to keep travel time roughly the same while still keeping things far away and covered enough to prevent things like camping generators on opposite sides of the map, or the gates by just standing at the center of the map.
Movement gives room to decision mistakes and oportunity windows, whereas the stillness of camping objectives at direct opposite sides at a glance just keeps devolving into terribly unengaging stalemates. Effective, yes, but not exactly something many people find engaging on either side.
Maps like Haddonfield and Dead Dawg Saloon are terribly prone to have easy to camp gates and gens from the center, and while this is not a problem when survivors are ahead by a lot because it allows an opportunity for a comeback from the killer, it is a terrible design for less than 3 escapes. Popping the last generator with two or less people alive in these situations usually means it's a guaranteed 4k for the killer because hatch is almost a nonexistent mechanic and gates are impossible to open when the other side can just check gate progress by quickly flicking their mouse.
But then again, not many people on these forums would agree with this because they think the map size increase would come in a vaccum and anyone that proposes this is trying to get easy 4 escapes every time which, at least in my case, is far from the truth.
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@Crowman said:
Majority of the expose status effects are conditional and their durations are limited. Meaning survivors can easily avoid the status condition or wait out the timer. Infact, this is stronger evidence for the upcoming DH nerf, because if killer ability to ignore health states are conditional and limited, then survivor ability to have a 3rd health state should also be conditional and limited. And Dead Hard is getting an actual condition to help limit the amount of times it can be used.
Wait it out? Hm...
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This whole thing reads like just a way to put the blame of gen regression on survivors.
Like, by the same coin you could argue that the constant fight killers have with the devs about reducing map size is the reason Distortion is so good and they themselves are the ones to blame about needing gen regression and tunneling.
Plus, you're parting from the assumption that people on average don't seek competitive advantages when playing videogames. "If survivors couldn't hide, gen regression wouldn't be a thing.". You know as well as I do that is not true. Every 1 game you play "fair" with your build, there's 20 other players going full meta, whatever that is at the time, meaning you just want an easier time with your build while still not adressing the main issue that's causing gen regression perks to be the meta in the first place.
You can justify the way you're playing as much as you want, but in the end you're just camping and using full regression perks and it's no one's fault. Camping is still a thing and currently gen regression is the best thing to run. You're doing it because you want to win. The end.
I will continue complaining about camping being an issue and maybe some day the devs will disinsentivize it so hard you'll start thinking "Well, standing face to face to a hooked survivor for 6 minutes for a grand total of a 1k and 0 bloodpoints perhaps is not the best way about this, maybe I do need to sprint across the map to actually try and find someone else.", but until then, and as much as I dislike it, you're free to do that.
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You guys know they don't mean neither the touch controls nor the gacha system. There are some really good features in mobile, and it's a shame it's getting held back by being a phone game with all the nonsense that entails.
Visual terror radius is one example, and it's so good we're getting it on the next update. So no, people are not saying that they should bring the one terrible thing that game has, but overall, most other things are handled much better than on PC/Console and of course they'd want those features here.
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@Blueberry said:
The majority of people don’t play dbd at a high level which is where the balance problems come out. This in turn leaves the majority of people voicing balance opinions not actually understanding the games balance.
A second point is one that many already mention but it’s an asymmetrical game which means there will always be vastly more vocal people in favor of one side which can give a very skewed perception of the communities opinion on a change.
If you were having surgery done would you want “everyone’s” opinion on how the surgery should be done to matter? Or would you just want the people experienced and trained in surgery getting an opinion on your surgery? Something to think about as we put the “majorities” opinion into determining balance changes when the majorities doesn’t understand the games balance and many have a bias view point.
"The majority of people don’t play dbd at a high level which is where the balance problems come out. This in turn leaves the majority of people voicing balance opinions not actually understanding the games balance."
To be fair, if 90% of players have a 20% win rate against X specific strategy, just because the remaining 10% manage to get said strategy to around 50% win rate doesn't mean the strategy doesn't require balancing.
If a strategy requires 3000 hours of play and an extensive youtube guide with several matches on a curated environment to train how to counter it, you have to accept that perhaps the counter is a little bit inaccessible for a normal person and, for the sake of the game's health, requires some rebalancing.
And I'm not even talking specifically about this game. This is game balancing 101. Other games constantly try to tune up strategies in such a way that the difference in success between common play and high level play isn't too big, and will always lean towards strategies being useless in common play and balanced in pro instead of oppressive in common and balanced in pro for the sake of the game's health and the playerbase's happiness.
Under no circumstances should a strategy be deemed "balanced" if only tournament level players are able to counter it. That's ignoring the vast majority of your player base that are making the strategy more likely to succeed than to fail on average. You know... unbalanced.
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@OrangeBear said:
I am having similar experience. Seems like often i turn the corner as killer and i can see a survivor in the distance
To be fair that is in part due to maps now being 4x4 meters big, flat and with a single building.
