HoodedWildKard
HoodedWildKard
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- HoodedWildKard
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@Your_Dad_Playing_DbD said:
Killer queues times are higher than I can ever remember in the years I’ve been playing this game. 2v8 queue times have always been long for killers, but in this most recent version I’ve been consistently seeing times between 30-40 minutes, way higher than ever before. 1v4 mode killer queue times are also much longer than I’ve ever seen them.
In my personal experience, the killer side doesn’t feel overly easy. I regularly get matched against good survivors who know how to loop and coordinate and most of my matches require a lot of skill and effort to have a decent chance of winning.
On the survivor side, my most frustrating matches aren’t due to killers being overly strong, but regularly getting matched with teammates who are just bad at the game. The average teammate often gets downed very quickly and doesn’t have good game sense to know what to do in certain situations. When I have competent teammates, the matches are almost always enjoyable even if we lose. But it has been this way for me for a long time and that is not something that is new that would explain the increased queue time imbalance.
The overall killer vs survivor balance seems to be in a good spot based on my experience playing both sides, so I don’t know how to explain what’s going on. Has anything fundamentally changed with game balance recently that is making the game less fun and competitive for survivor players? Is it still because of Jason bringing a lot more people than usual to the killer side? Something else entirely?
I’m hoping to get thoughts on what is causing this from people who play both sides regularly and not the divisive “it’s because BHVR hates survivor players” type of comments that aren’t helpful.
I'd imagine rather than people not playing survivor it's probably that so many people are queueing killer in 2v8. Since it's not around for long and with play while you wait pretty much everyone is running 2/3 survivor games while queuing killer in the background. If you're doing 2v8, unless you're actively averse to playing killer, with PWYW there's not really a reason to not queue killer in the background.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106931#Comment_4106931
If I am to be honest on this. It is a tactic 100%, but some people still count this as tunneling even though most people say you do this, your putting yourself on a platter.
If you body block off hook, and the other survivor might be injured you might get the lucky hit and ignore, but in most cases you body blocking is seen as a throwing a glove at a killer for a duel.
Rightly so imo. I don't agree with domicci on much, but when it come to survs deliberately using unhook endurance to bodyblock?
He could definitely put it a bit less rudely but i agree with him on a base level. If someone deliberately gets in my face to block me from hitting their unhooker instead of running away then I'll absolutely take the free hit and capitalise on it.
If they want to survive then they need to run away, and I'll absolutely go for the uninjured surv. Likewise if I bodyblock off of hook I'm perfectly prepared for the risk that the killer will just come after me and tunnel me. Which is why I do it very very rarely. Usually if i have another hook state to spare and my saviour is on death hook.
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@TheTom20 said:
Anyone else here stopped playing as they can't take how consistently bad/selfish their team mates are?
It is so frustrating an getting worse with each passing week.My advice is try playing swf. Find a couple of mates to play with on the regular, it's much more fun that way. Soloq is a very mixed bag, sometimes it can be good but more often than not just feels like banging your head against a brick wall.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106395#Comment_4106395
Very true. I don't complain about bully squads. I 4k them or let them bleed out on the floor, depending on my mood.
Same, l love a good bully squad, soon as I cotton onto their tactics (lurking for flashy saves, sabo plays, bodyblocking etc) i find them very easy to counter
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107010#Comment_4107010
because they are intended mechanics in the game. hence why the game was specifically designed to include and devs have made changes to discourge it someone but they clearly want them to remain in the game.
and people can complain about it all they want but these have been in the game for 10 years and the game is doing fine. your gonna complain and moan about every inconvenience you have but then youll still que up and play
This is always such a weak argument.
"There's a cheap, unfun tactic in the game. I'm going to paraphrase the devs and say it's intended to justify my use of it."
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@Oputeev_Stas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106971#Comment_4106971
It still cracks me up that, even after 10 years, the issues of camping (especially 0 skill Bubba camping), tunneling, and slugging haven't really been resolved. If people are constantly complaining about this, shouldn't that be a trigger to fix these problems? As a developer, I’d be embarrassed that this is still an ongoing issue, why are they so afraid of upsetting the killers? I’m sure they’d get used to it it’s not like killer queues are particularly fast these days anyway. I feel like they shouldn't have scrapped the anti-tunneling update, they should have just tweaked it a bit and adjusted it later based on feedback so at least console players could test it while making sure to listen to the survivors, too, not just the killer players
Lord only knows, well maybe not, at the end of the day, most companies are more interested in making money than making a good game. As long as the buvr still makes bank on the game, their efforts will go into releasing new chapters and cosmetics, whilst not rocking the boat too much on game balance so as not to drive anyone away.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106588#Comment_4106588
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106783#Comment_4106783
Why are tunneling, slugging, and gen rushing tactics, but body blocking off hook isn't?
