Hex_Ignored
Hex_Ignored
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As others have already pointed out, Claudette is one of the most popular survivors. I see her a lot more than Yun-jin for example.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843326#Comment_3843326
Nope, sure doesn't.
And even if they added something like this, moving slightly or swinging the weapon bypasses it. There have been posts from users in other regions that talk about epidemics of afk or even afk-bot killers that do exactly this to throw matches.
So I don't believe this exists at all, but even if I give you the benefit of the doubt and say, sure it does… it doesn't work to deter people, and your point still falls flat.
That's because those bots are performing an action. The force dc only works if absolutely no action is performed from the second the trial begins.
Edit. At least that's the only time I've seen it happen. I saw a hillbilly stand in place, doing nothing and eventually we all "escaped"
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842415#Comment_3842415
I think it would put a lot of people off (I know I wouldn't play with bots). 2-3 bots would push out quickly to 4-5 bots when alot of survivors just go back to 1v4. Also someone mentioned not letting survivors know who is a bot but if you've ever played with them you know lol especially once all the gens pop and they immediately open the exit and leave you to die. If they were gonna add bots then offer full bot lobbies, don't just saddle real survivors with them.
Exactly. Bot behavior is incredibly obvious, so it might "fool" people once but afterwards, they'd be aware that the devs are putting those awful bots into real lobbies and I think most players would not play a mode that pairs them with said bots (I know I wouldn't).
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843095#Comment_3843095
People can also stand afk at a hook, run toward the killer, hold shift so they can't be healed and bleed out. Even killers can just go stand in a corner and AFK.
You can't fix all of these things. And genuinely, most of these are just looking to outright punish the player.
No one ever seems to ask in these threads "why are people giving up on hook more now?" People being petty has always been a thing: didn't like the killer, or the map has always existed. People haven't started being "more petty" recently, and chalking this up to pettiness in it's entirety is either bias or blindness to the problem.
Giving up is a symptom, and we need to target even one of the causes.
So what changed? Is it that 60% kill rate target is to high? Is it that tunneling, camping, and slugging are simply too strong and the tools to defend against them basically useless? Is it that maps have been converted into shoe box sized areas with mostly dead zones and pallets held up by toothpicks? Maybe going through the killer roster making most add-on effects partially or completely base kit is too much. Maybe having basically no new survivor perks in two years that aren't either completely unusable or useful for a while until being nerfed into completely unusable.
Imo, it's a combination of all of those. So if you want to actually target the root cause of giving up, that's where to start. Giving up is a sign that the game's health is not good. Those things contribute to the problem, and punishing people for a game design flaw is only going to either make it worse, or we'll just be chasing the symptom with more and more punishment over time.
Target the cause of the problem, and the symptom will diminish.
@Rogue11 said:
Or we could try to make 1v4 matches enjoyable enough for 80% of the playerbase that this isn't a major issue.
Nah, that would actually make sense, so it won't happen.
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@SidneysBane1996 said:
We do not need to buff Survivors more in 2v8 by letting them bring items and pick their maps. Period. The only offerings that they should consider allowing are BP ones. And if Killers can't have addons, Survivors should not get to start with items.
Killers got (heavily buffed versions of) some of their best add ons built into their 2v8 abilities. Saying they "can't have add ons" is not exactly true.
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@LeFennecFox said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841305#Comment_3841305
Most killers barely got to experience the novelty 2v8 due to the insane queue times so they're not as fatigued. You might fit in 4-5 matches in 2 hours and most people don't have that kind of time.
Survivors have already experienced tons of 2v8 the last event and this event doesn't really change anything they can be in and out of matches in 6-8 mins making it less interesting considering you can play 2 matches before the killer even gets into one. Doesn't help that gamemode is basically heal/gen simulator since chases are vs 2 killers with buffed powers.
tl;dr Queue times are insane because most killers haven't really experienced much of the mode. Survivors experience it at a faster rate and the interesting parts of surv gameplay are reduced so they stop playing it.
That means killers ARE queueing for the mode, which the comment I was originally replying to was denying (quote: "Killers are not queueing (...)")
