I_CAME
I_CAME
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They said they are going to eventually get rid of excessive slugging like this. Just that they are trying to figure out the best way to implement it. I don't think bleeding people out for the sake of being toxic will be around much longer. Just be patient and wait.
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Nothing has changed in terms of how people play. Killer mains are just being dramatic when they say it has caused more slugging. Killers slugged before the change and they still do. No difference at all. It's a bad attempt to get the change reversed because it made the easiest playstyle (camping) more difficult.
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Lights Out is terrible and is one of the worst things they have ever created for this game. I will try it to see what they changed but I can't see myself playing it other than doing the tome.
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Bring old old haddonfield and cowshed back too.
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The buffs were mostly good. I actually do think the cooldown after a hit is a problem however. The whip is already incredibly strong in tier 3. It doesn't need a non existent cooldown on top of it. I hoped they would have learned their lesson with billy's chainsaw but it doesn't seem so.
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The survivor giving up problem is mostly an issue of lack of incentive to remain in games and broken/unfun killers. Like if you load in against a Blight, Nurse, Billy, etc who downs someone 20 seconds into the match then the game is pretty much over at that point. Then other times it's like a skull merchant or a twins match where you spend half the game being slugged. I would say 90% of games where people give up fit into these categories for me. I don't actually see people quit for no reason that often. I think giving people more reward for finishing matches and fixing things that are unfun to play against would go a long way towards fixing this problem.
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As I recall they made them even worse than they originally were somewhat recently. This seems to be one of those working intended things. I don't really understand the purpose of the bots when they are effectively useless for every purpose. They aren't good for practicing and they aren't good as teammates.
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Finally something I can agree with you on. Don't know why this hasn't been implemented yet.
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- You lose more than the killer. One of the best survivors in the world achieved a 65% escape rate FOR HIS TEAM while trying as hard as he could with a specialized build. This is similar to the AVERAGE kill rate. The average killer can literally drool on his keyboard and achieve the same thing that a top tier survivor did. Imagine how ordinary players feel with their 30-40% escape rate. Constant losing leads to frustration with the game.
- You get literally no blood points for your time compared to what killers receive. The amount of points survivors get is frankly insulting and definitely isn't encouraging anyone to stay in unfun matches. This had needed a boost for a long time and devs have ignored it. You can't expect people to lose, receive less rewards, and then be happy about it. It's like being shocked when people half ass a minimum wage job.
- Busted killers like Nurse and Hillbilly still exist. Horribly unfun ones like Twins and Skull Merchant still exist too.
- Bad matchmaking that pairs you with idiots and an insanely sweaty killer in the same game.
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@VantablackPharaoh91 said:
I promise you are not actually being tunnelled out, in the true sense, as much as you think. If you are, there are perks for it. Try Off the Record, that's what I run. Are you wearing obvious cosmetics? Are you stealthy when you need to be, or just running everywhere?
OTR doesn't really do anything if the killer really wants to tunnel you. I only get tunneled once in a blue moon but OTR doesn't really do much when I do. A determined tunneler will just hit you immediately off the hook and render your OTR useless. I had a nurse do this to me the other day. They just waited near the hook and blinked on top of me as soon as I got unhooked each time. Might be more of a nurse problem than anything else but it's still a bit ridiculous.
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No. Although I do feel like Star Map and Emergency Helmet are necessary. There isn't really any variety with the addons since those two are so strong and the others are so weak. I really wouldn't trust Nightlight stats to be 100% accurate anyway. It's notorious for reporting kill rates lower than the official ones. Xeno had a 59% kill rate in February.
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No. Killers as a whole don't need more buffs. Just buff the weakest ones like Freddy and Myers.
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Killer mains will whine either way. If it's as strong as they say then a nerf will cause escape rates to tank. In that case Behavior will just buff survivors in other ways. They have the 40% escape rate as their current target so they aren't going to let it dip below that for an extended period. They will then complain about whatever buffs survivors receive to boost them back to a 40% escape rate. If it doesn't have any impact on escape rates then they will complain about something else instead.
