EntityNea
EntityNea
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062683#Comment_4062683
It's not very fair though, to give people a break at other peoples' expenses. The game shouldn't be deciding you'll be a little snack for someone else. I certainly don't want that sort of thing in my lobbies. I want equal opponents and close matches, not ego-boosting freebies.
It's fair because everybody gets this break.
It makes the game more fun and interesting when you get a variety of matches. Some more difficult, some more casual.
And like I said, a system like that wouldn't pair you against people completely out of your league.
It would be a SLIGHT shift towards people either below or above you.
This would happen anyways in a matchmaking system, because if it found opponents exactly at your skill level, then queue times would take ages.
The purpose of the system deliberately giving you favorable or unfavorable matches, is so that it can make sure you don't get, for example, 10 unfavorable matches in a row by random chance. -
@SandMan212 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062590#Comment_4062590
Solo q doesn't give you exact locations of people, what they see, and what they are preparing to do. And swf will always still have the potential to be stronger. That is undeniable. The issue here is swf and soloq are being balanced around the idea they're the same thing with the same limits when they aren't and that is a balance issue, dead stop. And please, just because you're not good in a swf doesn't mean other people aren't. I'm in multiple servers where people literally categorize maps. I've gone against swfs and streamers who have literally everything planned out. I hate the excuse of "because it isn't super common that means it's fine!" No it isn't. Not only is that limited by personal experience, that doesn't acknowledge the potential problem. Especially since your first starting point is people FINALLY get the... Bare minimum??
That issue goes deeper than "SWF vs Solo".
That's an MMR issue - the fact that BHVR doesn't properly match people.
You're talking about hardcore tryhards - the game should detect the playstyle and winrate of these people, and match them with hardcore tryhard killers. Yet the game doesn't do this. So innocent casual killers suffer from these tryhard SWF groups.
As of now, i have no problem getting all the information I need when I'm playing solo.
The main difference imo between playing solo and playing with friends is that in solo queues, you get random survivors who don't know what the hell they're doing - which again is an MMR issue. I shouldn't get people with 10 hours played in my matches, yet it still happens sometimes.
Edit:
Also I don't understand how you're calling that "getting the bare minimum"… How much hand holding do you want when you play this game? Do you want a narrator that tells you exactly where the killer is at all times? Then what would be the point of the game? -
@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062683#Comment_4062683
There are quite a few games with systems like that, with a wide range of actual implementations depending on what you mean here. Mobile p2w games deliberately match players in such a way as to bait them into purchasing stuff, and there is an unconfirmed rumor that Dota 2 has something like "loser's queue", where if you win to many times in a row - you get matched against a stronger team with weaker teammates, where you are doomed to lose, allegedly to keep the winrate at 50%. In both cases it's not something considered good by the general public.
What you are describing is not at all what I'm talking about.
Think more like competitive overwatch. You are matched against people around your skill level, but it slightly shifts the matchmaking either in your favor or against you.
Im not talking about baiting to purchase stuff. Like how Atari has a patent of matchmaking people against players who own a cosmetic that you don't own to make you buy it, and of you buy it you get easier opponents. ... I think that was Atari who had that patent. Might be someone else. Anyways... I've played this game since early days so I don't have any hope with this ever being fixed.
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@ImWinston said:
- BHVR has attempted to tighten MMR in the past, creating a system that effectively matches killer and survivor players of equal skill, but killer players complained profusely, saying that every match was challenging (if you search YouTube, you'll find references to this period I'm referring to). After a month of protests from content creators, the improvement was "reverted" and we're back to the current MMR (i.e., no MMR).
another example of BHVR not understanding proper game design.
matchmaking needs to have a bit of randomness to it as well, or things like that happens.
People need a break sometimes, even if they're high rank.
I dont remember what game does this (it might actually be more than one), but one method to matchmaking is to deliberately make it slightly unfair - give you some matches where you're "expected" to win, and some matches where you're "expected" to lose - but still without matching you against people completely out of your league. That way it doesn't get as frustrating, like what happened before where people kept getting only sweaty opponents. -
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062617#Comment_4062617
The internal system doesn't see hours at all, it looks at your kill/escapes which over time will place you against a challege every match. If you get 3-4ks, you are going to face survivors that escape more often than not. If you continue getting those 3-4Ks then your MMR score is going to go above the match making threshold where there's no upper limit to who you will face. The very nature of the system is to pit high kill rate killers against high escape rate survivors.
One thing to point out. New players are going to think those first few matches are hard when any experenced player would think it's easy. Nobody seems to notice that this is true at every skill level. Casuals vs Casuals is going to feel just as difficult as Vet vs Vet. Players think they are at high MMR and every match is sweaty. But facing the same skill level will always feel like you're struggling.
The MMR system isn't there to give easy wins. If it did, well I guess you were the sacrificial lamb for that team.
This is also a very flawed system tho.
Whether you get kills or if you get escapes doesn't say much about how good a person is at the game, at least not on it's own.
A lot of people I know don't care if they win or lose, so they give pity wins to the other side.
What BHVR needs to do is to collect metrics of pretty much everything you can collect a metric on. Then sort these metrics by ranking, and that's how you can compare the skill level of survivors.