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@Vishlumbra said:
This mode was created to satisfy survivors, I don’t know what they were thinking when they created those perks, unlimited pallets, heals in 1 second, unlimited unbreakable etc.
Killers are not queueing because is a dumbed version of the game, limiting every single strat, perk and option a killer has. It’s a dog chasing sports car simulator.
Then how do you explain the insanely long waiting times for killer? If truly no one wanted to play it, there would be an incentive and the queues would basically be instant, not 20 minutes
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@LeFennecFox said:
Why is blight getting hate over billy the instadown killer with effectively 0 cooldown while having the best point A to B mobility
I agree. Hillbilly is a lot worse to face than blight.
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Legion, plague, pig, pinhead, singularity, onryo, dredge, nightmare, shape, mastermind, nemesis
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@Rokku_Rorru said:
it makes no sense to me since ALL of the licensed survivors CAN be played lmao
They do not have the rights to put multiple different licensed killers next to each other. That would most likely require new licensing renegotiations.
Survivors have different licensing agreements since there are always multiple of them in one trial.
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The problematic part here isn't necessarily deathslinger but rather hillbilly with his insta down and the huntress with her bug
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The issue is that this game mode offers nothing survivors can't experience in 1v4 (except getting chased by 2 killers at once, which sucks).
Meanwhile, killers get a completely unique experience by having a second killer join them.
It's really not hard to see why killer queues take forever but survivor queues are instant. There is no incentive to play survivor and bp bribes won't change that.
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Heavily depends on the killer combo. Billy + blight is just as miserable as predicted.
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Same reason why you can play as Sheva but not as Birkin. Killers and survivors are treated differently in licensing agreements.
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This entire system was unnecessary and it was blatantly obvious that killers would slug so they can only profit from it. Imo it should be scrapped or tweaked to change "cages" to "downs" and then adjust the values accordingly.
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Either that or he needs to be severely nerfed. Same with hillbilly. High mobility killers that also have high lethality shouldn't be in this mode and especially not in the same trial.
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@Dwight_Fairfield said:
Blight, Billy, Nurse and Spirit in this. No can't say I am looking forward to these tag teams.
My thoughts exactly. Billy + blight every game will get tedious insanely fast.
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Event exclusive quests and rewards
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Just out of sheer curiosity, what would you consider a "normal" time for a match?
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Playing survivor is an exercise in frustration. I only do it for tome challenges and even then I can barely play more than 5 rounds before I lose my will to play.
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Before mmr it was ranks.
"Oh, you're not iri 1? Then your argument is automatically invalid!" has now just turned into "You're obviously not in MY mmr so your argument is automatically invalid!"
It's literally the same
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"Oh, a fellow masochist. Can I interest you in one of my favorite "games"?"
I assume that's how the average recommendation would go.
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@Jacknalls_Paw said:
It is not a "Tech"… it's a BUG because it's not supposed to happen and not intended so learn to use the right words.
This. I am so tired of people calling bugs "techs" and getting upset when the devs fix them.
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Always, but it's incredibly inconsistent and poorly telegraphed what he can and can't hit over.
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They could have simply moved that gen somewhere else instead of trying to change the house around it.
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You have to remind yourself that, as a soloq player, you are merely meat for the grinder. You aren't supposed to win. Your purpose is to satisfy the power fantasy of some killer player. Remember, BHVR wants the game to be slightly killer sided.
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Exploiting bugs =/= skill expression
Just because some bugs got fancy names like "hug tech" doesn't change the fact that they were bugs and thus needed to be fixed.
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Gameplay is always more important than "identity" because this is a multiplayer game and if something is unbalanced that is an issue, no matter how "in character" it may be.
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I've played on switch for a really long time and he was one of the killers that didn't really feel any different when I switched to PC.
If you were instead complaining about killers like console deathslinger or trickster, I'd totally agree, they are much harder to play than on PC, but wesker is not.
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Exactly. She needs to essentially become a completely new killer with a power that retains nothing except aesthetics from her old version. It's the only way to salvage her.