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I'd actually love for the hatch to be removed. It's a mickey mouse win that artificially inflates the escape rates. It'd mean basekit buffs for survivors since removing it would drastically lower escape rates from where the devs want them. A gate escape is the most satisfying win in DBD and i'd love to see more of those in my matches.
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Knock Out. It's used exclusively by people who are out to make the game as miserable as possible. If someone is running this perk then they are going to slug everyone until they bleed out. It is never used for any reason beyond this. It is also useless against a SWF. It's basically only good for torturing solo queue players. How this perk has dodged a rework is beyond me. I have gotten the same Wraith on FOUR separate occasions. He just sends people to RPD and attempts to bleed everyone out without ever hooking.
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A group of comp players did the same thing except they didn't even use his power. They got a 90% kill rate if i'm remembering correctly. I'm done with people acting like it's hard to play killer in pub matches.
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@Musxussu575 said:
"[E]veryone is spamming it, no matter if they have 20 hours of game time, or 5k hours."
Finally, someone said it!
WOO is the new Dead Hard - the meta obsession that everyone bandwagons onto. What people don't realize is that it's a crutch perk. That is, people who have used it for so long are effectively cursed to have a 3-perk build because the fourth always has to be WOO. If they were to remove WOO from their load-out, they would fall apart, almost as if addicted. They literally cannot play without it.
Run Hex: The Third Seal and blind everybody. They'll drop everything and move heaven and earth to find that totem. They're definitionally addicted.
Players are asking for the Dead Hard and Boon: Circle of Healing treatment - WOO's blatant overuse is begging for it to be changed.
FYI, I'm a solo-queue survivor main.
You clearly never played when old dead hard was a thing if you think windows is close to that level.
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@TheWheelOfCheese said:
I don't believe SBMM works at all. I've seen no evidence presented that it actually functions in any sane way, other than Peanits claiming that it's working as intended, and of course not providing any statistics or anything.
At this point I've exhausted my "benefit of the doubt" supply on the developers. I don't believe anything they say at this point unless they provide some form of evidence to back it up.
The example I always see is hardcore survivor challenges with Otzdarva. People point out that their games do get harder as they start to win more. Even then it's really just a coin flip. Once they are in "high MMR" they will get the sweatiest nurse you've ever seen in one game and then a killer who gets two hooks in the next game. It still seems like it's 50/50 even when you reach the softcap. Maybe the average match gets harder but it's still incredibly inconsistent.
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Lethal doesn't need to be nerfed. Ridiculous S tier killers like billy, nurse, and blight need to be nerfed. They sort of nerfed Blight and we're thankfully getting Billy nerfs soon. How nurse has dodged major nerfs for so long will always be a mystery to me.
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@Paternalpark said:
My issue is that Killers can see items in lobby and switch to Weave Attunement if they want.
This is bad design.
Imagine survivors seeing the killer's add ons in lobby and then bring perks to counter them.
There is no valid reason why killers should be able to see items. Hopefully they come for this after they get rid of prestiges.
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I didn't play for months and only came back to try 2v8 if that means anything. It's hard to have fun when it takes so long to address basic things.
- The Hillbilly situation is one of the most obvious. It has been painfully obvious for awhile that he is way too strong. So obvious that even the best players in the world think he's a nightmare to play against. Yet we're only now talking about him actually getting a nerf?
- Same with Skull Merchant taking so long to get some sort of rework. It has been obvious for a long time that she is actively making the game worse for the majority of players and nothing has been done about her still.
- Then you have things like bleeding players out just for the sake of being toxic. The devs did say they were looking into it recently but I really do wonder why something like this has taken so long to even address.
- Maps being reworked into horribly unbalanced trash like the new Haddonfield while simultaneously releasing strong killer after strong killer. When every new killer is firmly in the A tier and old ones are consistently being buffed then I really don't see why maps like the new Haddonfield even exist. Have the devs ever played against a higher tier killer on some of these new maps? Most people are not playing as Myers without addons so there is no reason for maps to be as weak as some of these reworked versions are. It feels like they're just putting out reworks for the sake of it at this point.
