HeroLives
HeroLives
About
- Username
- HeroLives
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@WishIcouldmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649889#Comment_3649889
From what I remember it was basically centered around the anniversary and first resident evil chapter. We had three terrible releases in a row Binding of Kin, All-Kill, and Resident Evil. The first two had no maps, terrible realm beyond, overall weak perks, some of the worst killer design up to that point and was leaving a sour taste in the community. Then came Resident Evil, it was terrible. RPD became the most infamous map in DBD just like that and Nemesis felt, weak, boring, and uninspired. And they messed up the code and all forms of console actually became too laggy to play. Then after was Hellraiser, which would end up bogged in the NFT controversy. Yeah, it was rough time, and somewhat continued with Portrait of a Murder and Sadako Rising. All of this also being before the massive meta shake to the traditional perks like Ruin, DS, DH, cetra. And yet DBD actually started to fix things and the numbers recovered. In my memory that was the dark age of DBD and the numbers showed.
Ahhh okay I missed all that(came back and there was a bunch of new content and things for me to catch up on). I was taking a little break from dbd around those times. Some other games had dropped that I was really interested in playing such as Elden ring, Gotham knights, stray and some other stuff. I’m not playing as much right now either bc suicide squad kill the justice league has me occupied(gotta get those bane infamy sets).
-
@xguado2x said:
Yes. I want this too xD
It would be so awesome.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649897#Comment_3649897
There was a perma-sabo meta at one point, from what I've heard. Survivors would just go around the match disabling all hooks and the killer literally couldn't win except by bleeding people out. IIRC, it's either why the basement hooks are indestructible, or why the basement exists altogether.
Basement was around before the sabo meta, but yeah survivors were heavily abusing the sabo meta which is why hooks respawn so quickly now. It’s what heavily kicked off the slugging gameplay, killers were super tired of 4 kitted out survivor sabo survivors destroying almost all hooks on the map.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649897#Comment_3649897
It all depends on when you are.
I strongly believe DBD was a vastly superior game in the past, but all the things you mentioned got changed at different points in time.
Going "back to pre-6.1.0" is vague. There is plenty of room for a perfect version to be found.
Yeah it’s very vague.
-
@GroßusSchmiedus said:
I was sceptical when he was first announced but i'm glad i was wrong. Definitely the best standalone survivor in my opinion and the reason why Alan Wake is so disappointing for me in contrast.
His design and voice acting is great, and the perks are the right mix between goofy fun and viable with a high skill ceiling on top.
Now i wish they change Plot Twist to not reveal the aura to other survivors and make them unable to heal you and it'd be pretty much perfect.
Yes, just yes I agree.
-
@I_Tunnel said:
That's the drawback to bringing it; You can't drop from any height until you want to use it.
This causes you to route from Gen to Gen differently, and possibly more slowly, than someone not using it. In exchange, you have a speedburst to use in a chase.
It already has a downside being exhausted, I just think it would be a nice QoL change for it. Maybe a button to make it activate instead like DH(does DH still have an activate button? Been forever since I used it).
also there’s a lot of maps that have maybe 1 or 2 locations you can even drop from so it’s situational in a chase at best.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649256#Comment_3649256
How far back are we talking?
I'm interested in the possibilities.
Infinites before breakable walls, old sprint burst, insta heals, original bnp, old keys with hatch, no EGC so survivors can stay in and farm the killer for points or bully, survivors purposefully deranking back to brown to bully new killers. Also I can’t remember really but sabo did it permanently delete the hook or was it just down much longer?
-
@WishIcouldmain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648249#Comment_3648249
When DBD survived the absolute dive in numbers from year 5 I’ve become convinced the game can’t die.
Are you talking about the killer strike? Can we talk about that or is it taboo? I remember survivor queues being so high bc a lot of killer mains quit. On a positive note, at least the devs made some QoL changes for the killer side following that.
-
@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646992#Comment_3646992
None of that is required for hatch so it's not really a reward for any of that. That's not really an answer to the question.
Hatch doesn't reward anything besides maybe being the last alive. How you got there doesn't matter.
I completely agree with you, don’t listen to these people being incredibly negative. I was called entitled and sweaty for a 4k by a number of people, and I don’t think I could have been any clearer that this is written from a survivor gameplay perspective of someone that’s been playing for years, meaning I’ve seen it all and understand the game on deep levels other than survive/kill rates. Not everything is about survive kill rates. Sometimes it’s like is this engaging for both sides? A lot of killers hate this scenario, I as a survivor hate this scenario, and it seems whether it’s pre egc, or post the scenario still happens when there’s 2 ppl left. Ppl can feel how they want, but I personally as a survivor would not mourn the removal of hatch if people tried harder to finish gens to progress OUR sides objectives. That’s just my opinion.