After all, the body blocker is making themselves an easy target. To use your own words, it sounds like a skill issue if that can't be dealt with.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106816#Comment_4106816
We had this back before anti-face camp with Bubba's who'd stand in front of hook. Just do gens, leave - I hated those games with a fiery passion even though they were easy wins.
Heck I've seen bubbas do it even after the anti facecamp update. Had one a couple weeks ago with a swf mate, bubba who just proxy camped someone on yamaokas.
Unfortunately for them it was after a 2 gen chase, and luckily the other random realised what was happening so we just cracked out the last 3 gens and left. Felt bad for the one who got hooked though, one decent chase and they didn't get to play anymore
But yh it makes for mad boring games. Nobody enjoyed that one. The bubba sat and watched someone stage twice. And the rest of us just held rb on gens and hit skill checks. Thoroughly tedious game
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I always get mad downvoted everytime i suggest adding a proper ranked playlist. So much as I'd like to see a proper ranked mode idk how much traction this will gain.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106680#Comment_4106680
You have to dedicate an entire perk slot to secure a feature of your power. Do you think it's a fair trade?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106839#Comment_4106839
Again, the need to dedicate an entire perk slot just so your power can actually work isn't really the great design.
She is very much addon dependent and on open maps her kit isn't that great because she can't trap survivors since there's plenty of space to dodge the crows or relocate. Unless you are playing against survivors who run a straight line and get hit by her power twice, you don't really have much power since by the time you are ready to ''position'' a new crow the debuff is already gone from survivor. Unknown pretty much suffers from the same issue except his situation is much worse.
She is B tier killer at best. If things allign - A-. There's no reason to offer so many counter to someone who already has so many external dependencies.
So what is defined as an "open" map? Can't say I've ever had trouble hitting survs with crows as artist. The long range crows allow you to work out what gens are being pressured and defend them. Then you either force survivors into tiles for crow hits or zone them at the edge of the map or out in the open and m1 them. Artists has the 4.6m/s movement speed the same as dedicated melee killers so she can m1 players very effectively if you chase well.
Her power is also a good deterrent. Used correctly you can actually herd survivors into tiles that you want to use like shack and main.
Imo the only map type that hurts artist in any way are maps with multiple floors like midwich and rpd. Because she has to go up and down stairs to use crows for scouting. But these maps have a pay off since they have a lot of narrow corridors that make it very easy to hit crows.
As for the locker thing. Really it's a non issue. The only time survs can use lockers safely to remove crows is when you hit them from extreme long distance. Doing it is chase will usually result in you getting a free hit or locker grab. Iron maiden with 30 seconds of exposed just panics people and allows you to benefit from this tactic.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106667#Comment_4106667
Would only work once against competent survivors and never again.
She is another addon dependent killer who is decent at closing a single loop but has little to offer against Press W play. Ability to remove her crows by going into lockers doesn't make sense since survivors can already remove them while being chased with almost no penalty. The only reason why some people think she is strong is because they still try to stay in the same loop against her and end up being punished for that, also her low pick rate means less people have opportunity to practice playing against her.
Honestly you're making her sound much weaker than she is. First if iron maiden prevents survs using lockers to get rid of birds then you're benefitting.
And I wouldn't say she's particularly addon dependant. Her basekit power shuts down any kind of looping and means she actually benfits from pallets and vaults. She is imo the single best killer for countering shack. Prerunning and shift w only work against her to an extent. The crows are a ranged power so you can still injure survs at distance to counter the shift w. Setting and firing a single crow as opposed to all 3 requires mote finesses but also has a much shorter cooldown meaning you can fire one, swarm a surv. Then be able to set 3 and get the injury before they can repel them.
She's one of the better killers in game, the reason she has a low pickrate is that her power does have a very high skill requirement.making her easier to use would make her far too strong.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106770#Comment_4106770
Been a lot more severe for me in the past few months.
I've noticed this too recently, my p100 demo will end up against baby survivors, while when I try new killers I have no games with i end up against 4 man 2-3k hour swfs.