Some examples of data to collect:
- Average chase length (both sides)
- Percentage of successful skill checks (survivors)
- Percentage of great skill checks (survivors)
- Percentage of chases won/lost (both sides)
- average number of players killed per match (killers)
- escape percentage (survivors)
These are just some examples.
The first step is to start collecting data on everything. Like, absolutely everything that is tied to any sort of skill level.
After the data is collected, sort it.
Then give each category a "weight" of how much it is considered to affect MMR. Like, hitting skill checks should not be as important as chase length, for example.
After that is done, they would literally have a database that ranks every player in the game in various categories, that they can utilize to determine matchmaking MMR. They could see if you're above average, below average, top 1%, etc.
Edit: For killers, they'd have to also collect individual skill levels per killers, since their abilities work differently. For example, when you play nurse, how often do you hit your swings after phasing/blinking?
Edit 2:
Although the problem with BHVR is that they wouldn't understand how to properly implement something like this, and they would end up collecting garbage data that could be exploitable. Like BHVR would just check if the killer misses a swing, but completely fail to also check if they're in a chase while swinging… Yea… The more i think about it, the more i realize that unless BHVR hire someone who knows how to do this, they're not going to. -
@Xray said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062639#Comment_4062639
My point is that sprint burst is super effective at getting to these good spots, of course you could easily get to shack and loop normally but if you just sprint without you risk the chance of getting hit or getting downed, but if you let the m1 killer get within a couple feet of you and just sprint burst away what can they do? I'm trying to say there is no middle ground between it being super effective or borderline useless when you use it depending on what killer type you go against.
It's super easy to get to a good spot without any speed perk for any experienced survivor who are aware of their surroundings. Always have an escape plan for when the killer gets close. That's just basic escape tactics.
Your complaints really have nothing to do with movement speed perks.
Best thing you can do is just practice winning loops against survivors.
Edit: Also, if they use their exhaustion perk.. catch up to them. Because if you just leave them every time they use it, they'll just recharge it and use it again. -
@Xray said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062622#Comment_4062622
In a time sensative game like DBD and with all the talk of gen speeds getting worse why would you ever as a m1 killer go chase a guy who just sprint bursted to the god pallet or shack? Do you want to spend five minutes looping him at the shack, or wait till he drops that pallet while two gens pop? Its not even about me getting tilted and saying the two perks are the spawns of satan, there are killer perks that counter them that is always available to use. I'm just trying to point out that hey these kinda are annoying to go against if you are a low tier killer and if your a high tier you are not effected by them much or at all.
Do you hear yourself?
This is a complaint about loops in general. Once sprint burst is over, it's over.
Your issue is with the killer shack and being looped in it, for 5 minutes, yet you blame Sprint burst that lasts a few seconds.
People can get to those places without Sprint burst. So what you're saying is "if any survivor reaches killer shack then it's a GG if you try to chase them", which is highly inaccurate.
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@top500spiderman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062624#Comment_4062624
The animation bug you’re referring to is supposedly called the “Armint” tech that a YouTuber posted about. Me and some buddies on Discord tried to reproduce it in customs using the instructions from the video, but we couldn’t get it to happen.
I’m not sure if it’s some rare animation issue or something else, but in my games, especially after they patched the vault glitch that bugged his animations, it’s always worked as intended.
Either way, it should still be fixed if it does happen, even if it’s rare.
They fixed one of the "techs" (don't remember the name, might have been the tech you tried), but there's still plenty of ways to trigger it. Some of them are even accidental. Ghouls could trigger it without even knowing.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062620#Comment_4062620
According to BHVR they tried matchmaking via skill like that and got inconsistent results. But I'm not sure how it was much worse than the system we have now. 😭
It's BHVR tho. They probably tried it but didn't understand how to properly make a system like that.
Just considering how old this game is and how matchmaking is still not even remotely functional says a lot.
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@top500spiderman said:
This is another example of people refusing to adapt or learn counterplay and instead mass-supporting calls to nerf a killer.
Kaneki has clear counterplay — counterplay the community has been vocal about for people to learn for a while.
Talking to players about Kaneki usually goes like this:
Player 1: He’s OP, nerf his vault or something.
Me: You can greed a pallet while he’s in his power.
Player 1: He can fake going into M1.
Me: There’s a clear animation difference. When his tentacles go back to normal, that’s when you drop.
Player 1: But he can vault windows too.
Me: You greed the window while he’s in power. When he leaves power, you vault.
Player 1: Vaulting a pallet after his pallet vault was the most reliable counter though.
Me: If you don’t want to greed, you can drop the pallet and vault it while he grabs you, then vault back over it.
Player 1: His leaps are so fast, he has too much mobility!
Me: Breaking line of sight is extremely strong against him.
Player 1: You can’t loop him because of his leaps.
Me: You absolutely can. In loops, he’s basically an M1 killer. Once you learn how to greed pallets against him, he’s very mid. His leaps can be used to body block in loops, but that’s extremely pallet-dependent and hard to pull off. It’s almost impossible in smaller loops.
At the end of these conversations, it’s always the same conclusion: “Nerf Kaneki.”