-
@GeneralV said:
Survivor queues seem to be a bit longer.
Yeah agreed, not the worst I’ve ever seen them though by a long mile.
-
Fun would be anytime the killer is out taking full chases(not hanging around close by waiting for the unhook) bc they have time to, and my teammates aren’t over altruistic or gen rushing, so we can all interact with each other a little bit more. I’ve got time to do a totem, search a chest, give a heal/get a heal. Smell some roses without throwing the match. Can play around with the killer a little more to see how stuff works and how to counter it bc ppl aren’t playing like they’re on the way to the emergency room. Just matches with a lot of different interactions are fun the results don’t matter( IE whether I’m alive or dead), I had a good time.
Idk if everyone is having fun where there’s room to breathe and try some stuff, can’t speak for everyone just myself.
-
@mugi said:
I don't want to use a killer without detection or stealth abilities. Hide-and-seek is really bothersome. It's really ridiculous to confine the killer to a one-hour ritual.
While saying that, I actually enjoy stubbornly hiding with my friends for an hour. It's fun to think we're frustrating the killer. There was one time when the killer gave up and disconnected. I emerged victorious.🤣🤣🤣
Sole Survivor may seem like a garbage perk, but it's actually the strongest one. It's very useful when you want to raise your MMR in solo play. But if the hatch system were improved, I wouldn't need to use the garbage perk anymore. Don't you think that would be great?
I mean yeah I’d like a different endgame system that didn’t encourage you to play like that.
-
@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647031#Comment_3647031
Then you better commence the wiggling.
🪱 🤠
-
@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647031#Comment_3647031
Mad Grid Backpacker build wants a word with you. Its fun for the whole family, they say.
Fun for the whole family you say? Hmm 🤔 alright I do like fun and being the occasional back up. Just wrap me up in a nice blankie at ormonds. It’s cold out there.
-
@Caiman said:
Alright, now the killer can carry you indefinitely to anywhere on the map.
I am not in favor of being carried around the map indefinitely.
-
@HeyItsQuiet said:
They already nerfed hatch. It used to allow 4 man escapes and put more pressure on the killer.
One of the last two is going to be found. Does it suck to be the one left on hook while your teammate waits for you to die? Yes. But that's not toxicity. That's a choice to be a bad teammate.
Yeah in a 4v1…if it’s a 1v1v1v1v + v1 buff chases and remove gens then.
-
@aerie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646976#Comment_3646976
that's your opinion, i don't agree with it but to each their own :)
To each their own bud :)
-
Glad you’re enjoying it, I’ve had a mixed bag experience with it, but that’s nice to hear.
-
@aerie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646918#Comment_3646918
well, it's not for killers, is it? it's for survivors. it's like asking "why add a killer fov slider??? this doesn't help the survivors..." not everything has to benefit both sides. things can just be benefitting one thing or the other. and that's okay, as long as both sides get these benefits crumbs once in a while.
As survivor I’m agreeing with killers, it promotes selfish gameplay on the survivor side and forces this weird hide it out contest and if you do try to make progression just kiss yourself goodbye. So like I guess I’ll just sit on this gen until the killer comes to me for last chase and get as many points as possible before I’m slugged or in a weird two man snowball. I most likely won’t finish the remaining amount of gens bc the other survivor is certainly hiding. Idk how other survivors don’t see this as an unwinnable situation and that they’re not already dead, it’s beyond me honestly. Hatch is cheap at the expense of two other players no matter how you look at it realistically. I’m sure if the hiding survivor spoke up they’d say they don’t really enjoy hiding around unless they just genuinely don’t care about the other survivor or killers experience and that’s fun for them. Which to that I say to each their own but if you enjoy hiding that much why not just play outlast?
-
@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646858#Comment_3646858
What if I’m not camping but the survivor I’m chasing goes for the unhook and that unhooked survivor bodyblocks??? I’m not gonna play nice with players that abuse things like that.
And if that’s the case i don’t want to be in the match if you’re chasing someone and they run up to save me, but there’s other survivors out and about that could. Just kill me thanks, I’d appreciate not being in a 3v2 and so forth. Kill them what do I care, they aren’t playing on my team, they’re on their own team at that point or yours.
if we’re the last two survivors yolo I guess, a chance is better than no chance? Hail Mary it works, but most likely not.
that’s a very dumb survivor move on their part, they’ll learn eventually. That’s a self made bed.
-
Could not agree more with the above issues on it creating toxicity and awkward situations.
-
@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646783#Comment_3646783
Than don’t get mad if the killer tunnels you out of the game for it.