If it's not an indoors map, I just have to find either the center or a high place and you usually see either 100% or 50% of the map depending on what building the map has and where is located. It's not that difficult to either find a survivor or some scratch marks.
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@Sonzaishinai said:
Not really. Her 3 gen is only good if survivors let it be.
If they actually bother to interact with her power her 3 gen abilities are about as good as a trapless trapper
She is really good at defending totems but she still can only be at one place at a time.
It isn't much stronger then demo's ability to defend totems and that boy can fast travel through his portals
"Her 3 gen is only good if survivors let it be"
To be fair, the same could have been said of Dead Hard and its tiny 0.5 second Endurance, and yet people disliked it enough that it earned yet another nerf, so I'd say SM could still be on the table for nerfs of the "Player satisfaction" kind and not the "Game balance" kind.
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@ironblade said:
Wesker, Blight, Nurse, they all have a common theme; win the game easy mode. Hillbilly doesn't count with all the nerfs he's gotten. Meanwhile killers that have no mobility in their kit will suffer and lose more than mobility killers. 3 gens will blow up in your face. Nemesis, trapper, any m1 killer with no mobility will crumble even killers with teleportation like Sadako, Freddy or Dredge.
So, why don't you give mobility to the weaker killers? Make nemesis run, give Trapper bonus speed when picking up/setting up traps, whatever.
Funnily enough (or "hot take", pick whichever you prefer), those are probably my favourite killers to face. Mobility promotes progressing the game for both sides, unlike powers like Skull Merchant, Bubba, Hag or the like, whose powers are just "Stand still for a long time and reap the rewards" or "Spend 6 hours plaguing the map with stuff so survivors can't move".
Also, mobility killers tend to have some mid-chase interaction that makes it interesting thinking about your own movement pattern as a puzzle, which can be rewarding for the chased player if they read them correctly. Like making Wesker vault a window by accident, Nurse blinking through floors or cutting blinks too short or too long when failing predictions, Blight pinballing away from you if you make an unexpected turn...
I only really dislike it when they use their powers to tunnel people out or slug people to death, but when they play legit, even if they're miles better than you, it feels like they earned their hit and you just... well, misplayed.
It is for this very reason I worry about buffs to other killers, because the last thing I want is seeing them more often. Particularly the "Defender" types. And Clown. Because all Clown players are terrible, terrible human beings, no exceptions.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383756#Comment_3383756
Both sides scream accusations of abuse at each other all the time. Your bias is showing, and it's extreme.
See, that was exactly my point. The moment someone so much as points out that, for example, 3-gen "strats" are disfavorable to survivors because they are the ones that can be banned for it even though they are not the ones making them, suddenly that's not bad game design, nor are survivors following a strategy. Suddenly I'm extremely biased and that is not how the game should work.
And just like that, all criticism to the game's mechanics are thrown out the window and the game remains in a constant "it is what it is". Because why make the game enjoyable at all points and then rebalance everything else around this when you can just throw "Well, you're biased." and have it be a misserable experience.
I cannot stand how stubborn and shortsighted this community is.
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@Caiman said:
The video game functioning as intended is not abuse. You may not enjoy it, but it is valid. There are many things in this game that are unfun for one side but are still valid, because this is a competitive game where both sides are trying to win and therefore must impede the other side to make them lose.
But survivors hide to force the killer to find them and push them away from a 3-gen and suddenly the game functioning as intended is abuse and they should be banned.
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My biggest beef with this game and community is how they change the narrative depending on the side.
If killers stand still in the middle of a 3-gen or the exit gates to avoid losing, that's a strategy. But if a survivor stands still in a far away corner to apply pressure to the killer so they leave said 3-gen, suddenly that's taking the game hostage and the survivors being petty and not playing to win because they didn't throw themselves to the arms of the killer and they should be banned.
If a survivor gets slugged, that's a strategy, and allowing a survivor that has been slugged for 3 minutes to pick themselves up would be the single most gamebreaking thing this game would have ever concieved because sometimes slugging is unavoidable and therefore it should be allowed with no repercussions. But you can bet your life that if survivors could stunlock a killer to prevent them from moving, all of the sudden players shouldn't be able to restrain other players from moving and that should be bannable and no player should get to the point where they have to stand on a match when they can't do anything to progress their objective.
It is insane the amount of nonsense I've heard from this community to defend that they're playing like the older brother laughing at his younger brother because they were pretending they were playing but the controller was unplugged and the kid figured out and is now crying because he wants to play. Like the absolutely mindboggling "Real killers don't care about you having a good time. They will rip you apart and enjoy your screams while you ask for mercy." (this isn't word for word what they said to me, but it was something along the lines) which is straight up talking like a psychopath.
Even League Of Legends, which is my favourite example of terrible game design, doesn't allow you to be supressed permanently. People sitting at the fountain can still fight back, and they have a massive health regen to prevent the other team to just bullying the team from afar. Any supression in the game is limited in time, and abusive strategies like splitpushing keep getting nerfed when they become unbearable to handle while still being an option to provide pressure as the losing side.