@TheTom20 said:
Some of the games it's just me an 3 bots.
Amount of games i'm the only 1 on a gen or the games were i'm keeping killer busy for ages 3 people won't be doing a single thing then when the killer finds them they go down in 2 seconds then dc.It is getting super annoying atm. I get it when I play killer too, the amount of survs who will DC on the first down is really doing my head in. Like I can't have a proper game without someone rage quitting. I'm even seeing killers doing it as well. Like get halfway through a game and then bam, suddenly endgame screen.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106654#Comment_4106654
exactly. so many people just rooting for the downfall of the game by saying extremely bad and toxic mechanics are just a skill issue and acting like they shouldn't change. both killers and survivors would have more fun if this happened.
@sethseth12 said:
https://forums.bhvr.com/dead-by-daylight/discussion/469861/stop-hard-tunneling
I think there's the issue of humanity becoming more and more entitled every day one and two that it's just the easiest way to win the game is designed around tunneling and it's not really going anywhere pig is bar none the worst killer in the game but no one sees that because she's good at tunneling if your sweating your balls off I've written an entire essay on how to fix these issues and people essentially just said just tunnel but I don't want to tunnel it's boring and dumb people are too obsessed with picking the best thing because they want to feel smart for picking meta humanity as a whole in general are pretty uninspired we won't shut up about optimization and that's never going to change
Yeah this is the issue, dbd is inherently and unbalanced game, it's not meant or properly balanced for fair competitive play. It's why dbd doesn't have a competitive scene worth talking about.
But a lot of players treat it like a competition with thousands in prize money on the line. And it makes the game truly unpleasant sometimes.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106618#Comment_4106618
If the killer is hanging around hook thats basicly 4 gens free. What it sounds like it your being saved infront of the killer basicly right away which im sorry is a skill issue. Tunneling is just a tactic like slugging and genrushing the way to fix it is actually make doing somthing else more beneficial.
So your solution is that whenever killers try to tunnel/hookcamp survs simply ignore the normal gameplay loop and leave their team mates to die on hook, I'm sure that would make for extremely interesting games. One survivor gets camped out and everyone else just slams gens opens gates and gets a 3 out. No altruism or boldness points for survs, killer would get next to no points, game is over after maybe one or two chases. And this only really works when you have a full swf in vc to communicate what's happening, soloq have no way to counter or communicate that the killer is playing like this.
Idk about you but I play games for enjoyment, I get there's enjoyment in winning but falling back on boring, cheap easy win tactics such as hard tunning is tedious and unrewarding. When I play killer i start games by spreading my hooks and actively avoiding tunneling until I'm down to at least three, usually 2 gens. And I tend to do well in my games and have fun in them. I'd rather have an interesting game that's a 2k, than rely on boring unfun tactics for a 3 or 4k.
My argument would be the skill issue is with killers who feel they have to hard tunnel at the start of the game to achieve anything, because if they have to do this to secure kills then clearly their chase skills and macro gameplay skills are sorely lacking, and they'll never improves by spending 70% of their game staring at a hook getting free hits from unhook attempts. Killer is for sure the more frustrating role when you're losing, but the way I see some killer players play/talk on these forums they clearly expect to win every game.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106654#Comment_4106654
They would have to do the changes at the same time otherwise it will causes an "us vs them" overflow.
And make sure it's comparable. Not gutting one side, but equal in effect.
But both of these are wishful thinking, as putting both on the same PTB or Event will cause people to have kneejerk reactions
Yeah, it would be a huge change and I don't think bhvr want to take the risk on it unfortunately 😕
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106690#Comment_4106690
Im just imagining him seeing everyone as zombies. Maybe he'll say lines like "oooh, double points...yes" when he uses exposed.
And he could constantly complain about having no ammo 🤣
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106668#Comment_4106668
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106685#Comment_4106685
If we use THAT theory... we're abit more free on who we get for the killer role.
Ooh right, yh I'd heard that. Just didn't realise you meant that context. Tbh idk if richtofen would need the white eyes, dudes a sociopathic psycho, he'd probaby wholeheartedly start killing survivors for giggles.
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@Craftlori said:
- Remove that survivors can get rid of birds by jumping into a locker
- Either make the recharge of the power 1-2 second longer or make it that survivors need 1-2 seconds longer to get rid of the birds. It's unnecessary hard that you only are allowed to use 1 of your 3 birds to swarm survivors in the first place because otherwise the cooldown is so long that the survivors can get rid of them before you can even place the next bird to try to hit them
2 Changes
I'm not asking for more
Nah lockers can be made to backfire, try running iron maiden with her, can make for some free downs.