You were tunneling/hook chasing anyways idc tunnel me out. Don’t like playing against your playstyle anyways. It’s not the threat you think it is, and idc if I die, jokes on you have fun hook farming.
-
@sulaiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646726#Comment_3646726
Actually, if the killer is that much outplayed in solo queue, i started to give them pitty hooks. If i get killed then, ok, but if the other survivors come in and we just hookswap for a moment, the killer get some points too. Its the survivors equivalent for giving hatch, but unlike the killer giving hatch, survivors do take a mmr hit with this, and thats why i do it only to players who were clearly outmatched and still tried to play "fair". (also note that a lot of experienced players i offered that to just downed me and carried me to the exit. saw very few survivors ever not take the hatch).
I’ll ease up and not try to gen rush them if they’re being fair. I also don’t want to help push them into an mmr they’re not ready to be in by giving them pity points and helping my own pips along.Im not sweating to get to red immediately, even though it happens so fast anyways. I can afford to not farm them, the game isn’t going anywhere. I have mixed feelings about it tbh bc I want them to get points and have fun, but I also know helping push them higher is a bad idea. I hate being farmed for points by killer when they wipe the team, so I try not to do that to them. Just saying I don’t go out of my way to be overly altruistic when the killers not stacking hooks and give the killer an unnecessary bad time when they’re clearly struggling. I can still keep up a win pace without throwing and feeding, and not be using objective denial tactics towards someone trying not to be a tunneling hook chasing, right under the hook body swapping Killer. It’s literally why cool survivor stuff gets nerfed bc it gets abused. I would not be surprised if some of those perks you mentioned get looked at bc their abilities to grief when abused. Against a stacked killer and you’re not the best team and need some help totally viable, against the average killer spreading hooks(ideal killer playstyle for survivor) being abused its op, they can’t afford to lose that time kind of time repeatedly.
but like i think it’s nice you want them to have fun and get points.
-
@Nathan13 said:
I can’t stand survivors like that, these are the same ones that go on social media and post their matches how the killer tunneled them.
We would see way less complaints about “tunneling” if survivors never bodyblocked killers off hook.
Honestly it’s smarter and gives both at least a little more distance from killers that are hook chasing, and not engaging outside the hook area. You don’t like it, I don’t enjoy it, sorry you can’t just slap someone twice while they’re basically standing still from animations and can barely start moving again before you can swing once more for that dying health state. Ofc I’m using my bt to tank the hit so it’s not an immediate hook swap.Gonna have to work just the smallest bit harder for that 4k with that playstyle.
Be mad about it I guess? These posts always make me laugh.
-
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646725#Comment_3646725
Thats the exception not the rule. This is a mistake on the survivors end and I wouldn't put that as proof of "yea just blame killers."
And if it's not a mistake I could just as easily say in response, "yea hes bringing you to the hook, noone else is saving their teammate and his stage 2 meter is about to run out"
I dont think we should paint the worst situation for something that is pretty obviously not the most common reason for an endurance body block at the hook.
Generally what happens is, at least what I have observed in 99.9999999% of situations involving an endurance body block AT the hook no less. Is a killer is forcing an unhook with a price of another survivor. As in camping the hook, forcing a trade. No safe unhooks allowed. You can see this AD nasuem in the new game mode if you load up survivors.
Exactly all you can do is learn and try to improve, or change your strat to overcome. Also can’t win em all. I value my peace over getting tilted by the variety of playstyles in this game. I play how I want and try to do my best, and don’t get mad when others do the same. If I get stomped I get stomped. You’re not always evenly matched in loadouts despite MMR. It happens. It absolutely is funny when they try and fail when the killer is carrying me off, I’m laughing. You do gotta learn timing to get those things, it’s harder than it looks, and is a practiced thing. I hate when I get those challenges in the archives bc I’m so bad at it, bc I don’t use those things.
I never fail to make this face though when I see a mori and several party streamers played at offering screen though 😐 dems da breaks though, still not mad, just unfortunate. I think just playing this game for a long time just makes you really aware especially if you consume killer and survivor content and see the strifes on both sides or play both sides even a little.
Look at us now, desensitized.
-
billy rework causing a huge spike in hillbilly matches. Best counter = gideons bc pallet city and lots of objects to keep the killer from 1 shotting with chainsaw.
my best suggestion if you personally are tired of going to gideons is also play map offerings and hope yours was chosen.
-
@Xernoton said:
There will not be a DBD 2 in the foreseeable future. Which is honestly good because this could very well kill the game. I'd imagine most of us would not be happy having to pay for a DBD 2 and possibly start from scratch with no characters unlocked. If everything is carried over however, then they will not make the money back that was put into creating DBD 2.
