I_CAME
I_CAME
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@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825781#Comment_3825781
Hindred on deep wounds 10%
This is a direct buff to tunneling which is why it would never happen. Smack someone off the hook and they are guaranteed to go down quickly.
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I was getting worried that Chucky was going to dodge a justified nerf. I'd like to see them add a few seconds to his cooldown but I suspect it might just be a nerf to Rat Poison.
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It can happen on both sides and there's nothing you can do about it. I just got out of a game with a cheating Spirit and they forced all of us to DC.
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There are too many maps for the average player to keep up with. On top of this you have countless variants and countless RNG pallets. It gets worse every time they release a new map and it will only continue to get worse every year the game is in active development. Windows is highly used because it's basically required for a lot of people who can't dedicate thousands of hours to memorize every possible map layout that may or may not be in your next match.
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What i'm hoping for
- See anti camp on the HUD. This would make this useless system so much better.
- Some sort of nerf to the current Bat Form issues
- Purple tombstone deleted with some buffs to compensate
This is all I want.
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@GoodBoyKaru said:
Survivors are bringing BNPs and not interacting with the event.
Killers are proxy camping in-void and then using the power to 2-tap the survivor so they can tunnel through endurance, interacting with the event in the smallest sense of the word.
Oh well, let's optimise the fun out of everything
cause there's literally no reason to do the event as survivor. Not worth it at all.
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Why would you expect otherwise? They aren't even hiding who they make this game for anymore. They've made their intentions clear and even the event balancing shows it.
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This is the worst survivor has ever been for me in the many years I have been playing. I honestly think I had more fun during the eruption meta. I logged on tonight and got matched with a 10k hour Hillbilly from a comp team called Cynic. I figured it was just a bad game but then I got Nurse, Chucky, Blight all running slowdown builds against my little solo queue team. I just logged off at that point.
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Logged in for the first time in awhile and i'm still suck at 25%. At this point I think there should be a permanent 50% bonus for both sides with a 150% for the side that is in demand. Having a constant 25% is NOT it. You get basically nothing for playing survivor and the game isn't even worth playing to be honest.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820585#Comment_3820585
for experienced survivor players it is a wasted perk slot yeah, but for inexperienced survivors sitting at high hours and still relying on this perk, idk what to say.
A perk that is a very good training wheel when used by beginner players, but holds you so much back from generally getting better at the game when you have so many hours invested and you still use it because you have 0 map awareness
I think nerfing windows would be fine on one condition. Get rid of all the map variants and all of the RNG pallets. This kind of random chance has no place in a game that has been going in a more competitive direction. Make every map static with only one version. Like why are there five different versions of badham? Why do pallets spawn sometimes and not other times? Does this make the game better or does it just confuse people? It makes it incredibly difficult for survivors who don't have thousands of hours to learn the maps. If you got rid of the RNG factor then this would be much easier to do for the average player.
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@MrMori said:
Why not just remove pregame lobby completely? Could you imagine finding a match and then instantly going to loading screen? That would be amazing.
This makes the most sense which is exactly why it won't happen. There is no good reason for the lobby to still exist. Behavior talks about how concerned they are about queue times and yet they still keep the lobby. Most of my time spent waiting for a match is spent in the lobby while multiple people on both sides repeatedly dodge. It'd be nice if I didn't have to deal with this. Sometimes it can take upwards of 4-5 minutes just to get into the loading screen when you are unlucky.
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Literally just make a system that punishes the most extreme cases of hard tunneling. Hook the same survivor three times in a row while everyone is alive and the remaining survivors get a massive buff to repair speed, healing, unhooking etc. You'd still be able to strategically tunnel late in a match and the game wouldn't immediately be over if the killer decided to hard tunnel from the start. Killers would have to think about whether or not it's worth it. I promise you this would drastically cut down on the most extreme type of tunneling.
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@ChaosWam said:
Oni sits at around 58% for killrates as of 8 months ago.