Making her cooldown quicker would make her too strong. The way to use her power is to use one crow on the initial shot for quicker cool down and/or force survs to stop dispelling crows with mindgames at pallets and windows. If survs are dispelling crows in your face try the iridescent addon that exposes them for a few secs after dispelling.
She is a very strong killer, she just has a high skill ceiling and quite a unique hard to use power.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106620#Comment_4106620
Ever heard of the glowing eyes theory?
That a quote? Don't remember that one
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Rerolls are a good shout. So it doesn't force ppl off of their fave killers or surv builds.
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@Oputeev_Stas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106618#Comment_4106618
True, tunneling will be even more easy now, cuz we now forced to run OTR/DS to combat when I wanna enjoy rest of the perks, devs are not addressing anti-tunnel metas (we are forced to run OTR in upcoming patch) with dirty tactics like tunneling/camping/slugging and solutions to solve them. Like I said in my last thread that got downvoted to the ground so now it's no longer being bumped, solution for such bodyblockers could be a hinderence for a few seconds so they are punished for bodyblocking with endurance and easy to down
Yeah thing is devs could go hard aginst tunneling and make it completely unfeasible then they could nerf gen speeds or tweak chase to make things easier for killer and make the game more chase based and not this current tunnel or lose meta that makes the game so unfun at the moment.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105538#Comment_4105538
They also have Clown in the game as well, and many people have coulrophobia too. I don't think DBD is necessarily super concerned about phobias, although I feel like it would be nice to implement options for phobias when possible similar to Grounded's arachnophobia option. That would be possible for a spider killer, or the clown, although I don't think it would be possible with the Plague.
Wouldn't be hard with plague. Just remove her sound effects and change the colour and texture of her vomit to something less triggering. Like perhaps liquid fire.
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@Aven_Fallen said:
It is huge, but honestly, Survivors dont use the current information at all. Like, in every game where I have Deliverance ready, there is someone who runs towards me or waits to unhook me. Or people who finish the last Gen despite the tunneled Survivor having DS which could be used before the Gen is done.
Even with stuff like Kindred you see that people go for an Unhook despite seeing someone else already going.
Not want to be negative about it, it is a good change and a much needed change (which could and should have happened YEARS ago), but it will not suddenly fix SoloQ being miserable. But it can only help to be honest.
Idk I'm more optimistic. I think it's definitely more accessible than the pause menu perk list. I've got to admit i can't be bothered to risk going afk for long enough in a match to figure out 15 perks and a lot of players are the same.
But seeing universal preset communications will definitely help eliminate a lot of time wasting in soloq matches.
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I mean Idk if it's region dependant but my queue times (u.k. and western europe servers) on public queue have been perfectly normal.
And my killer experience in lights out hasn't been that bad. Still pulling well over a 50% kill rate. Don't get me wrong, I don't enjoy it and won't be playing it again, it's an annoying and unfun gamemode. But if other ppl wanna play it I'm not fussed.
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@LordGlint said:
Can you imagine getting Richtofen as a dbd character complete with voice lines?
https://us.v-cdn.net/6030815/uploads/Z7JYPC61GODJ/17862418323658577562007373299920.jpg
OOh. My. God.
Honestly as survivor he'd be hysterical with his voice lines.
Gets hit by killer/hooked
"Aaaaahhh it tickles, mein gott it tickles"
Damn i miss cod zombies.
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@Mistfit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106445#Comment_4106445
Not seeing the problem
Elaborate?
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106552#Comment_4106552
because survivors were using it aggresivly they said that in the stream and survuvor is gaining 10 seconds of elusive the strongest survivor effect after endurance so stop healing under hook and body blocking and you can easily get away
Elusive doesn't really do much if the killer is lurking by the hook and just limpets to the unhooked survivor, which a lot of killers do.
10 seconds of endurance just makes hard tunneling that much easier. Elusive is definitely a step in the right direction but only helps if killer is late back to hook and the unhooker didn't follow the unhookee.
For the record I don't like survs using posthook endurance aggressively. Anyone who does that is free for a tunnel imo. And tbh it's a supid dexision for survs because it generally ends up with the same survivor back on hook.