Nobody is quitting DBD over Kaneki. People don’t actually think he’s broken, they just find him annoying. And when something is annoying, the default reaction is to ask for nerfs.
The pallet vault bug fix was necessary. Before that, he was nearly useless against good survivors.
Killers like The Blight are still far stronger than Ghoul.
Kaneki isn’t OP. He’s just a matchup people don’t want to learn.
The problem is that he has animation glitches so that the survivors can't see whether he's using his powers or not.
The counter play is meant to be that you look at his stance. If he's trying to use his power, you don't drop the pallet. Otherwise, you drop the pallet.
But since the animations are bugged, the survivors often have no way to know what he's doing. So that breaks the counterplay.
^ That is the intended counter play, which is broken. You were never meant to be able to vault back against him - despite what their patch notes are claiming, BHVR have contradicted themselves with the vault back.
They tried to remove the vault back previously by simply increasing the Ghoul's hitbox after he did the vault, but the result was that he could hit survivors around corners, and the funny part is that they could still vault back through the Ghoul.
So, it's just a matter of BHVR creating a lot of bugs when developing him, and not knowing how to fix it. -
@Xray said:
These two exhaustion perks have been a main stay in the meta and it very likely at least one survivor is using one of these perks. They might not seem to problematic for some killers unless your a m1 killer or a killer with poor mobility like (Trapper, Ghostface Merchant, ect. When one of these two perks are used against them its pretty much a instant chase win. If you sprint burst towards the shack or lithe a window and head straight towards a very strong god pallet you pretty much have to drop chase and go somewhere else, because if you bother to continue the chase you pretty much just throw the game if the survivors are half decent. Now take these same perks and apply then when facing high mobility killers Ghoul,Blight, ect these killers pretty much laugh and can just ignore the perk with the press of one button. Its a interesting look at how these perks absoultely destroy the killers who are suffering and how the top tier killers can just completely ignore it. Heck even the First struggles with Sprint Burst/Lithe and hes very good, thats basically his only counter. You just sprint burst away and get out of his sight. Thats why the undergate exhaustion addon is one of his better ones becuase it removes his counterplay in a heartbeat. These two perks are why Mindbreaker is a must have for low tier killers, if you don't have it your games will be harder, but the top tiers just ignore it. I'm not sure what BHVR can do to fix these perks because if you nerf it the Blight and Ghoul can get to you that much faster, but the m1 killers might stand more of chance. So what do you think BHVR should do about these two perks if anything at all?
The logic of your reasoning is flawed.
TL;DR of your message is basically: "Survivors use sprint burst or lithe to reach a loop. Then they can use that loop if they are skilled, and the killer loses."
So you're not even complaining about speed boost perks. You're complaining about the loops.
I wasn't aware that it was literally impossible to reach a loop as a survivor unless you used sprint burst… dang. -
To be honest, anyone with 1000 hours on a game has spent almost a month and a half of their life playing that game.
After that many hours, you should know the game well enough for your hours played to not matter when it comes to matchmaking.
Hours played is only a problem when someone is very new to the game and are still learning the basic game mechanics.
So people with few hours and not many matches played should be put into a "newbie queue", but even then if matchmaking takes too long, they might need to be put in with more experienced players so they don't have to wait forever.
Anyway, I dont see why hours should matter for anyone with more than 500+ hours, maybe even less hours than that. At that point you should know how to play the game, and your skill level is highly personal to yourself and your playstyle. The game should have collected data about your skill level after that much playtime, and it should use your skill level for matchmaking rather than hours played. -
I'm bumping this because I genuinely think that BHVR needs to learn from this 😔
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I am almost convinced that BHVR designed bots to be as useless as possible to infuriate the other survivors.
Things I've encounterd:
- Injured bots following me for two minutes and refusing to do anything else
- I flashlight saved a bot next to the exit gate, the bot ran away from the gate to the other side of the map instead of coming to the gate
- Bots refusing to do gens
- Bots bringing the killer straight to a gen you're working on
Don't get me wrong, I don't think bots should be designed to play perfectly. But as it is now, they are designed to actively sabotage the game for other survivors.
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The only reason hackers exist is because the developers never made proper dedicated server code.
This game used to be peer to peer and verify things on the client side.
Then, they "switched" to dedicated servers.
Yet, I keep saying that they still use their old garbage net code that verifies things on the client, except that our networks are now relayed through a server.
The proof of this is obvious because that's the only way any of these hacks are possible.
There is a saying in network programming: "Never trust the client." Meaning, if ghost face's client requests to throw a huntress hatchet, the server would say no. If Dwight requests to run at 80 miles per hour, the server would say no. Yet in DBD, these hackers use their clients to tell the server what happens, and because the game verifies using the clients, the server accepts the hacked data and sends it to every other client as well.
This is the proof that DBD's net code still verifies actions on the clients point of view, and that they do not have proper dedicated servers. They use something we call "relay servers", which is basically just peer-to-peer but the data is sent through a server, then the server sends the data to the other clients.
Nothing should ever be verified on the client.
They need to rewrite their whole net code to fix this. Which is a massive task.
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Playing solo already gives you a lot of information that you didn't use to get in earlier versions.