Console players must be holding him back, eh? /sUnironically probably true considering killer is significantly easier on mouse and keyboard. I immediately assume anyone who thinks killer is hard is playing on a controller. The kill rates would probably go up at least 5% if console killers didn't exist.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819508#Comment_3819508
Killer mains always say the game is the most balanced it has ever been. Explain how 60% kill rate to 40% escape rate is balanced please.
Escape rate is even lower which is the worst part. I want to see the escape rate with dc games NOT thrown out. Isn't that why bots were added?
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818435#Comment_3818435
That was also the case with perks like Decisive Strike and Adrenaline: They'd sacrifice a slot that could be used for gen speed perks or heal perks for the entire game for a chance that they'd come in clutch at the end game.
Still didn't stop people from complaining and the devs from changing the perks, so the whole "It's an end game build" kinda means nothing.
Waiting for someone to come in here with the mental gymnastics and tell you why it's fine for killers and not survivors.
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Chucky is on the same level as Skull Merchant and Twins for me due to how overtuned he currently he is and due to how sweaty Chucky players are. He isn't technically the strongest killer since Nurse, Blight, and Billy still exist. Doesn't make him any more fun to play against. I actually feel like uninstalling the game whenever I get a Chucky. I enjoyed DBD more before he was added to the game.
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There need to be hard limits on how many perks of each type you can bring. It would severely damage boring playstyles and introduce more perk variety. Two info perks, Two gen perks, Two second chance perks, etc.
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It's definitely busted. I even saw Otz complaining about how broken it is the other day. He intentionally camped it in a few games to show how absurdly strong it is.
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The most common reason people give up in my matches is due to unwinnable games and/or hard tunneling at five gens. Something like a strong killer having 4 downs before the first gen even pops is the most common reason by far. I actually don't get that many teammates who give up for silly reasons. I have data for my last 209 solo queue matches and in that time only 7 total people gave up or dc'd because they got downed early. People claim it happens every other game but it is not my experience at all.
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Logically there is no reason it should still be allowed since there is no strategic reason to bleed people out anymore. The common excuse was always "There is nowhere to hook them". Hooks respawn now so why bleed people out for any reason other than to be a douche? Them being so slow in adding a system to speed up bleed outs is probably down to them feeling like it won't make them any money or bring in many new players compared to other things they are working on. I think they will eventually add something but it will take them years as usual. All of their manpower is probably working on the next DLC or next game mode.
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@Langweilig said:
I really can’t understand someone complaining about having too little bloodpoints. I hate spending them so much. It takes years to spend them lik it is a half time job. When they are finally gone they fill up to 2million too fast again, so I have to go through the process again.
It's more about how unfair the distribution is. Killers get a ton of bloodpoints and survivors barely get any by comparison. This is an obvious problem that can be confirmed just by playing a few dozen games on each side and averaging out how much you get. This became worse when they removed the BP bonus from Prove and WGLF.
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He has the same problem as Hillbilly where the killer can make a million mistakes and it doesn't matter. You can do everything right as survivor and he is immediately back on you after failing to use his abilities. It's bad game design and feels terrible to play against. Git gud only applies to survivors apparently. At the very least the bat form needs some kind of change.
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@Thusly_Boned said:
The maps have been noticeably shrinking (maybe too much in some cases), so at this point I'm gonna go with no on that question.
And I don't think the gates are too fast to open, but I do think they should regress (so no more 99ing gates).
But along with that change, I would find some way to code things so gates never spawn too close together (and never on the same wall, which is ridiculous).
Subjectively I die significantly more from gates being 99'd than I do from the timer running out. I feel like this would actually benefit survivors more than anyone.
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It should only exist on M1 killers with no significant power. No one should need bloodlust to hit someone on killers like Blight, Hillbilly, etc. The higher tiers could be removed altogether.
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It definitely does need more players. I can't even find matches right now when there are two separate queues. These are the longest queue times I have seen in awhile. I genuinely don't believe this game has the playerbase to support multiple game modes.