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@Oputeev_Stas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106552#Comment_4106552
mhm Nurse players will be even more stronger and Blight, when I face them it's always tunneling and camping so boring, plus they are with ping lol and devs dont care about lag abusers…
Yeah tunneling is already so easy idk why they're actively making it easier.
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106492#Comment_4106492
yeahhh i mean you'd have to be careful with skins of different uniforms, there would 100% be people who either felt awkward with certain skins or, if they released the wrong ones, people who use it to potentially be racist
Yeah hence why i suggested it's vague what nationality the killer is. But i feel like if effort was put into the individual uniforms, they would look very cool. All keeping the gas mask to keep ot spooky and anonymous
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@Craftlori said:
I know BHVR makes their money with sales of new Survivors and Killers but it would be nice if for like a year they would focus on reworking old Killers and Perks.
We have like 10+ perk pages for both sides and half of them get used by 0-1% of the playerbase because they are either outdated or beginner bait which they don't even use because because the grind to unlock new characters is extreme.
Same thing for Killers. Hey I'm happy we got Jason but he is the third or fourth "Long Range with map traversal" killer we got in in the last few chapter releases. Skull merchant is still lobotomized, I think the last time I saw someone play the Hag was in like 2023 because she is so outdated like many other killers.
Please continue to give us new stuff but also look more at the old stuff already in the game. Other games like Warframe also manage to bring out new stuff while also updating old content to still fit the game.
They'll never prioritise reworks over new content. Because as you said new content buys them money. Nobody is buying trapper so fixing him will make very minimal money for them (just more playing him might buy the odd cosmetic.)
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Hmm. It could be an interesting angle.
Perhaps a trap based killer who lays mines/uses explosives or obsatcles (barbed wire) against survivors. Uses a bayonet as a close combat weapon.
Theme wise i think something ww1 era would be quite cool, a trenchcoat and gas mask would be a very spooky intimidating vibe that would fit dbd. That way they could do different uniforms themed on different countries involved in the war.
Lore could be a soldier who went insane on the battlefield and just killed anyone and everyone he came near including his own side before being pulled into the Entity's realm.
Deliberately leaving the soldiers nationality in question would be good just to avoid any awkwardness.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106455#Comment_4106455
My point is tho is that the que would not do that for the survivors. It would only do it for the killer role. (which im sure is not the role people are wanting to be punished when they want a dc lobby)
What is unpleasant for killer or survivor are different. a DC lobby where both sides are dcers would only be unpleasant for killers because Survivors will dc for more reasons outside of skill (eg, they dont like the killer, teammates are bad) Killers 90% of time will only dc if they are losing which is directly tied to there skill. (they cant get a down, first down 3 gens pop, all there downs are being saved/saboed)
This will lead to survivors (esspically more experienced survivors) who do DC more being rewarded with matches where the killer struggles.If it was that bad for killers in the DC queue they'd just stop playing. And survs who'd want to be in that queue would struggle to ever find a game. Which is a good thing. It should be a deterrant.
Besides I actively don't care if it's good or bad for the players in the proposed DC queue. The whole point is to make the pub queue more pleasant for the majority of players who don't dc.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106405#Comment_4106405
I keep seeing you bring up that when a killer DCs or abandons the game instantly ends, like it's a bad thing. If it is such a bad thing then where are the complaints about it? It happens often enough that if it actually is a problem we should see complaints about it. But we don't see complaints.
So is it actually a problem?
When I play or watch someone play I never see anyone raging about a killer DC, it's just a moment of surprise "Oh the killer DCed" and it's on to the next match. I have never seen anyone get more than mildly upset about a killer DCing and instantly ending a match.
That's because it happens rarely. In the dc queue it would be constant. Like i said, they'd either play losing games, or games cut short the second the killer decides they can't win. Bet ppl would tire of that real quick.
Personally I don't care if they enjoy it or not. I just don't want to play alongside players who don't have the basic impulse control to stomach a losing game without throwing their toys out of the pram, throwing the game for everyone else.
@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106405#Comment_4106405
I genuinely think some survivors would enjoy the dc que more. sure the match ends. but a lot of survivors in a SWF get a good laugh on call making a killer dc.
Good killers are not dcing (outside genuine reasons like soft-lock bugs, bad ping lobby) so the dc que would be relegated to weaker killers ripe for being walked all match by a SWF that just dc against some of the stronger killer then they can be in a lobby that is more likely to have weaker killers.