Ranked and casual mode would not work. The players who really want to win would still play the casual mode, making this whole situation even worse because the expectations for a casual mode would be for the games to be more... Well, casual.
A 2v8 would be pretty fun (I imagine). Obviously there would need to be some adjustments to such a mode (otherwise it would be very one-sided which players would enjoy at first but loathe in the long run).
Yeah no dbd 2 , agreed add to dbd now with additional game modes. No sense in a dbd 2. For what? For why? I’ve invested an absurd amount of money into this game for it just to be dropped with a “fresh new look” separate game.
anyways kindred should be base kit for the common sense of helping lobbies with solos alone to bridge the gap for balance. Ain’t nobody learning nothing that swf on comms didn’t know.
-
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642190#Comment_3642190
And both can only reveal you once per proc. Once you scream, you're invisible again until the killer can reactivate it. Of course DR is map dependent, while UW isn't. But UW has an effective radius, and DR doesn't. And with UW, the killer gets the scream, but that's it. I would argue that in most circumstances, the five seconds of aura is more useful. With the scream, you know where they were, but not which direction they were moving, etc.
As others have said here, the main reason people are more up in arms about UW than many of standard aura perks is that you get immediate feedback when you're revealed. With most aura perks, the survivor is blissfully ignorant that the killer sees them. Like half the time survs are like "oMG, hOw dId the kiLler knoW wh3re i wUz? hAx!" is because of totally legit aura reading that they had no idea was going on.
And the scream itself is useful info for the surv. You know your location has been revealed and can adjust accordingly. With most aura perks, you don't get any warning that the killer knows where you are.
Any survivor who runs Distortion consistently could tell you that killers are constantly seeing you. There are tons of aura perks out there, and many of those have more utility than UW. I get more value generally out of Nowhere to Hide than UW.
The only situations were UW is exceptionally useful is finding hiders/immersion gamers. And if you're the last surv alive, UW is your worst enemy. Beyond that, the value the killer gets from it is pretty mixed.
not always but sometimes distortion user here, they use aura perks a lot with no tell that just straight eat through tokens, then there’s killers with base kit aura powers, and when they use it with aura add-ons(some addons for killers have that) you’re also probably not aware of. Altruism builds aren’t the save all grace for all situations you think they are. Try some other stuff other than that useless decisive strike and 20yr heal self care. Thnx bye.
- sincerely a survivor main to whatever other survivor is reading this.
-
@Little_Kitten said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642061#Comment_3642061
I love that kind of answer.
First line: "there are no counters".
Second line: "there is a counter".
People ... make an effort, please ...
Ever since the ultimate weapon became fashionable, I've been a regular user of calm spirit.
If you only knew the number of times I've been able to brain the killer by being right next to him because I wasn't screaming 😂
The funniest was the time I played against a doctor who was using ultimate weapon ... it was soooooo fun 😂😂
So let's be honest, guys: YES, there's a counter to Ultimate Weapon, and what's more, it counters other elements of the game.
Honestly love not setting off crows with calm spirit. It does help. I can’t tell you how many times I’ve lost track of a survivor but a crow flying off alone gave them away, or just using it and being able to lose the killer with iron will, calm spirit combo. It’s nutty sometimes the advantage it has against some killers. Niche sure, but helpful in a good amount of situations(not all) yeah. Love some distortion, iron will, calm spirit, for stealth builds. Some survivors hate anything that isn’t meta altruism, and think it’s crap. Calm spirit also counters doctor in general, clown bottles(been hit with those while hiding near a gen and they didn’t check bc no scream), uw, and spies from the shadow.
-
@Nick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646730#Comment_3646730
They could also rework it all together and make a final endgame chase of some sorts where you both have some influence on the outcome. RNG into RNG is just outdated, hatch has to go
Depends on if it encourages survivors to still sabotage their own team in order to get that chase sequence otherwise it’s just a reskin mechanic of hatch.
Killer wants no more free escapes, survivors wanting a non thrown game on their own side where we’re forced to work together. If you’re like yes last gen was done and this is how we solve the door/hatch issue for both sides then yeah why not.
either way with the game being killer favored, selfish survivor gameplay shouldn’t be encouraged with possibility of free escape for failing bc there’s too much working against survivor, including other survivors outside of swf sweat squads(bc they’re working together).
so I agree make them work together to start helping to fix solo. Which is wild to say as survivor.
if in mass they don’t want that, their calls to nerf killer stuff is unjustified bc they don’t even want to start with fixing their own issues(bad plays and being selfish) causing some of our own losses as solo. Anytime matches are being thrown is going to screw with kill rates, just as much as killers letting people go bc “they played good/ or didn’t grief”
forcing survivor to work together and play less selfishly for higher chance at getting out will give more accurate data for balancing issues. Are killers actually op or is the team throwing? I would wait a few months before thinking about changes after hatch removal as far as buff/nerf on killer side in any serious measure for numbers to stabilize, bc ppl can be dramatic, respectfully.