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Coldwind has been extremely barren ever since the updates made to the maps. Massive dead zones with some pathetically weak fillers.
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It is extremely powerful and the only reason why it isn't seeing more use is because it's not a gen regression perk
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Getting healed is not a Conspicuous Action
Edit. *Getting healed by someone else
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The iron maiden shirt and the cat hoodie are the only casual clothes he has, but not a single pair of casual pants.
I think the reason why they are doing it is because when vittorio didn't receive exclusively medieval skins, some twitter people got upset (even though barely any vittorio I see in game wears the medieval skins he has) so now Gabriel has to suffer by only getting futuristic space suits so he "stays true to his theme"
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Alternatively, they could just remove gens from places that "encourage" body blocking like that and simply put them somewhere else.
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That would just make it far too easy to body block survivors again, which is the main problem the change is trying to address. The better change would be to just remove gens that are in rooms with one entrance.
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A killer camping a hook and making it (almost) impossible to unhook is a far more common issue than a survivor running boil over. Hooks like this should not exist.
Just put a hook right next to the drop down balconies and boil over will also be negated as they wouldn't have enough time to build up wiggle progress before getting hooked.
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Probably because it has a low pick rate. The perk needs to be changed but I assume the devs are focusing on balancing more popular problem perks first before they tackle a low pick rate problem perk.
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No, it's just as useless as before.
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I have genuinely no idea why they brought back haste when even the people that play her frequently thought it was good to remove it. They really must be catering to the players that just want to poop out a drone and gain passive benefits for easy anti loop.
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@Autharia said:
It's 1 perk of the survivors 146 pool to pick from. That's a less then 1% chance to really see it. It also does something unlike some perks like blood rush that need another perk to even use.
I'd rather have a perk that does nothing than a perk that is actively detrimental
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I agree. Limiting it to 2 uses at max per game is quite extreme, especially considering how this is the most ping dependent perk in the game.
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Ideally, they would be completely retired, however I don't see that happening. The next best thing would be to change them so that instead of sending you to a map, they prevent you from being sent to a map. That way they still have a purpose but no longer allow one player to pick a map and base their entire build around it.
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I fully agree. No other perk is so bad that you'd be better off with an empty perk slot instead.
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Some people couldn't achieve a 90% win rate because they couldn't stack 4 regression perks and proxy camp + tunnel from the very start so naturally it was survivor sided.
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The anti snowball works both ways. If the killers are incapable of applying pressure they are the ones that get handed a freebie with slowed gen progression.
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Scratched mirror is only boring because map offerings still exist. They should have been retired or changed to prevent a certain map a long time ago.
Tombstone and tombstone piece are the real problems in his add on list. They are remnants from "old dbd" that never got updated. Hopefully they'll get fully reworked once they update him.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809968#Comment_3809968
This is just silly. "Tunneling is way too free as of now." There is nothing free about it. You have to chase them 3 times, down them multiple times still and hook them. That's IF they don't have DS, Off the record, borrowed time on them or the huge buff to baby sitter….
So no, tunneling isn't close to "Free"
The killer gets a loud noise notification and can immediately head back to hook and scour the nearby area or follow blood trails to find an injured survivor (most of the time there is no time to heal against a tunneller, which means half of the chase is already "won") and knock them down again, which also isn't too hard since maps are getting smaller and loops are getting weaker. At that point, as you correctly pointed out, the only defence survivors have are a select few perks that they can bring just to counter this exact scenario or, even more unlikely, their soloq teammates brought perks that protect them.
Tunnelling is by far the easiest way to win but very hard to counter unless you dedicate your entire perk build around it
Edit. Forgot to mention that the killer doesn't need to give up a single perk slot for this. So in that sense tunneling is also completely free.
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Unless the killer is camping or waiting for a tunneling opportunity, there is no real benefit to leaving a survivor on hook for prolonged periods of time and the aforementioned scenarios are precisely what the change is meant to impact.
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Something needs to be done about tunneling and it needs to something other than a perk. Tunneling is way too free as of now.