All the survivors have icons on them that show you exactly what they are doing.
So you know exactly who is being chased, who is on a gen, who is healing, doing a totem, etc... If you want exact killer location, bring a perk for it. Combine that perk with the UI information to figure out where the killer is. I like using empathy for this when I play solo.
As someone who plays both solo and SWF, this is not a problem with the game - if this is a problem then it's a problem with lack of knowledge of how to gain information from the person playing the game. It's a matter of learning the game better, rather than requesting a "fix". Because adding all of those informational survivor icons was the fix.
Also... Not every SWF has good communication skills. You don't know my friends. They will tell me to go north... Where the heck is north?!
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For real tho, this is my take on this:
Good developers fix bugs in their games.
Great developers know when to leave a bug alone because it makes the game even better. -
@Classic_Rando said:
So you want to play a PvP game but you don’t want the other players to try to win?
In my opinion, the problem with DBD isn't that people try to win.
The problem is that toxic playstyle behaviors that make the game unfun for the other side is the most effective way to win.
You're basically rewarded by ruining the experience for other people.
That's I prefer playing this game with friends, we don't care if we win or lose. We just mess around and and try to have fun. -
@cafficrow said:
it should be an accessibility option for everyone and they shouldn't have to toss an entire add on for it this has become noticeable with tricksters rework we shouldn't gate keep accessibility behind a add on
This should 100% exist by default for killers.
Because a lot of monitors nowadays even have a setting to put a crosshair in the middle of your screen - meaning that anyone with a gaming monitor already has access to crosshairs.
So the fair thing to do would be to just add an in-game option for a crosshair without requiring an addon. -
@NightWolfsFury said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017450#Comment_4017450
All they had to do is find whichever if-statement they are using to check if the player is attempting to recover, and just change it to if(true).
Sadly, that’s not how this game works. Their coding is a jumbled mess in this game where so many lines of code work the same as or interact with SO many things.
Just changing the speed of Wake Up broke Bubba revving his chainsaw and would force D/C… like, HOW IS ANYYYYYYY of that code connected?!
The only way they’re going to fix this game is rebuilding the engine and game from the ground up, which isn’t happening.
No matter how messy their code is or how much duct tape there is holding it together, they had to have had a comparison in there to check if a survivor is trying to recover while downed. Even without reverse engineering their code you could notice in-game since before the changes you would begin recovering when pressing your recover button.
No matter how messy their code is, finding that portion of it and changing that comparison to true would have cause the code to always trigger an attempt to recover without you pressing any buttons. But I'm guessing they either didn't think of it or they tested a bunch of other things by changing code and then simply didn't revert things.
Also I'm finding it funny that more and more people are starting to understand that this game is killer sided on purpose (I play both sides). It has always been this way.
And this anti-slug thing is also a perfect example of how they treat survivors - Any time the survivors get any kind of buff, somebody complains and it's instantly reverted with a nerf added on top of the original game mechanic.
Like I said before, I've been around a long time and take long breaks, and literally EVERY TIME I come back to play, they have destroyed survivor gameplay in a new way.
EDIT:
I also want to add that what I find worse than nerfing survivors to be worse in terms of power, is that they also keep removing survivor features that are purely fun. It's like their development philosophy is to make sureit's "no fun allowed" for survivors.
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I take long breaks from this game (my last break was after their internal wheel of privilege training), and I swear that any time I come back there's something new broken or ruined. I noticed this immediately because any tenacity build is useless now.
As for why they haven't fixed it despite saying they will, I tried to search around and a lot of people seem to suspect that after they changed how recovering works when you're downed, they likely broke Tenacity and have been struggling to fix it. Don't know if that's the case, but seems likely since they're not providing the promised fix.
But here's the thing… The only change to recovering that they kept from the test build is that you now auto recover on the ground. Everything else appears exactly the same. So, from a technical standpoint, they could have implemented this change by changing a single line of code - All they had to do is find whichever if-statement they are using to check if the player is attempting to recover, and just change it to if(true). This would make their code act as if the player is always trying to recover, which would cause the player to auto recover at any time where they would previously be able to. With this kind of implementation, Tenacity would still work and they would have no excuse.
It's such a simple implementation, yet I wouldn't be surprised if they messed this up due to what I've witnessed during my off-and-on time playing this game (been around since early days but then they do something dumb that makes me quit, only reason I ever come back is because I love my friends and we create our own fun together inside dbd). -
@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705871#Comment_3705871
Sure thats a POV but for me personally, I can’t see wanting to pay full price for a 2 year old cosmetic. Thats just seems shady when you’re also selling brand new, just designed cosmetics for the same price. But maybe that’s just me.
This logic makes no sense to me.
"It's older and therefore has less value". What?
Some of my favorite Nea cosmetics are old as dirt. -
I had it happen recently where I dropped the pallet on a killer who walked into it while carrying a survivor.
We all heard the pallet hit sound, but the killer just kept walking.On the topic of timing the pallet saves tho, I don't think the killer should have i-frames for the entire duration of the pick-up animation.
When stunning the killer, it makes sense for him to drop the survivor back into a dying state if he's still in the process of picking them up, but once the survivor is up on the shoulder, dropping a pallet should count as a stun and pallet save.
