I_Cant_Loop
I_Cant_Loop
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BHVR does not care if you get matched against killers with insanely high pings. If they did, they would have implemented ping limits in lobbies a long time ago. The very least they could do is let you see killer ping in the lobby to decide for yourself if you want to enter into an unfair match. They worry more about the one person with bad ping being punished than they do about all the other players who have to suffer because of that one person’s bad ping.
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@Daniel_Silva04 said:
Skill issue. I played against him without any problems after the nerf, it's much easier to avoid hits from his power. Any object you enter behind the power is canceled.
It’s zero % surprising you got so many downvotes when it’s so much easier to complain “kILLeR op!!!” than it is to improve one’s own skills in the game.
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Skull merchant and Hag have been gone for a long time and no surprise there. But I also haven’t seen Chucky basically since he was nerfed. Pretty much every other killer I can recall seeing sometime within the last month or so.
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How do you see what region the server you are connected to is in?
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@RainehDaze said:
I'm not sure what we're supposed to make of the stats when the very limited info we've given apparently leads to the conclusion that the Twins need a nerf, of all things.
Twins are widely recognized as one of the stronger killers, almost always see them in A tier. They are also widely recognized as one of the most unfun killers to go against due to the slugging meta. Most people give up immediately against Twins, thus the high kill rate. Same thing happened with old Skull Merchant.
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@I_CAME said:
Waiting to hear the mental gymnastics about how a 70% Blight kill rate against the best survivors you will get in a real match is totally fair. You don't even need to gut the killer. Just tone him down a tad.
Who actually tried to make that point? I sure haven’t seen it
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@BorisDDAA said:
But I thought the game was survivor sided????
Who is saying that it’s survivor sided?
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@Roaroftime said:
These are insane and unhealthy and honestly reflect how awful the game has been this last month for high mmr solo queue
LOL what? The escape rate is 40%, which is what the devs have said countless times is the target escape rate for survivors. If that’s not good enough for you, I don’t know what else to tell you. Some people won’t be happy unless they escape every single match and get to t-bag the killer on the way out
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I’m honestly super surprised to see updated stats. I was pretty confident we would never see these again. Kudos to BHVR for sharing these (and an apparent commitment to continue sharing them in the future as well)!
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915523#Comment_3915523
That doesn't answer my question though. The aura nerf is pretty much completely insubstantial for all the reasons I mentioned in the OP that you did not address at all. How is it especially dead against SWFS? In what way did the nerf impact its performance vs SWF more than vs solo? Surely for a SWF team that can call out totem locations the aura matter less, not more.
Shouldn't we advocate for a less substantial decrease to the slowdown (like 20% +10% for each totem) instead of reverting the aura change?
the auras make the totems way quicker to find, especially for SWF who can call out general locations on the map, teammate goes to that general location, and aura guides you right in. GG EZ
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The slowdown adjustments were more than enough of a nerf. Adding the auras on top of that was completely unnecessary and makes it a dead perk, especially against SWF (as usual).
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@smurf said:
These responses so far seem overly dismissive. It's not impossible that the OP is just posting bait, but it sounds a lot like they may not have as much experience as most of the forum users.
What @here2complain is describing sounds very much like the "new player" experience. Killer games at low-ish mmr are insanely easy. Survivors struggle to do more than hide or hold W in a lot of cases.
And I have to admit that by "new player", I mean someone with less than maybe 1000 hours in-game, or even someone who just doesn't watch and learn from other highly skilled players. Getting to a skill level where you can take advantage of checkpoints, loop into strong positions, fake vaults, and run killer specific counters takes a crazy amount of experience. Here I'm imagining players well below the mmr soft-cap, so I guess I'll refer to that regime here as "non-advanced" mmr to just have a terminology to use.
I don't want to assume I know how that experience has evolved over time, but I imagine that the way Kaneki is designed might be creating a very oppressive environment for the 'non-advanced' survivor regime. Nurse and Blight aren't so intuitive at first, so iirc, we see reasonably high usage of more M1-ish killers in that mmr range. If Kaneki is sufficiently easy to use, then that killer might be closing distance on 'non-advanced' players and landing hits in a way that's more oppressive than many of us might imagine. That would actually be really bad for DBD's future since it could discourage new players from continuing to play the game.
Or I could be totally wrong. Who knows? 🤷♂️
The “I always 4K with no perks” was a dead giveaway that it’s a bait post from someone who doesn’t play killer
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I’ve been seeing Ghoul surprisingly infrequently the past few days. Maybe I’m just lucky and I certainly won’t complain.
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It is very unfair, but the devs have made it very clear that they are never going to enforce ping limits in lobbies or even let you see the other players’ pings in lobbies to decide for yourself if you want to enter into an unfair match.
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I agree that BHVR should be more transparent with their stats, but I understand their point of view that there is really no upside to releasing stats and a lot of downside to doing so. Whatever they release will be flamed by either the pro-killer side or the pro-survivor side.
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@here2complain said:
Chase 10 seconds → hooked → healed/interrupted → chase 10 seconds → hooked → etc.