-
@Nick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646687#Comment_3646687
With those solutions you will create some very BHVR-style problems.
1. Increasing(??) the slugging timer x5? Won't this make slugging even worse? So instead of crawling around for 4 minutes you will be lying there for 20 minutes? Can't see how thats fun for the survivor. Also the other survivor will have to hide for 20 whole minutes? Surely you meant DEcrease, right?
2. The aura idea might create some weird problems where people hide in lockers with distortion, hop out and in to avoid crows and recharge distortion in the locker. You'd have to go for killer instinct.
3. Problem still remains where a killer can stand on top of the hatch and wait (like Wraiths do). You'd have to give your position away by repairing a gen and die anyways.
4. RNG gates after RNG hatch. After managing to stop survivors from completing their objective you have to walk in circles to find a random hatch. Even if you also manage to reach it first you have to hope for good gates and look left and right for 2 minutes like you're at a tennis match. If you are unlucky and the gates spawns are bad you lose the survivor anyways. Reward for doing your initial objective well I guess...?
5. Hatch has no interaction between the 2 roles. You're both walking in circles twerking for the hatch to spawn in your favour. Sometimes you don't even see eachother up until you read that "ez noob" in endgame chat.
6. Hatch fuels toxicity. Survivors can play full solo builds and let their whole team die just so they can get a potential free escape at the end. It feels a bit cheap, thats why I think some survivors say toxic stuff in endgame chat because they know it was cheap and want to rub the escape in your face. Even though you won as killer it still feels cringe to let one go for free.
- This all because of the hatch btw.
Yeah agreed hatch just has to go for the sake of game health. All gens must be done, and if a singular survivor makes it that far just give them a buff to open the door quicker if they spawn right next to each other(feels like free sitting duck kill against high mobility killers)bc screwed by RNG. Normal door speed if far apart killer goes into BL for movement speed instead.
Fair enough?
-
@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646718#Comment_3646718
Yea I mean at the end of the day all we can do is take the killer role into our own hands and dont play like that. I get plenty of win's without doing it, and I value my opponents time by not playing like an absolute dick head.
This is why I am a bit more biased towards survivors because I see the crap they go through and its really just disgusting how the majority of killers want to play this game being jerks.
I agree, it’s also really disgusting seeing survivors bully fair killers when playing solo with all the blinds, stuns, body blocks, and hook denials.we’re already better than them, no need to grief them too. Like if we aren’t in a bad spot, and they’re being fair, why do it? So I just don’t play that way. Am I mad? No. It’s just a game.
not everyone is going to be evenly matched every time with op stuff on either side ease up a bit and maybe don’t be that person if you don’t have to be. Doesn’t it feel good to get that griefing survivor, yes. Does it feel good to save against a tunneling/camping overly op set up killer, yes. Does it feel good overbearing the weaker set up by a long mile, no feels bad. Hate to see it either way.
It’s how cool stuff gets nerfed bc it’s being abused. Works fantastic when needed, is an abuse of power when not.
-
Yeah it’s not really fun going against a killer that doesn’t want to engage the game outside of hook chasing. It’s highly effective, for low effort. So gen simulator it is bc they’re not applying pressure outside the hook area ofc they’re mad. Low risk and mostly high reward for the killer. I’m never “mad” at people out patrolling gens after hooking when I just so happen to be found twice in a row.
Then again I’m not really mad anymore anyways after playing this game for years it’s just a game, and there’s probably better decisions I could have made, learn from it and move on, and just hope the team was making the best of the time towards objective progress sometimes they are sometimes they aren’t, that’s not on the killer though.
-
Starting on either side is awful, both sides have to unlock all the perks to share across characters. The base perks you do get once you’ve unlocked perk slots kind of suck(but are useful for beginners for learning base mechanics). Unlocking the free stuff alone is an uphill grind plus having variety to toy with by unlocking further to get good stuff that synergies . Starting this game sucks. There’s a lot. However, the more you play the better you get(usually).
i can show you some tactics that usually help get those pesky survivors in a custom match if you want. I also recommend if you’re looking to learn to get better watching players like ortzdava, hybridpanda, Aredetha, and tokki. They usually play both sides so you can get a full picture of the game, what works and what doesn’t.
or do you mean just learning a new killer?