Every time I'm doing a pallet save, I worry how ######### the servers are. Since you have to wait for the pickup animation to more or less completely end, if the killer is laggy there's a potential for them to just walk away on their end and not counting the pallet stun.
Because even tho they have dedicated servers now, I swear everything is still verified on the killer's end for some reason. -
@Dustin said:
I feel the "Did you have fun - Rate between 1 - 5" is absolutely useless because the rating has no context to the developers on why I give it that rating. It just makes me feel like the data is going to be misunderstood or misused if it even is used.
You won't know why I rated it a 5 and you won't know why I rated it a 1. So the information is useless because if you think for example I'll enjoy every game on Midwich or I'll always enjoy playing against a Hillbilly you're misusing the data. The only thing the rating is for is "What do these games have in common"
If I knew how it was actually used I'd use the feature.
Even if some people would use it randomly or for a specific match they just didn't have fun in, thousands of votes would eventually show cases that are more common where people have fun or don't have fun.
IMO it should be a simple upvote or downvote tho. Seems excessive to have a multi-choice grading system. Like what's the purpose of voting in the middle? -
@MaTtRoSiTy said:
DBD is killer sided in the low to mid skill levels and very survivor sided at the top level of play.
Much of what determines a win in pubic matches is RNG and who brings the sweatiest builds.
The majority of the DBD player base are low skill casual survivors and the game mostly balances around this, which makes perfect sense. If the game was actually killer sided at all levels the average player would have no chance
I feel like "DBD is survivor sided at high MMR" is just something people are parroting without it actually being the case.
Sure, it may be true for the top few loopers and content creators who no-life the game. But it's such a rare edge-case that it's not applicable to normal play, even in high MMRs, unless it's high MMR survivors VS a killer who's not at the same level. -
@bodilystew_ said:
The game isn't "sided" at all. You'll get steamrolled in some matches, scrape a win, or destroy the other team. On both sides. There are some unbalanced things in the game (some perks, certain maps, some addons) but you'll realize the game is "sided" based on whoever is trying harder. You could make an argument that SWF is unbalanced due to its inherent advantages, but the chances you'll encounter SWFs specifically trying as hard as possible to 4 out is highly unlikely.
If it's not "sided" in any direction then why do I win a vast majority of my killer matches besides the ones where I feel so bad that I turn friendly? And no, it's not low MMR, I get tryhards with meta builds too.
Even SWFs lose most of the time, since most of them are casuals who just play for fun with each other, so they end up being "too alturistic" for their own good which gets them all killed. The exception of course being those try-hard SWF groups, but even then those ones win barely half of the time from my experience as a killer against them.
Against these SWF, I have the advantage as a killer to judge pre-game based on their skins whether or not I think they're a SWF, and I can see the items they have equipped. If I don't like what I see, I can dodge the lobby. If I see them all with toolboxes, I can bring Franklins. If I see flashlights, I can bring Mad Grit and Lightborn and capitalize on knowing that they'll try to flashlight me.
Survivors can't counter like this before the match starts, or lobby dodge killers they don't like. So even before the match starts, a tryharding killer can give himself the advantage. -
@Starrseed said:
You are right but i think thats a general problem for games.
You just cant force someone to take a game serious and try to win. Asymmetric games like dbd ofcourse show this even more since one side has it "easier" to focus on winning since its only one person.
I honestly dont know how the devs can fix a problem that comes from lack of motivation to take the game serious. Sure they could up the 1v1 power of every survivor so one dedicated player can win the round for themself but then you hit the other end of the problem. What do you do if all of them want to win?
I agree, they can't force everyone to try to win - and neither should they. Gaming should be about having fun.
But I feel like the game tends to add a ton of unnecessary time-wasting activities on the survivor's side, which makes it far too common for survivors to only care about completing their side mission instead of playing as a team who's all trying to escape together.
They should focus on making the objective of working together to escape into a fun activity that people are motivated to try to achieve. Rather than adding all these side-objectives that take time away from the main goal of the game. -
@C3Tooth said:
Unknown is really well design killer for me. Chase power isnt Nurse,Blight,Wesker level, but right just below them. It's teleport is instant, gives it ability to spread pressure well. We need killers that spread pressure better than raw chasing power.
Otherwise, I feel Devs keep making killers easier to play, not just general buff, but also their power. Freddy, Trapper….then even with may other killers just buffed (some needed but not Huntress, but still). And now its Twin, even Twin mains complain its too easy to play Twin.
I have no complaints about The Unknown's ability to create husks and teleport.
Only his arcing AoE shot. It's way too easy to hit with for people who know how to arc a grenade. The AoE is huge, hits through walls, and it doesn't even matter if you aim well enough to get a direct hit, since the AoE circle fills the Survivor's portrait the same amount even if it just barely touches them. -
@mustdogen said:
"is that in order for survivors to win, all 4 of the survivors need to be trying to win. "
What?
I explained it further in the original post.
To clarify - If 3 survivors are trying to win (do generators, loop, rescue, all while playing well), but the 4th survivor is goofing off and prioritizing challenges, or is just messing around, then good luck winning.