Not to mention that if this was a system people would know about it and know not to dc to be able to leave the dc lobbies so making it even more fun for a swf because killer would have to not dc to leave those lobbies. (unless we keeping people in dc lobbies forever, which would not be new player friendly at all)This is kind of my point. It funnels all the inconsiderate DC prone players into a super unpleasant queue. And acts as an effective deterrent, if people don't DC then games get more bearable. (Not totally, obvs ppl will still throw themselves at hook or afk if they don't want to play)
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@Angy_Quentin said:
Someone madge he got hot gramma instead of hot blue haired girl.
In all seriousness, it's normal that not everyone likes how a chapter is designed. A community chapter with votes for and against some stuff even more probably.
Yh a lot of people were whingeing about that. Every character has to be primo goon material apparently
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I don't mind them. But I'm not averse to a toggle switch for people who don't like them.
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@random1543 said:
this would inflate the wait time, while DCing survivors may enjoy the dc lobbies more because who is more likley to dc?
main reasons:
Killers who are getting bullied / not getting hooks.
Surviours who are not enjoying the match either due to killer or how match is going.
I feel like this would lead to some people wanting to be in dc lobbies because weaker killers are more likely to dc.The whole point is it should be a deterrent to people ragequitting. Plus I don't think it would be that fun for survivors, because when a killer ragequits, then the game instantly ends. So survs in these proposed DC heavy lobbies would either lose the game (and probably ragequit in the process), or the second they get the upper hand, game ends and they don't get to earn more BP or actually ever get out through hatch or gates because all the DC heavy killers will simply rage quit when it looks like they will lose.
Being stuck in these lobbies will simply ruin the game experience for everyone who is inconsiderate enough to ruin everyone else's game experience just because they can't handle a loss or a bad game. Personally i think this sounds pretty good if it means I can play without survivors DCing on first down and killers DCing the second I get a pallet save against them.
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@Domicci said:
make it so if you dc a certain amount of times your put into a queue with only other dcing players. its so annoying when after first hit people dc making it harder for the other 3 survivors to escape and it often causes a cascade of people leaving the match.
I'm down for this, kind of reminds me of the bad sport lobbies in gta where players who did nothing but troll and grief other players could only get into lobbies with other players who did the same.
Maybe they could do the same joke as well and have suvivors be forced to wear a cosmetic to mock them. In gta ppl get a dunce cone hat that they can't take off. So maybe serial DCers can get a little baby bonnet and dummy in their mouth 🤣
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106349#Comment_4106349
It's very much unfun for killers when survivors bring the best meta perks, purple toolboxes and BNPs and 3 gens pop before the killer even gets their first hook. That's why any thing of "Where's your empathy?" is well, yes absurd.
So because a very small minority of survivor teams bring efficient builds and can win the game quickly, you feel it's fine to play cheap tactics against every surv team you play against? Even when you don't see a full set of toolboxes?
And you say it like genrushing can't be countered. I've stopped it myself plenty of times. Purple tool boxes and bnps don't work if you work on your macro gameplay and defend the gens they want to work. If a killer gets stuck in a 100+ second chase and can't either end it faster and trigger a regression perk or break off and pressure gens then they will lose gens.
Even if killers do lose gens fast then snowballing it still eminently possible. Losing the first 2 generators really aren't much of an issue (unless you lose 2 of the most central open gens which are easy to defend, losing those is a sign of bad tactics) It just shapes where most of the action will happen.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105787#Comment_4105787
What about survivor bully squads? Where is THEIR empathy? It has nothing to do with empathy. It has to do with this is a game with clear goals. Survivors repair generators to open the exit gates, killers try to stop them by putting them on hooks. Beyond that, as long as you aren't cheating or exploiting bugs, how either side chooses to achieve their goals is up to each player, including the worst survivor bully squads.
Difference is that it is much harder, and much rarer for bully squads to beat a killer. Tbh most bully squads end up getting humbled hard on a regular basis
Whereas with killer most matches can be won very easily by simply tunneling ruthlessly. Which is an amazingly unfun playstyles to go against.
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@OnryosTapeRentals said:
It's come to be my favourite modifier.
I've had a lot of fun with it this time around. There's some rough edges and choices I don't agree with, but the concept is appealing enough to me that I can overlook it.
I understand it's not a fan favourite like 2v8, but I'm really hoping all the criticism doesn't lead to them axing it completely. Would it really be so bad if they brought it back just for one week each summer? It's not particularly destructive on queues or anything like so it can easily be skipped if it's not your cup of tea.