-
@Nazzzak said:
Since the devs like to balance around kill rates, all this would do is increase them to the point where they'd start nerfing killers to balance it all out. Too much trouble for such an unnecessary change.
Which is why you’d remove the ability to “tunnel” simultaneously, to offset.
-
@crogers271 said:
So can we just have a mercy out for 2 plus gens with 2 survivors remaining, and call it killers favor idc. They beat us, they win.I feel that a lot of people misunderstood the OP, which is fair because it was a long post and when people talk about removing the hatch they usually mean something different. If I understand the OP's argument, its that if a killer can get X kills before Y gen completion, the game just ends in a killer 4k.
Conceptually I like the idea, realistically I don't think it would work.
Why I'd like it:
- Speed up pointless games for both sides.
- Survivors might work together more to prevent someone from getting eliminated early in the match.
Why I realistically don't think it would work
- Lots of the game is built around the concept that the survivors are not a full team. Survivors have times were they have to decide to play for themselves or the groups. I don't think BHVR will ever move away from that.
- It might result in the opposite outcome where if the survivors get a bad start they just rush to sacrifice to get the game over (though I think this is the game as is).
- It might feel good for veterans, but would be annoying for new players. The game just feeling like it arbitrarily ended would be a confusing experience.
My opinion on hatch:
Hatch itself is fine, even the random nature of it. The only problem is the standoff where multiple survivors hide to draw the game out. Much like how we've addressed 3 genning because long drawn out games aren't fun, this should be addressed as well.
My suggestion:
When 2 survivors remain and more than one gens needs to be completed, both get a 60 second timer. Every second not on gens or in chase the timer decreases, every second on gens the timer goes up by 3. Once a survivors timer runs out their aura is permanently shown to the killer. If the survivors get it to one gen remaining, normal gameplay resumes.
However, at the same time that change is made, slugging for the 4k should also be addressed. If two survivors are left and there are still gens to complete, any survivor who is downed have their bleed out timer increased by 5 times the current rate.
I also really like your idea, should keep the counter though for even the last gen. Bc given the chance survivors will hide and not contribute in a sticky situation. I mean like yeah sign me up, bc it saves grief and drawn out situations. I’ve been in games pre egc where even if it’s still just 1 gen left survivors would choose self bc hatch and expect the other person to complete objective or die so they can get hatch. I expect they’d make the same choice if no other option but do objective.
probably make it so any time not spent in chase ,working on a gen, or hiding in terror radius will decrease a hard set time to keep from abusing regression to draw out the match. If they can do it, they will.
-
@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646435#Comment_3646435
Well if that is the case then camping bar should still fill at end game since survivors destroyed the killer. also ds should work and otf.
I mean yeah I think that anyway, bc it’s a like a middle finger to the side that completed their objectives. If escape rate is too high around a specific killer buff them bc that means they’re suffering to keep pressure during trial. It’s not hard math.
This whole give the killer free hits bc stuck in animation for unhook just feeds killer gameplay that’s unfortunately viable bc it helps secure kills even if they made bad calls the whole match. I personally if there’s not a group to take hits(which is wild bc you basically just have to stand near the hooked survivor and swing till the next one is down or more with minimum effort) will just leave vs rewarding the possible very high reward very low risk tactic. Can I and should I are two different questions, with differing results depending on situation(the likelihood of a snowball).
honestly they should take hatch away and remove the ability of the killer being able to “protect the hook/come right back to the area away” and balance gens, killers, and perks, around those stats. Add an EGC to 1 or more gens with only 2 survivors left. There, no more “tunneling”. No more free wins for bad plays, and may the entity favor you. Balance it around the top performers as well. That alone should help solo q while also accounting for swf/killer high performance.
Rework ds and otr(or don’t meme build) they’ll only be a little more useless than they are now. Nerf buckle up and ftp if you must if escape rates are too high(survivors do scummy things too)or if they’re too low buff survivor perks. Too high too low nerf/buff to whatever side for balance obviously. I feel like that goes without saying though.
-
whatever you’re feeling like I guess. What they said can’t please everyone. IMO if you’ve downed me and I’m not out the gate, I lost. Take your hook. You earned it, whether you played fair or “scummy” doesn’t matter to me. I lost to your strat, even if I’m “good” survivor. Nobody likes being a slug, but honestly do you. I won’t cry about it. You’re not going to be the first or last person to worm me. Next match soonTM either way.
-
That’s pikachu
-
I’d love to tell you but I don’t play enough against them to have enough experiences to learn or evaluate. Maybe more people should pick SM up and test it. I see so few to give an opinion. Meaning I haven’t faced them enough since the rework to say whether or not it’s a learn skill to counter or genuinely OP.