Meanwhile, the killer is a single person - if they tryhard to win, there isn't much stopping them besides themselves.
Basically how I'd rate what kind of "sided" DBD is:
Well-coordinated SWF with communication > Killer > Casual SWF > Solo Player -
Change that out for an image of a killer. Since that's the side this is coming from.
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@Rumble said:
They need to show winrate across platforms. Huntress is only good on PC
The problem with balancing aim-based killers across platforms is that if you balance them to the point where they're decent on console, they'll become brain-dead overpowered on PC due to how much easier it is to aim.
Realistically, console players simply won't be good at aim-based killers. That's why there's such a variety of killers to choose from. If you're on console, choose something else or deal with the fact that killers need to be balanced around what a player can accomplish with them when using the optimal input method for their kit.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450245#Comment_3450245
Ranks have long been abandoned. And no, it is complete RNG. If I have bad teammates, if I get facecamped, if I get tunnelled and not touch a generator and so on. All lead to depipping.
Get better at not getting caught first?
Most or my games (9/10), whether it's with friends or solo queueing, I get caught last. The only time I die is if we all die, with rare exceptions of me messing up.
So no, it's not RNG whether you pip up or down. It's a game that you could learn to play better instead of blaming the game itself for losing.
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450232#Comment_3450232
The main issue was that killers would hit, the survivor would lost th health state in the hud and scream, before completing the vault/dropping the pallet after magically ignoring the hit that the killers game had said landed.
Yeah because that's what it looked like on *their* client.
That's not any different from a survivor seeing in their game client that they completed a vault, ran 10 feet and then suddenly got damaged anyways.
That's what hit verification is for, to verify on the server's side which player is correct in what they see on their client. But instead they are choosing to handle it on the killer's client-side, which is a terrible way to handle networked gaming.
And the reason why the killer sees the hit and hears the scream is because that's another thing thats handled client-side for them. Even if they lost connection for 2 seconds their hit would go through.
I've actually had killers who have abused this client-sided way of handling things. They would use a lag switch to disable network for 1-2 seconds so on their end the survivor's positions don't update. Then you can hit them in your client, and once the forced lag is gone that hit state is sent to the survivor. I had one killer do this during defisive strike, which froze his drop animation on my end, and he was able to swing at me before I even took one step.
So this is the same problems on both sides due to poor net code, but like i said killers just find it more unacceptable.
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It's not just RNG, if you're better at the game you can reach higher. It's meant to be an achievement to reach rank 1, not just a grind of how much you play.
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idk, I've often felt like the devs prioritize the killer's hit recognition while Survivors have to deal with feeling "wow that hit was bullshit".
Like, they implemented hit validation at one point, but immediately removed it after Killers complained about their hits feeling like they should have landed but didn't. Even tho that's been an issue for survivors for years, where hits look like they should have missed but you get hurt anyways.
So I'm fairly certain the game is designed to prioritize good connection and responsive gameplay for the killer. My guess is that the reason is that survivors tend to deal with it better emotionally, while killers generally feel it's more unacceptable when their main purpose in the game (hitting survivors) doesn't register properly.
At least that's my guess. And I'd understand if a lot of killers would stop playing if it felt like their hits were missing all the time, while as a survivors it's easier to accept.. even if it still sucks.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3086308#Comment_3086308
You literally said "Even with the base-kit borrowed time, you now can't escape the basement from certain killers" (and then had two entire paragraphs about this that I won't quote here) - please enlighten me, in which scenario that doesn't involve the Killer being close by to the hook by the time the unhook happens does this apply then?
talking to you is pointless, as you either didn't read my original message or you draw conclusions that aren't there. I said the huntress was at the top of the basement stairs when the hit occurred, meaning that the unhook happened with the huntress NOT being in the basement, but she was close enough to the killer shack to be able to get back there by the time the unhooked survivor made it to the top of the stairs. (surprise surprise, a tunneling killer!)
How you manage to have a rant about unhooking right in front of the killer from that is pretty impressive, and even more idiotic to clam that the previous 2 seconds of speed boost after a hit was enough to "run across the entire map".
It also amazes me that you start ranting about "shift + W holders" from this. What are people supposed to do after being hit? Stop running and just stand there? Shift + W tactic refers to just running away from the killer the moment you see them, often already when they are in a distance. How you manage to relate this to the nerfed speed boost not being long enough (against certain killer) to get away from having 2 health states taken away in quick succession is beyond me.
Conclusion: You do not use logic, you're just here to argue and post dumb assumptions. Have a good day ma'am.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3086109#Comment_3086109
... but you're the one that came up with the scenario?
You had an entire rant about unhooking right in front of the killer. I said no such thing. Either you're trying to respond to someone else or you just filled in 90% gaps that didn't exist.
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/3084422#Comment_3084422
Yes you got a nerf to shift + W-ing.
Killers also got a slight buff to their pallet breaking speed, which you forgot to mention.
Neither of those are nerfs I have necessarily been noticing in my Survivor games yet though - might just be because I focus more on looping Killers around windows, using pallets sparely and not being a shift + W holder.