Yet this game and this community can't seem to understand the difference between "Slugging is okay if you see someone trying to perform a flashlight save" and "Slugging for the 4k or slugging to win by default shouldn't be a thing" and immediately default to "BUT MUH WINRATE???? MUH POWER ROLE????".
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383122#Comment_3383122
I think Reactive healing could be buffed to just make you immune to Hemorrhage.
Reactive, Solidarity, Resurgence and the like all should probably bypass Hemorrhage, to be honest.
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I predict Dead Hard dropping massively in popularity for 2 weeks before people start using again, raising once again to the top 3 or 5 most used perks, killers complaining again about it (Because Dead Hard's issue isn't a balancing one, it's a satisfaction one. People hate that DH makes them feel like they "lost" something they thought they "won", regardless of whether or not they lost the mindgame), rescue fights, and potentially a new disconnect category being "Someone else stole my rescue to charge my Dead Hard and I'm petty".
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@SilentShepherd said:
And I say this as someone who owns every single Chapter DLC, every survivor, every killer in the game.
At least BHVR is trying to make the game better. There are other games out there, with their devs that simply let their game die and they don't care, no updates, etc. BHVR actually does care about Dead By Daylight.
I'm not saying don't complain.
Complain your hearts out. But at least support them, so they have the money to fix stuff and make the game better
"I know its bad, but give them money because it could be worse" isn't the amazing take you think it is.
There's so many bad updates us as cosumers should be willing to turn a blind eye to. What has BHVR done to the game to secure our trust in it? We're no business' sugar daddy.
There's a myriad things wrong with the game, and their "We don't want to be reactionary" stance means we have to spend months before any concern gets addressed.
Timed cosmetics. Forcing the retreat of previously permanent cosmetics. Leaving certain survivors to rot with no cosmetics whatsoever while they release "Fen Ming's Mother's Jill Cosplay Alt Costume II - Green Variant 7". Camping and slugging being strategies where all players can do is just stand still and slowly die. Maps so poorly designed you can camp both gates from the center. The hatch and luck being dead mechanics for a long time now. Whatever in the world that stupid Hillbilly update is going to be. The ENTIRETY of Skull Merchant. And the list goes on.
You're free to determine where your bad update tolerance is, and to define what a bad update is to you, but BHVR isn't exactly known for their outstanding updates and you cannot convince others to pay them because "Well, I'm sure they'll do well next time!".
As we are right now, I'd be more willing to put 15 bucks on a certain popular MOBA rather than on this game, because they're not doing any good updates, but they're not doing bad updates either. Because they're doing pretty much nothing. So you can imagine how little I want to put money on this game.
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I still would rather get hit in my lower half than play as or against her, to be honest. I still dislike her playstyle, her design, her cosmetics, her stupid mori... and especially hate what her mere existence entails.
Knight is just better Skull Merchant all around.
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@theboyitachi said:
we all saw the changes announced yesterday but can we acknowledge how bad some of this is killers lost all regression perks without buffing any perks to compensate like pop or ruin meaning gens are gonna fly faster than before meaning more tunneling and camping which has still not been addressed also because they gutted healing completely why would any survivor heal now they will just push gens faster then before stacking prove and other gen rushing perks like hyper focus then we have killing perks as a way to force meta change what is the point of pain res now literally have fun healing against a wesker with sloppy and Coulrophobia on midwhich so fun am i right also what was the point of the boon mechanic as a whole like genuinely if you refused to balance it what was the point of introducing them
Healing yourself now takes as long as repairing a generator, how many more slowdowns do killers need.
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@Sweet_Potato said:
Quintessence of OhTofu's review on the upcoming changes starting here:
https://www.twitch.tv/videos/1774914286?t=00h51m30s
Regardless the entitlement of biased killer mains all people who understand how this game works say that the healing change is just horrible for this game. If it come live killers will have to wait 30 minutes in their lobbies for the next easy mode 4k cuz noone will wanna play a boring m1 holding simulator anymore.
Actually, I think it's the other way around. If the change is bad, what will most likely happen is 30 minutes queues for the most painful experience killers have ever had.
You see, nerfs like these hit the top %, yes, but they hit the mid and the bottom ten times harder. Considering a good chunk of players are casual SWFs and solo players, them getting absolutely obliterated at 4 or 5 gens for too many games in a row will probably make them abandon the game or switch to killer, meaning the queues will get even longer and every single game will be a sweatfest.
Chances are new killers will quickly leave as well after a couple of games waiting minutes upon minutes in queue just to get obliterated by competitive SWFs, meaning all the players that will remain are hype-competitive players on both sides.
That's the problem when you balance a game for the top of the top. You strangle your playerbase's numbers making your game impossible to approach as a new player.