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A low to middle A tier killer like Wesker should be the strongest killer in the game. Any killer significantly above him is too strong and horribly unfun to play against when you aren't in an organized group. Especially on these new maps that have no pallets and endless deadzones. The low end or weakest a killer should be is Bubba. If I had control over the game I would nerf Nurse, Blight, Billy, Chucky, and Spirit while buffing the C and D tier killers. Then I think we'd be in a good spot overall.
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@mecca said:
BHVR balanced the game so bad killers can beat good survivors. I am amazed huge winstreaks are even allowed in a PvP game.
It wouldn't be allowed if any other company developed this game. You'd maybe manage a 10 winstreak if you were insanely good. You'd be happy about it too. This is the only game i've ever played where winning 30 games in a row is normalized and even considered unimpressive. Never mind almost the entire killer roster having verified winstreaks in the hundreds at a minimum.
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I don't have much to say other than I agree with this. The amount of matches that are dead on arrival is way too high for my liking. There is nothing enjoyable about loading in against a four slowdown Hillbilly who is hard tunneling at five gens… All as a solo queue player.
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The only real problem is the existence of No Mither. Your teammate usually just gives up if they get it. If not the killer immediately hard tunnels them out. It's a guaranteed loss if the killer isn't terrible. Killers don't have anything comparable.
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@Arbmos1998 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805948#Comment_3805948
BHVR's data also says Nurse and Blight are some of the weakest killers in the game according to their killrates. We know full well these two are not weak but I feel if people want to be biased towards BHVR data and use that as their stance in that sense I say Nurse and Blight should be buffed because the data says so.
BHVR's data isn't in anyway accurate and doesn't tell us the whole picture of a match. Skull Merchant having a 70% killrate but an incredibly low pick rate? Because people quit on her the moment they see her and go next thus massively impacting her data to the point of she is getting completely destroyed next patch just to cater to these people who none stop cry about her instead of adapting and learning. 60% killrate btw which most the killer roster was sitting at isn't too amazing either as that would imply on average killers are getting draws most their matches with the very rare off chance of a 3k (win). People want 50/50 but this just tells me they want Survivors every match to complete all 5 gens, 2 die (lose) 2 escape (win) and the Killer getting a draw every game. That to me is boring and not balance.Bro they straight up said people giving up doesn't effect kill rates anywhere near as much as people think it does. The idea that survivors giving up is massively influencing kill rates is literally fake news conspiracy theory type stuff. The devs said in the discord stream that Skull Merchant has a 68% kill rate even when they don't count games with people giving up. If you don't trust the devs for data then who do you trust? Your own subjective experiences?
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Same. I am getting nothing but 25%.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802447#Comment_3802447
Do you have any data to back up those claims? And why are hook suicides the constant refrain I hear on the forum while farming killers are never mentioned? Or the fact that most DCs seem to happen in matches where the killer is dominating, which would also bias the stats we have down? In the wild, I find all of the above are relatively rare. I don't think their cumulative effects do that much on the aggregate, except perhaps in unique cases like SM's kill rate, and even then I've only seen speculation on this.
Regardless, this approach is still the correct one. Killers should all be viable regardless of MMR. The easiest way to do this is to buff weak killers, nerf strong ones, and then make buffs/nerfs to survivor/killer overall such that the game is balanced. Killers too weak/strong at certain MMRs can certainly be adjusted accordingly.
It's funny because the devs literally said in the recent stream that Skull Merchants kill rate is still 68% when they throw out games where someone gives up on the first hook. I think the number they gave was 2.5% of games against skull merchant have someone dropping on the hook. They basically completely shut down the ridiculous narrative that kill rates are only high because of survivors giving up. Conveniently the usual suspects didn't bother to mention that. I expect they will continue to use this as an argument even though it has been debunked.
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I don't know why they keep insisting on banning bloodpoint offerings from these modes. From a rewards perspective there's no reason to play this mode over normal. 200% does not replace the lack of offerings. I already have a 100% when I play normal and there are at least 2-3 bp offerings per match these days. The gameplay is not good enough to justify playing for fun alone. When I did play I got back to back Bubbas into a Dredge. After that I immediately decided I was stopping after I finished the tome. I have not touched it since the first day.