- Questionable choices for changes/buffs. Did we really need any work done on Twins or Hag? Neither killer was weak and they are still unpopular after the buffs. I don't think random buffs are going to make unpopular killers suddenly become more popular. If people don't like the playstyle then they don't like the playstyle. It's also interesting that they chose two killers which nobody on either side enjoys. When is the last time you saw anyone get excited to play against a hag or a twins?
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I don't think hackers is a good enough reason. IP bans exist and this is how Fortnite handles cheaters.This is what should happen to repeat offenders. You can also ban VPNs to make it more difficult for them to come back. If you could control cheaters it would be better if the game were free to play at this point.
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Quit because a killer that even competitive level players think is overtuned might get slightly nerfed? Bye
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There's too much stuff in the game in general. Perks are probably the worst offender. I have played this game for years and I have no idea what half of them even do. I can't imagine being a new player. The logical solution would be to outright delete 1/3 of perks from the game. So many of them are useless and serve no real purpose other than to confuse new players. Would anybody really miss Residual Manifest or Red Herring? How about Detective's Hunch or Ace in the Hole? It's not like they're ever going to be able to balance them anyway. Things would be much more manageable if new characters shipped with two perks instead of three.
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Billy nerf maybe?
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Great change. Now make it so they can't examine profiles until after the game is done. Anonymous mode should be on by default in the lobby. Then lobby dodging is solved. I would go a lot farther to be honest. I wouldn't even let them see cosmetics or items if it were up to me. Just a silhouette of the survivor is all that's needed.
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@Yippiekiyah said:
I can only hope that this change has been made cause the long term plan is to eventually increase the gens to 100 seconds.
More like it's a sensible change that should have happened when they increased gen times. Camping should never be incentivized by making it even easier.
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This is a bigger change than people are giving it credit for now that we have anti face camp. I've had so many times where the anti face camp ALMOST triggered. That extra ten seconds will be massive considering it's for every hook stage. It will be huge if they ever add the anti camp meter to the HUD. The amount of extra time you can get on gens with this will also be a great overall buff for survivors.
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As far as survivors being better/more efficient.. I feel like it was easier at first because of how many new/returning players there were trying out the new mode. The player count has gone down a lot since the day 2v8 released which means the population is normalizing and there are less casuals than there were. I think this would naturally make the game harder and harder over time. You getting bad teammates could just be bad luck.
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There is absolutely no reason to keep it around after the time expires. It gets old playing against the same killers every match. How many people do you realistically think will still be playing this when the second week is up? I want my BP incentive in back in 4v1 as well as some killer variety. Huntress every single match is not it.
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I quit after the second day because I got so sick of playing against huntress every match. More killer variety is definitely needed if this mode is ever going to be a long term thing.
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I stand by what i've always said. 4v1 needs a ranked mode and a casual mode that has heavy protections against "sweaty" gameplay.
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At this point I don't even know what the argument is for nerfing SWF. The numbers prove that SWF isn't overpowered. I have been around long enough to remember when people said. "If they released high MMR data then it would prove how overpowered SWF is". Then they released high MMR kill rates which showed us that four man SWFs in the current balance LOSE more than they win. Now the goal posts have been moved and the mental gymnastics have gotten even more ridiculous. The most common narrative is that a four man SWF is unbeatable/unfair to the killer. How does this narrative make sense if these teams are losing more games than they win at the highest level of MMR? I could understand the argument if four man SWF had something ridiculous like a 75% escape rate.
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Most unsuccessful? Did you forget about the trainwreck that was lights out?
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768223#Comment_3768223
I hope that can be implemented by the next time 2v8 rolls around (or even earlier, ideally). It's really needed.
1v4 queues are cooked right now (at least on the killer side). I don't want to have to play 2v8 Survivor for the next 2 weeks in order to get decent queues.
Yea it's kind of silly. I'll admit that i'm a bit annoyed at being expected to play 2v8 for the entire two weeks if I want to earn any amount of bloodpoints. It's even worse if it gets extended like Chaos Shuffle did. Sounds like a good way to burn people out on it if i'm being honest.