I wouldn't mind it being an occasional event. But i probably wouldn't play it. And it definitely isn't affecting queues too badly because not many people are playing it. Which also makes the queue times for lights out really short. My surv queue times on the europe servers were like 1 min and killer got a lobby basically instantly
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@ColonGlock said:
I had fun as Demo. The monstrous killers like Dredge and Demo are made for it.
This is exactly what I did. I got on alright as demo, and the only redeeming feature of this game mode was I did enjoy jumpscaring ppl on gens with shreds. But I can do that in pub games with stealth perks anyway. The rest of it felt like a slog and extended chases were just irritating.
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@Arcturus said:
A bunch of suggested changes that would be nice to see (not all of them I'm certain on):
Hag traps should not be able to be placed within 8m of a hooked survivor (yes I know this is a nerf to a bad killer but she needs buffs in general and that's a separate issue).
Doctor shock blasts should not cancel unhooks.
Bubba's chainsaw sweep, Legion's Feral Frenzy, and Oni's power should end when hitting a survivor with unhook protection (not including the extended time with Borrowed Time).
Bubba and Billy's chainsaw should have the overheat mechanic Billy used to have if they are revved too much in a 16m radius from the hooked survivor.
Deathslinger's harpoon should not be able to hit survivors with unhook protections (this is to avoid basement camping, where the Deathslinger can shoot the person off the hook so that the harpoon breaks their endurance stuck in the basement while they are still at the top of the stairs). Similarly, Houndmaster's dog should not be able to grab survivors with unhook protections, or should at least pause the timer to make it harder to wait out the timer.
Pyramid Head's and Dracula's m2 should be delayed within 10m or so of a hooked survivor and for 3 seconds after they are unhooked, similar to Henry. Unknown's UVX projectiles should similarly be delayed midair when reaching 4m from a hooked survivor and for 3 seconds after they are unhooked.
Wesker's bound and Jason's spike should not be able to both injure the unhooker and break the unhook protection endurance, one or the other.
Springtrap should not be able to get a guaranteed trade even from a range with a one-two combo on rescuing survivors using his fireaxe + grab combo, although I'm not entirely sure what to do about that one.
The Trickster's blades should do half progress on survivors within 6m of a hooked survivor and for 3 seconds afterwards.
Map mobility abilities across the board should be slowed when appearing within 12m of a hooked survivor and for 3s after they are unhooked. Vertical punishment should at the very least apply when the hooked survivor is in basement.
I'm just spitballing but these are the things I thought up in a few minutes, BHVR should be able to think of better solutions considering it's their literal job.
These are good shouts all. I particularly like one for bill, bubba and to a lesser degree oni. One hit focussed killers are an absolute nightmare for camping hooks. Just look at the old basement facecamp bubbas. Even with the facecamp protection, bubba in particular is still amazingly effective at proxy camping hooks and turning unhook attempts into both unhooker and unhookee getting shredded in seconds.
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@cogsturning said:
That's certainly not the list of killers I was expecting.
Ditto. See a killer nerf thread and expect complaints about ghoul, nurse, blight or jason. And get a list of the most distinctly mid killers
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@Craftlori said:
I don't understand these survivors. They get unhooked, take the endurance hit or block a hallway for the unhooker. So I hit them or wait out the rest of the Endurence timer when they stand still infront of me blocking my way and then they insult me in the Endgame chat for "Targeting them"
Yeah I find it kinda insane too. Much as I dislike hard tunneling and as a rule avoid it, if someone gets in my face ans tries to weaponise the antitunnel protection after being unhooked to protect the unhooker I will absolutely follow up on the free hit and put them straight back on the hook.
People that complain in this situation really want to have their cake and eat it. Instead they get to eat the consequences of their actions. And they are bitter.
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@Arcturus said:
I've been playing a lot more killer lately and I still don't get why some killer players will slug for minutes on end, often times going to such lengths as repeatedly picking up the 3rd survivor to prolong the game for a chance to find the 4th survivor. Like, I get it if you know where the last survivor is, even if they're halfway across the map, and you want the 4th kill. I do the same thing. But when you slug for the 4k without knowing where the last survivor is, you're basically spending minutes on end doing possibly the most boring thing in the game for a meaningless kill. On the survivor side, it's obviously worse, in my opinion it's more boring and sometimes frustrating than getting hard tunneled, proxi camped, or slugfests.