Also, no I don't think it was "perfectly fine" that a Survivor could get hit and just run across the entire map before the Killer could catch up to them again. As for your camping scenario, sure camping is stronger now and I don't agree with it being that strong either. But I genuinely have to question why you would pull someone off the hook right in the Killers face in the first place, especially with someone like Trickster, Bubba or Huntress who are known to be able to harshly punish that.
I know this is a hard concept for many to understand, but have you ever stopped and thought about maybe not unhooking someone when the Killer is right next to the hook? Especially in the case of a basement play? That is a death sentence and it honestly should be, it's a HUGE misplay on your (the Survivor teams) part.
But then once again, this is 100% not new to soloQ. Teammates making horrible decisions that get the team killed are pretty common there and they have been since long before the update dropped.
what are you rambling on about? Running across the entire map from the speed boost after getting hit?
And nice wall of text based 100% on assumptions. there's no point in responding when you've already made up scenarios in your head beforehand.
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@Deathstroke said:
I wish dbd added 2 killers vs 8 survivors mode too.
What about 2 killers + 3 survivors 😎
https://www.youtube.com/watch?v=XUCd1eE5-c0 -
@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3075908#Comment_3075908
me and my friends usually play every eve but we are looking for a new game now
May I suggest "Identity V"?
It's similar to DBD, but with a more cartoonish, almost Tim Burton-ish art style.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3084618#Comment_3084618
Well, obviously there had to be some mumbo jumbo angle that they got, but I have seen it from the survivors perspective, it is absolutely possible even if a bit rare. That being said, even without that bug, I would be loyal to my lord and savior just so that I do not need to self consciously hover around the body that I need to pick up. That is cringe. Beyond that, if you play as though you do not have Lightborn, you can save yourself a lot of distance or keep them at unsafe pallets because they get thirsty for the blind when you break, all sorts of little micro mindgames that are not usually possible because of how you have to play around flashlights without it. Not to mention those disgusting double locker set ups. Yucky.
My point being, I feel that flashlights are a bit inconsistent and at times overtuned, I know it is not a popular opinion, but there are a lot of popular opinions that are just objectively wrong. So whatever, it is what it is. That mechanic bothers me, I feel it a flawed, and I run a perk to counter it. That is the same as people bothered by tunneling and find it flawed. It is an apples to apples comparison. I get that you do not agree, but you are wrong. It is fine.
I was agreeing with you until the final sentence. It's perfectly fine to dislike a mechanic and feel like it's flawed. But then you had to end with "if you don't agree then you're wrong"...
Nah mate, you have a subjective view on flashlight mechanics, and hate when you get blinded, and that's perfectly fine. That doesn't mean you're objectively correct tho.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3084572#Comment_3084572
Getting blinded TO THE SIDE OF THE HEAD WHILE FACING A WALL. I, personally, consider that a game mechanic flaw. No difference to me compared to how camping and tunneling are just things you do not personally enjoy.
There is no way you could get blinded if you were facing straight towards the wall, you must have picked up the survivor at an angle on accident. that's not a flaw in the mechanic itself, but rather user error. 100% fair to want to bring lightborn to not have to deal with having to perfectly align yourself when you pick up survivors, but I think both sides have equal trouble understanding how the flashlight angles work
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3084402#Comment_3084402
That is all I ever do. On both sides. I just cannot stand some of the mechanics, so I run whatever the counterplay is. Lightborn being my major one. The day I got blinded to the side of my head when I faced a wall was the first (and only) time I rage quit, and I do not leave home without my faith. Never again. Lightborn is our lord and savior.
getting blinded by a flashlight isn't a "game mechanic flaw" tho, it's just something you don't personally enjoy. There's a difference there.. (it's perfectly valid tho, I also run perks to counter things I dont like, but it's different when perks are needed to counter a flaw in how the game functions)
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3084476#Comment_3084476
What do you mean what? Since the devs are looking at the number of kills per game if a killer is letting survivors escape they are padding that metric. I didn't think that would be hard to understand.
The developers need to look at more than winrate.
If that's all they look at (which i doubt), then this game is doomed
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why are you being so hostile? It just tells me further that you get easily offended and cry for no reason.
I know from my own experience, that I crouch repeatedly a lot while playing this game, my friends crouch repeatedly a lot in this game, and neither of us rarely mean it as an insult to the killer. 90% of the time when I crouch while the killer is watching me is to try to communicate, it's amazing how often me and my friends manage to turn killers friendly by interacting with them. But then there's salty people like you who decide that crouching means your feelings get hurt
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@Dunkinspunkin said:
Long game with a few sweaty survivors using flashlights and firecrackers. The Claud was bugging me nonstop so I decided to let the meg hook trade with her, kill the claud, and let the meg escape through hatch. She tbagged until I got to her.
This won't be happening again. For all the people who want to cry about killers and their toxicity, most of that is simply the way the game is designed to play out (its so toxic when you get killed, isn't it?) But I decided to show some kindness and I got tbagged for it. So let's put an end to that.
From now on, I'll go back to my old way, which is slugging the last 2 survivors and either hooking them or letting them bleed out if they might have a problematic perk.
Brought this on yourselves. This is my patch now. You play by my rules.
listen, don't take crouching so personal.
Survivors literally spam their crouch button as a way to communicate.