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I am already tired of going against huntress every single match.
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I am already tired of going against huntress every single match.
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I don't think the mode is that bad honestly. Although I definitely would not play it without the 400%.
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@Iron_Cutlass said:
One of my matches I died on my first hook because nobody came to rescue me. SoloQ is still SoloQ, extra players is not going to change that.
This is exactly what happened to me in my last game. I'm amazed that with this many survivors no one will unhook you. It's insane.
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Long queue times for killer will be what kills this game mode. You can give survivors a 400% bonus but it won't change the fact that survivor gameplay is boring. Not even being able to have perks, flashlight saves, etc only makes it more boring. I think the actual balance is fine but that doesn't make it interesting from a survivor perspective.
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My guy barely anyone wants to play survivor as it is. You want to make the queues even longer for killer?
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@Kuris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767196#Comment_3767196
Not sure where you got 4th from:
Developer Update | Stats! - BHVR
She is 0.5% below average, she is also the literal lowest picked killer.
Those numbers are from before her buff. The 64% is from nightlight which is notorious for often reporting kill rates that are lower than the official ones.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767154#Comment_3767154
ok, i think nerfing killer that are alredy underperforming is a bad idea. How is that for on the topic?
Fourth highest killrate=Underperforming?
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The maps don't even need reworks considering how strong the average killer is now. The only truly weak killers left in the game are the pure M1 killers like Freddy, Myers with no addons, etc. Both of which will probably end up absurdly strong when they get reworked. They're just doing map reworks for the sake of it now. Like "we have this map team so we need to use them somehow" kind of logic. You can't keep dropping A tier killers while continuing to do these terrible reworks.
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It should be basekit at this point. There are 42 map variants and most of those have RNG pallets that spawn sometimes and don't in other games. To expect a normal player who doesn't no life this game to know all of this without a perk is madness.
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@Xyphus said:
According to Nightlight Xeno has the 2nd lowest kill rate.. Which is a shame how they butchered this huge license.. But, as you said, at least it looks good.. If only that would count for something
High tier killers like Spirit, Nurse, Pyramid Head, Wesker, Artist, Huntress, and Plague are all below the average kill rate too. Does this make them weak?
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@mecca said:
The problem is simple: the game is too unbalanced and it's too much decided in the first minute. While killers have the luxury of coming back from bad starts, survivors don't. If a Blight has downed several before a single Gen is completed, survivors can't win.
The killrates are too high. Survivors often go matches after match facing the same inevitable loss. In essence: there is not much skill expression for survivors to control the outcome. So the whole problem is the game feels unwinnable because it often is.
This is why I stopped playing. I got sick of being a bloodpoint pinata for killer mains. I think it's completely unreasonable that I am expected to lose more frequently than the killer and be rewarded less for my time as the cherry on top. One sided games like this aren't just frustrating because you lose. They're also frustrating because the killer comes away with like 30k while the survivors get 10k. It just adds to the frustration that already exists from losing. I don't know who it is on the dev team who thinks this is a fun time. There's a reason why people rage quit so much more compared to when I first started playing and this is a part of it. I understand why certain things were nerfed but they have gone way too far in the other direction with the balance changes they've been pushing.
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@Paternalpark said:
DH got nerfed, now the goal post has shifted to Lithe? Next will be SB and so on.
Survivors are just not allowed to have good perks. There are people here that think stacking four slowdowns on S tier killers is fair but will argue that lithe is overpowered.
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@Ohyakno said:
It's really not common, sorry to say. I've been bled out fully maybe a dozen times since I started playing at the release of blight.
You must not play survivor very much. I've been bled out 3-4 times in a single session without doing anything to provoke it. I won't claim it happens every time I play but it has happened to me multiple times.
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The biggest problem with survivor is you feel like you're wasting your time. When you play killer you win more, get significantly more bloodpoints, and are generally in control of the match. If the event didn't highlight to Behavior how much more rewarding killer is then nothing ever will. If you made an actual attempt to fix these issues then I guarantee you giving up on the hook would be greatly reduced.