And your choices are to
1. wait for up to another full game's worth of time (depending on the killer's tactics) for the other survivor to bleed out or for the killer to get bored, in which time your likely to get caught, either from killer powers, perks, or AFK crows
2. hop on gens, maybe try to save the teammate, both of which will almost always get you both killed
3. eat a DC penalty so you can go next
4. get yourself killed so you can actually be freeIt's a complete waste of time for both sides and robs any chance of the hatch function that exists for a reason to actually come into play, a function that already favors the killer, and even more so if it's a movement killer which ironically I seem to experience this with the most.
I genuinely just do not understand why players do this. On survivor, if I get hatch it's like a consolation prize. When I get it, it's like "hey, we might have lost the game but at least I got hatch!" Like it genuinely does feel like it makes a bit of a difference, because even if we lost I still escaped. When I play killer, a survivor getting hatch is the most "I literally don't care" experience ever. If I get the kill, I'm like "okay I get to see my mori, cool," and if I don't, the match is over just the same and it makes no difference. Either way, I have won the game, and a survivor getting a consolation prize in 1/4 endgames makes zero difference to me. Again, ironically, a lot of these players already run Ebony Moris, so they've already seen their mori several times just this game. I genuinely don't understand why people choose to play in this incredibly boring, time wasting way. I don't know what fix there would be but there has to be something.
I think a lot of this can be blamed on the basekit mori.
I mean a lot of killers will sweat the 4k no matter what, but the last kill giving a mori just incentivises them more.
I have to admit, I will absolutely slug to secure the kill on the toxic tea bagger super looper torch clicker who's been winding me up all match. But as a rule I'll give hatch to the slugged survivor afterwards (if they don't dc/bleed out and weren't also mad toxic)
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Hex overture of doom, shattered hope, sloppy butcher and territorial imperative.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/470652/what-perks-do-you-think-are-slept-on
fixated or inner strength but i like running chest builds atm
Inner strength is a regular one in my builds. Such a good perk. Having an 8 second heal in your back pocket is invaluable. And as a bonus after pulling 2 or 3 inner strength self heals you pretty much max out survival bp even if you die.
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@Yippiekiyah said:
Coulrophobia was slept on for ages, it's come into use a lot more lately and now its getting nerfed.
Languid Touch, Forced Penance, Genetic Limits, Dissolution
Yeah languid touch is actually insane. I've never run it on killer but in my survivor games (I lean on lithe pretty hard) it has been royally screwing me. Make mid chase exhaustion perks almost unusable. Very strong.
And used to love comboing Coulrophobia with distressing or other perks that mess with tr, e.g. unforseen, dark devotion etc.
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@Angy_Quentin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104687#Comment_4104687
Forced Penance is so heavily slept on. It's a disgusting perk if you are open to play dirty. Forcing survivors to play risky instead of resetting can pay off big.
Must admit I had forced penance show up in chaos shuffle and against a wannabe bully squad. Needless to say it absolutely slapped.
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I usually main jeff but i have branched out recently and dwight is now my backup main (i rediscovered how much I like dwight's pubg skin) as a rule I usuall play those 2. But I'll play others for tome challenges or if we have a themed swf I'll switch to fit it. Like resident evil or darkest dungeon
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@100PercentBPMain said:
I run Treacherous Crows+No Mither so I'm the one person who the birdbros won't rat out!
I'm gonna give a quick shout out to Nic Cage all his perks are quality and powerful but I still see his perks get disrespected. 4x Scene Partner will be your most boring match of the day.
Empathic Connection is a really cool perk. 4x of that would be really cool to see. Can be a reverse Wake Up! I love taking Empathy and tbagging with it. I use this perk instead of Botany to help with Sable Care.
For Killer, Oppression is definitely slept on. I remember it's cooldown being crazy long, like 2 or 3 minutes? it's 35 seconds now. It's less map dependent than Surge, and it's effectiveness isn't dampened by survivor actions. It's just not very good at the start you kinda need someone on hook or dead but once the survivors get busy Oppression will start getting those abandoned generators regressing. I started using this perk a lot to combo with Unforeseen since Skull Merchant made pairing Surge with a lot of other perks difficult.
Spies is definitely a great choice.
Superior Anatomy kills. This is my staple in Count Barkula and no power Krasue builds but its because of the peace of mind the perk offers. Survivors feel awfully safe around windows.
Oppression for sure is good. I run it on a lot of my gen kick builds. I think ppl pass over it because the results aren't particularly obvious during the game.