-
@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646339#Comment_3646339
Yeah, hatch is too RNG based. But just as often as I've had the hatch spawn in my face as a killer, the same has happened to me as a surv. I've had the hatch spawn right in my path just as the killer was going to down me on more than one occasion. And yeah, it feels bad to get totally jobbed by RNG like that. It feels every bit as bad to play an amazing, fair game of killer, get three kills, and then have the hatch spawn right under the last surv.
But the reality is that the game is essentially always decided by RNG to some degree via map generation. If you're playing DBD in either role, you're either being helped or hindered by luck. It's baked into the DNA of the game. But all that passive RNG doesn't seem like as much of a direct middle finger as when the hatch spawns under the killer, or vise versa.
That hatch is a coin flip, and that's about as statistically fair as it gets. If we're looking for a "skill based" alternative, I don't think one is forthcoming. What could one be? Last surv can hack the gate via minigame? Solve some sort of puzzle? Any solution would difficult when there is only one surv for the killer to focus on, and if it were a means that was quickly accessible, it wouldn't be fair to the killer.
I'd actually be curious to see what the stats are when hatch spawns in terms of the killer closing it vs. the surv getting through it. I'd expect near 50/50.
If someone has a viable alternative, I'd be happy to hear it. But there is a lot of complaining about hatch, but essentially nothing in the way of solutions (if it can even be considered a problem).
Yeah probably 50/50 or 40/60 but would be cool to see the stats on that none the less.
idk if I’d call it a huge problem bc it’s not the biggest pain, but it’s problematic and causes a lot of grief all around on both sides that could just not be bc teammates throwing and the unfun hide style wait for hatch showdown that ensues , and the slugging for it survivors hate while they’re/I’m lying around waiting for the killer to find the other person or hope the teammate picks them up( results vary).
-
@NerfDHalready said:
people didn't use to openly admit they want their pity wins this bad before when talking about hatch, probably some sole survivor left behind distortion calm spirit gamers that farm their consolation prizes wanting to keep their generally only means of escaping. fair enough, but i personally think hatch is awful game design that promotes/warrants horrendous gameplay choices from both sides so it should be removed.
to respectable people that think hatch should exist because it allegedly solves taking hostage situations, it couldn't be easier to deal with it without hatch existing. i'm going to repeat what i said in an older post that got bumped:
- remove hatch
- after 15 minutes pass, killer can open a gate and start egc. if they don't want to, they will have to find the last survivor(s).
- the last survivor alive gains a massive repair speed boost based on how many gens are left when their last teammate died. this isn't because they are expected to actually repair them all and leave but because they shouldn't be able to kept for too long in the match by cringe killers.
- after 15 minutes pass, survivor(s) can suicide on the ground if they are kept slugged for 1 mins (after their last time going down), or if they are picked and dropped by the killer, OR on killer's shoulder if it's their second time getting picked up without being hooked. this way they can suicide or finish gens and leave if the killer intends to take them hostage.
- ???? profit. solving issues hatch is thought to solve is this easy. if survivors only stay in the match because they can get hatch, they might as well not play since they don't add anything to gameplay from that point on for anybody remaining in the lobby.
this way hide for hatch and slug for 4k bots can fight each other for as long as they wish without bothering anybody else. if the killer doesn't care, they can just end it by opening a gate and survivors can't be held hostage either. should be very simple.
Don’t really care for the idea of being stuck in match as last survivor for 15 minutes but I’m with you with the hatch has to go bc the toxic gameplay it promotes, bc I’m certainly not enjoying just offering myself or the hide it out option at 2 plus gens. None the less solo needs encouragement to work together, and not the every person for themself hatch can create.
It can be balanced around. Kill rates will go up at first, but like that should be expected. Eventually it will even out to how survivors adjust to having to work together in solo to see what can make it better when they have no choice but to. So before there’s adjustments on the killer side(and the game is already in favor of), I think it wise to force them to do so. Bc the amount of throws going on when the landslide starts certainly makes solo worse at our own faults bc solo shenanigans.
I understand the initial response of “not me hatch solo already sucks” but there’s a lot of games where if solo lobbies made better choices there’s really no telling how well it could have went. I’ve been in plenty of great solo matches where everyone does their part and it goes no where near as poorly. Then there’s total wipe out with several gens still up(with a good bit being bad plays). That’s just honesty. As a survivor main I’m looking at other survivors at what we can collectively do to put us in a better spot in solo. Even if it sucks at first.
saw someone suggest a “hook” spawn with an aura a killer can’t see once they “hook” the survivor(similar to pyramid heads cage) to deter tunneling. That sounds pretty good to me. Might balance out the whole no hatch thing. Killers might get around it anyways. Could just create a zone the killer can’t come into once they’ve hooked someone where they can reset on a timer so they can’t just hang out in there after they’ve been “unhooked” I’m just spitballing ideas.