- • See another survivor at the start of the match? Crouch repeatedly to say hi!
- • Another survivor gets on your generator? get off the generator and repeatedly crouch!
If a survivor repeatedly crouches before jumping into the hatch, it's more likely to be their way of saying "bye!".
Survivors don't have many animations to choose from. There's "come here!" and a pointing animation, both of which makes you stop in place. Crouching is the only fluid animation you can perform without interrupting everything else.
I have said this before and I'll say it again - Tea bagging is the act of crouching repeatedly *on top* of another player who's body is currently on the floor, dead or alive. You kids these days aren't even getting the term right (you call it tbagging), hinting at the origin of the word having been lost, and you choose to be offended by something that isn't even happening.
Sure, survivors definitely can use crouching as a way to taunt too. But please read the situation. If they just dropped a pallet, and starts to repeatedly crouch next to it while you break it, then yeah they're most likely taunting you. But it's done for so many more reasons than taunting.
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@FriendlyKiller said:
I played killer all day yesterday to try out the perk changes and new game play mechanics. It is much less stressful not having to deal with dead hard on every survivor every chase. Won some, lost some, tried out some goofy builds now that I have nearly every perk t3 on every killer. Which by the way I wouldn't have dared try in the former meta. So okay, good there, switched over to see how the other side is living.
Survivors are literally throwing.
I don't know if this is like some form of protest because dead hard got nerfed or an attempt to artificially inflate the kill rates so killer buffs get reverted but NO ONE is even trying to do gens. Every time I chase for a bit and eventually get hooked I see survivors jumping in and out of lockers or clustered around the hook.
Guys what happened?
We couldn't keep you off gens before you wouldn't even do totems now no survivor is even trying I did two gens last game solo we got 4k'ed with 3 gens left. It's like the Spirit DC protest all over again.
DO THE GENS
"is this some sort of protest?"
No, it's "I've had 5 ######### matches in a row, and this is looking to be yet another ######### match, so i don't wanna waste more time in here".
Since there's 4 survivors on the team, you see a lot of throwing because there's 3 individual survivors that could potentially be sick of the game and wanting to move on to the next match.
it's not "every survivor throws every game", but it's likely that 1 of the 4 survivors is currently having that match where the last drop hit the cup and they just wanna move on.
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@Mister_xD said:
If it wasn't DH, then what exactly has changed with the latest patch that made soloQ so much more miserable than it was before?
SoloQ has always been a cointoss on whether your team is able to do the most basic tasks required from them or not, that hasn't changed. 10 additional seconds on a gen don't really matter when you are the only one doing them, you won't finish anyway. So that has stayed the same.
And if you're going to point towards chases and people going down immediately now, then I'll simply point back to Dead Hard. The crutch is gone and many can't really play without it, which shows. People that soley relied on chases and ignored away every other aspect of this game are suddenly a lot worse than before, as they don't know how to stealth, do gens efficiently or loop properly (without DH) - which, sadly, is a lot of the players. So the amount of Survivors not actually doing a whole lot for you in soloQ matches has increased due to the DH nerf. They will get back to where they were and be a useful part of the team again eventually, but before that they will, you guessed it, have to learn to loop without DH or adapt in a different way.
Is soloQ in a bad spot? Sure, I'm not denying that. But it has been in said bad spot for about 6 years now and has repeatedly been neglected by the Devs. That is not a good thing, but it is not like that was new with this update either.
And Killers certainly needed the buffs, they were in a miserable spot before as well - and it is not their fault that the Devs don't seem give a damn about the soloQ experience.
"if it wasn't DH, then what exactly changed?"
Literally everything. Go read the patch notes. For example:
- • Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds)
- • Duration of the Survivor speed boost when hit has been reduced to 1.8 seconds (was 2 seconds)
The developers are mesesing with numbers that were perfectly fine before. Someone carefully balanced these numbers way back then, and now the game is suffering from developers messing with numbers to see what happens. My bet is that they didn't calculate how the numbers would affect the game.
Even with the base-kit borrowed time, you now can't escape the basement from certain killers. Huntress, for example, can now hit you with a hatchet from melee distance (so close that you're touching her), which triggers built-in borrowed time, and the survivor's speed boost from getting hit isn't enough to get away from a melee swing 2 seconds later.
This can be done by the Huntress if she stands at the very top of the basement stairs in killer shack. Even tho she hits you at the top of the stairs, she'll hit you a 2nd time before you reach the window vault.
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@TheArbiter said:
It was changed because for the survivor it was a guaranteed escape, where as now there is a chance for the killer to get a kill, while still allowing the survivor a chance to escape with 99% exit gates and body blocking.
imagine if we said this about other perks during endgame collapse...
"NOED is a guaranteed down during endgame..."
"Rancor is a free kill during endgame..."
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@bigbeefynacho said:
I also think it has a lot to do with the number of survivors who actually relied on a crutch perk like dh before it was nerfed into the ground.
i've never relied on crutch perks, i usually run build combos I find fun, even if they're not optimal.
Since the update, even bad killers get easy wins unless i bring try-hard perk combos, and even then that only works against bad killers, any killer with an average or above skill level can't lose now