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I actually think nerfing windows would make a significant number of people stop playing. Especially players on the casual side. It would definitely make playing solo queue in particular feel much worse when it is already the hardest role in the game. I feel like there's a reason why they haven't touched it. It's not like they are afraid to nerf survivor perks as the last few years have shown.
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The relief from finishing the tome and realizing I will never have to play this mode again was the most fun I had. At least until they try it for a third time.
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@[Deleted User] said:
I did one game. Played against a Bubba. Don't see a huge reason to play it again. Not sure why Bubba would be included in this mode. Only one way those games are going to go.
I played back to back games against Bubba. In both games half of my teams rage dc'd. There just isn't much counterplay to this at all. A huge oversight on Behavior's part IMO.
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It's zero percent fun as survivor too if it makes you feel better.
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You get literally no bloodpoints
No rift fragments in the tome
Boring and slow paced gameplay
What exactly is the reason anyone should play this mode? The fact that you can't even bring bloodpoint offerings is ridiculous. The gameplay needs to at least be good if you want people to play for effectively no rewards. This entire mode is just a miss and I don't think there is any way to make the concept work. It's just not fun. Put more energy into improving 2v8 instead. Going through the tome just feels like an obligation more than anything else. It's not something i'm doing because I find it enjoyable.
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I don't think they went far enough with the Billy changes. Hens who is a prolific hillbilly player says he's still an S tier killer and this won't change much. I don't think S tier killers should exist.
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A glorious day for DBD.
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I've wanted this for a long time. I strongly dislike the waiting and how sometimes the lobby seems to go on forever due to people constantly backing out on both sides. All the lobby does is delay the match. When I click play I am ready to play. I don't want to sit there for 60 seconds because some guy isn't paying attention. Then another 60 seconds because some guy didn't like what he saw in someone's profile. It's incredibly boring.
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I have 4500 hours in this game and my kill rate is 89%. Do you want me to keep a spreadsheet of my games and send it to you? Or do I need to record myself playing killer to prove it?
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@sinkra said:
The devs wanted to make the game EZ mode for killer at the expense of 80% of the playerbase, which is mind-boggling to me from a business point of view.
Guarantee you it's one guy high up on the development team who is stuck on this idea of killers being the "power role". It's like when a director has a terrible vision for a movie and just won't let it go no matter how many people around him are trying to politely say it's a bad idea.
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It's just something people said years ago when there was actually some merit to the argument. Then they never let go of it even after the balance of the game clearly shifted in the other direction.
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The biggest change i've seen is my games start way faster which is amazing. There is definitely less dodging on both sides. I have been escaping more (over 50%) lately but i'm not sure if this is due to the prestige change. I am going to keep tracking for another 400 or so games to see if there is a significant difference.
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They're not going to give killers basekit corrupt. I definitely agree with the other poster that people would never agree on which killers it would be OP on. I'd also point out they just nerfed gen perks because of how strong they were when stacked. The last thing they're going to do is give killers a free slot for another gen perk when kill rates are already high.
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@ppmd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792280#Comment_3792280
If the escape rate is 44% without tunneling, they'd need to buff killers a fair bit more to compensate if they want that 60% kill rate right? Because if it's 44% in solo then the escape rate would presumably be higher in a SWF.
Although I guess thinking about it more the SWF escape rate isn't much higher based on this https://forums.bhvr.com/dead-by-daylight/discussion/405382/new-stats-feb-15th-2024/p1
Also it's interesting to consider how much tuennling impacts those stats they release too.
Anyway, I don't think most killer players need tunneling to do well in the vast majority of games either. Part of the disconnect is a 60% kill rate doesn't seem to be satisfying to many killer players and they only want a 4K which seems to often to lead to a pulling in both directions situation.
Personally I don't mind tunneling as much as camping because camping isn't that interesting for either side especially if it's a killer that's strong at camping, but both seem pretty hard for people to deal with and they have big impacts on game outcomes. That's maybe why they are testing these changes like 70s hook timer.