Implement them at the same time.
-
@Spare_Them_Mori_Me said:
Is nerfing the lone wolf playstyle the new perk to complain about? Did survivors finally run out of good perks?
Lone wolf would be seen a lot less often if they didn't have to worry about being tunneled out 90% of the time, imo.
I mean yeah probably doesn’t help, but as a survivor I’m prepared to give up hatch to make other survivors think more critically about their actions and the consequences to them outside of tunneling when they turn 4v1 into 3v2 and so on. They’re supposed to be on my team. I feel like as a survivor if I have to give up something to make the game healthier for everyone trying to do the objectives being get saves safely , do gens, and try to hold off the killer as long as possible from getting you. Then it’s a small sacrifice for the greater good of solo(bc swf already want to keep each other alive as long as possible). Utilitarianism if you will.
They could put hatch in a new mode with no gens king of the hill style and last survivor standing alive gets it or slinks through it. Ya know since there’s no hope anyways and people start throwing bc killer already won with all those gens up and not enough people left to do the objective or willing to continue contributing in solo to get out plus everything else for a comeback.
-
@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646454#Comment_3646454
why would I need to come up with an idea?
I'm just giving my opinion on yours.
Fair enough.
-
@Firellius said:
You would not like the fall-out of Hatch removal, I can tell you that.
What do you predict?
I assume chaos on our side for sure, but like what would you suggest to encourage teamwork outside of nerfing things the selfish playstyle abuses? Bc I saw them coming for distortion, but I want the playstyle handled for healthier survivor choices being made, and removing hatch is the only thing I can think of so they’re forced to think critically how it’s going to effect the team and their chance of survival as well.
-
@Moz said:
I'll agree the 2v1 scenario feels bad. I'm not too sure how to make that more survivable without adding some convoluted system. The best I can think of is this:
In a situation where two or more gen's remain and there are no more than 2 survivors still within the match the hatch will spawn. Once the hatch spawns all chests in the realm can be searched again with one chest guaranteed to spawn a key. hatch opening animation increased to 25 seconds.
With this example it could still be possible to get a 2 man out but still very difficult. One survivor would have to run the killer until the other survivor can find the right chest for the key, then find and unlock the hatch. That's not a simple task. Especially because it would likely cause the killer to patrol chests or find and guard the hatch.
I play both sides about 50/50 and I think that's a fair solution.
That seems pretty fair I guess. The whole hide gen thing makes everyone miserable as is though so something has to change. Thats also a good idea.
Just feels like it would still encourage selfish behavior for a team though bc could just get key to get hatch. I like where your head is at though.
I don’t really play a lot of killer, just for dailys or special stuff on the compendiums or challenges for events. Just mostly feels bad as survivor, and I’ve seen the frustration from killer posts about the hiding in those situations. As survivor I dislike it as well. So common interest.
-
@Goblets said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646500#Comment_3646500
Coming to about 30min now, yeah i noticed you can't see that my team is dead in the first screenshot.
Was thinking to show the time in the first one as i think this guy will keep me here for 2 hours untill the server close the match automatically.
Yes we are still in the match, me and wesker.
As the other person said yeah report and submit footage if you can with their profile stuff.
sorry that happened to you, that sucks.
-
@Goblets said:
I don't mind if the killer gets salty and wants to delay the game for a few minutes for whatever reason, but what's going on here? playing some solo queue at the moment and not really much happend this match, a meg got hard tunneled while we the other players took some body block hits a few times.
What's your opinion of this? been around 15min since i took this screenshot but was thinking to show the time on the bottom right.
https://us.v-cdn.net/6030815/uploads/NSQBJEBC5W8F/dbdhostage1.jpg
I mean how long did they hold you there? A few seconds? Minutes? They’re throwing the match if other survivors are still about doing things. If you’re the last one egc will eventually claim you.
ahh I see three crows so you were held for a few minutes at least, unless they blocked you in while your were already hiding after crows.
-
@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646435#Comment_3646435
I understand where you are coming from. But without the hope of a hatch wouldn’t Survivors give up and stop playing? In the very least doesn’t it motivate Survivors to keep playing until the end?
I could care less if I get hatch or not, bc I realize it for what it is; a reason for the team to give up and stop trying for that small selfish hope bc they fumbled the ball. It encourages bad plays bc could still get hatch in solo. My hopes are thwarted the moment they start snowballing each other, purposefully sandbagging, ripping me off the hook with the killer on them when others could save that aren’t in chase. Honestly take the hope away for hatch.