Tunneling does seem to discourage a lot of new players from playing, so it might be good to change. But it also seems hard to change these things without reworking the game a lot which seems like a lot to do. Maybe UE5 will allow for more opportunities to experiment for both sides….The last part is exactly why tunneling has to change. I personally know multiple people who couldn't get into the game because of how tunneling disproportionately hurts newer players. I don't personally have an issue with tunneling in most cases and it doesn't effect my games as often as other people claims it does for them. However I do understand where they are coming from due to the experiences of my friends.
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@Eelanos said:
6.1.0 truly was a turning point for the community.
Killers got a bunch of buffs that, if I understand correctly (Can't know for sure, I neither play 4-man nor did I play killer back then), they sorely needed to compete against premades.
But the buffs were SO strong against solo survivor that we spent about a month and a half seeing people give up at the first down because you knew if by then you didn't have at least a gen done that match was lost, hands down.
Many killers decided to use their newly gained strengths to bully the hell out of soloq (This is not an us vs. them, this is just my experience playing the game at the time, no need for everyone to start going "I didn't do this".) and survivors' brain chemistry has been irreversibly changed to give up the moment anything goes south out of the sheer disillusion with every match they played since.
From then on, the game has been awful to play. It doesn't matter what you add to survivor, people are extremely burnt out. And it's not a matter of "Take a break", people still like the game, but they throw themselves at the killer over, and over, and over again in hopes there's that one golden match where the game feels somewhat balanced and there's an actual winning chance.
And in a way, I understand. Until BHVR starts balancing depending on whether you're premade or not, the game will feel hopeless to play.
My escape rate went to hell and never returned. I started playing killer way more because I can't for the life of me finish tomes without throwing entire games as a survivor, as most tomes actively encourage you to play badly. I get tunneled, camped or slugged on the daily and I get 10k for it, and when I complain on the forums people say "git gud lul". Meanwhile, playing killer gives me at the very least 25k every match, and I'm able to finish tome missions at about a rate of one per one or two matches.
Survivor play is in an absolutely horrendous state, and SWF-centered balancing is gonna make sure it stays that way, with killer matches being either disappointingly easy or the worst experience ever concieved, with no in between, depending on if you're facing solo or premades.
I actually don't think 6.1 on its own was all that problematic. It's how they have kept piling on unnecessary killer buffs across the board afterwards. Just update after update of making killers stronger and stronger. Like why was Haddonfield turned into the monstrosity it currently is? Why did Huntress get buffed when she was already strong and also overplayed? I could go on and list dozens of silly changes they have made after the initial batch from 6.1. When put together it made the game very unpleasant for survivors. When does it all end? When are they going to be satisfied with how strong killers are? A lot of it to me feels like change for the sake of change. Not because it's logical or necessary. This is how I felt when I saw unknown on the list for "updates". Like why? What is wrong with him and why does he need changes? He's a killer that is almost universally considered to be well balanced and Behavior is changing him because reasons.
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I almost never run into tunneling personally. In my last 200 games I think I have been successfully tunneled once. It was by a nurse who immediately blinked onto me after I was unhooked. Tunneling is the most overblown "issue" in the game and I can't tell if people really do get tunneled all the time or if it's an issue of perception. Granted I am a very experienced survivor main with 4400+ hours so I am more equipped to deal with it than most players. I do think that tunneling as S-tier killers is cringe but that's more of an issue with the killer itself being overpowered than it is an issue of tunneling. You're really shooting yourself in the foot by bringing that much anti tunnel. You'd be much better off bringing just one anti tunnel perk and replacing one of the others with something like we'll make it. My escape rate has sky rocketed since I started using it.
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I mean the playstyle you should use comes down to how the game is going. If your team is extremely gen efficient then you should comp drop everything on the map. Why would you not? It's by far the safest way to play in this situation. Greeding on the other hand is extremely risky. The main reason you should greed and preserve pallets is due to inefficient teammates who don't do gens. People who think comp dropping by itself makes someone unskilled have no understanding of how survivor gameplay actually works. It might be "boring" but it is absolutely the right call in a lot of cases.