The skill level it takes to survive a chase more than 10 seconds even is insane, unless they're just bad. Meanwhile, I can play as killer and easily get 4k with zero perks.. like seriously, virtually every game on any killer I play, I easily get 4k. But when I play survivor, we get completely wrecked each time, or barely out. And I feel it's gotten much worse the past couple of months. The new killer doesn't help either; he doesn't get punished for making mistakes. You can "outplay" him and get him to launch way past you, but instead of being rewarded with distance, he's right up on your ass instantly after one more grapple. The skill requirements between killer and survivor is just way too big.
”here2bait”
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@here2complain said:
Chase 10 seconds → hooked → healed/interrupted → chase 10 seconds → hooked → etc.
The skill level it takes to survive a chase more than 10 seconds even is insane, unless they're just bad. Meanwhile, I can play as killer and easily get 4k with zero perks.. like seriously, virtually every game on any killer I play, I easily get 4k. But when I play survivor, we get completely wrecked each time, or barely out. And I feel it's gotten much worse the past couple of months. The new killer doesn't help either; he doesn't get punished for making mistakes. You can "outplay" him and get him to launch way past you, but instead of being rewarded with distance, he's right up on your ass instantly after one more grapple. The skill requirements between killer and survivor is just way too big.
Please show us some clips of your “easy 4Ks with no perks.” I would love to learn from a true pro
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I’m willing to take a “wait and see” approach with these proposed changes. It’s very easy for people who never play killer to claim that killers should be able to win without ever tunneling, slugging or camping. Yes, there are matches where killers use these tactics when they don’t need to. But those of us who actually play killer also know that there are many situations where camping/tunneling/slugging is the correct play or it is necessary to apply pressure against teams with an unfair coordination advantage on comms. It’s going to be a very tall task for BHVR to reduce the unnecessary use of these tactics while also not punishing the legitimate use of them.
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Well I guess I should just stop playing every other killer I play and just play Pig to guarantee myself a 100% kill rate
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Matchmaking has been non-functional for a long time and is by far the biggest problem with the game. On the survivor side, just yesterday I had three solo queue games in a row with good, experienced teammates. All were fun and I escaped all three. The 4th game threw me into a lobby with someone who had like 20-something hours in the game and another default-skin Claudette who was likely also brand new.
There’s really no excuse for matchmaking to be this horrific when the survivor queues are instant. I’d gladly wait a couple minutes to actually be matched with other survivors of similar skill level.Solo queue experience is fine when I have competent teammates. It’s dreadful when I’m matched with brand new players who get downed every five seconds and spend most of the game crouching and hiding when they hear the faintest sound of a terror radius. The core issue with the game isn’t killer vs survivor balance - it’s the non-functional matchmaking.
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@mecca said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914605#Comment_3914605
Those matches are so rare you are speaking of that it is a bad feeling leaving the match knowing you accidentally won because the killer was so bad at the game and probably threw on top of that. It isn't competent teammates, it is incompetent killers the reason you may win.
It’s not rare. I literally just got on to play a few matches and escaped all three (third one via hatch because it was against Legion and teammates spent the whole match healing instead of doing gens). The escape rate for solo queue is 40%. Stop blaming everything on “killer is OP”. If you never escape, maybe consider that it might be a you problem and not game balance.
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@Hex_Ignored said:
Because a good chunk of trials was already decided in the lobby before the actual trial even began.
what do you mean by that?
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I had just been thinking about how it’s been quite a while since we’ve had a rash of weekend s***posts. I guess I jinxed it.
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@mecca said:
I mean, as unbalanced as the game is, I'm surprised this is a question.
The question should be, how does anyone even want to play survivor in the first place.
I play survivor and some are terrible while some are lots of fun. The ones that are terrible are almost always due to bad teammates, not game balance. I have no problem escaping on a fairly regular basis when I have competent teammates.
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@highpingmeta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914433#Comment_3914433
Do you have video proof of me physically assaulting the devs?
Verbally attacking the devs. Have fun while you can dude. Your account will be nuked soon
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@highpingmeta said:
They need to give their license to a competent video game company. BHVR is a joke.
how quickly are you trying to get banned?
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@ContentCreator said:
Even after these "nerfs" Ghoul is a braindead killer. You don't need macro sense with that mobility. You can tunnel and proxy camp from anywhere on the map. Time-to-injure is still instant. Even a "bad chase" results in a mend. The mask add on is stronger than most killer perks. They vault pallets while slowing you.
Nurse, Blight, and Billy at least have learning curves. Ghoul does not- as you can see when they mess up their leaps constantly without consequence. Hardly anyone has clean movement in his power. I can spot a bad ghoul player, but I can hardly spot a good one.
so “ContentCreator”, I assume you can show us plenty of your own content with you cleaning up with Ghoul against good survivor teams?
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@highpingmeta said:
what the hell is going on over there? releasing ghoul in this dumpsterfire state knowing youre going to nerf him. changing hex pentimento to have 0.01% pickrate. they might as well delete the perk. then you come here making the most busted SWF perk of all time named duty of care.
you dont play your own game do you then why even try balancing it your way? stupid devs
i also hate the fact that the devs keep bringing the same excuse "It need to be easier for new player" Why do they never apply the same logic to killer?
Attacking the devs and calling them stupid? They’re totally going to take your feedback seriously now
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A perk that prevents me from spawning into a match against the Ghoul
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Yes, and those were all very well-deserved
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@Sunflower_Mage said:
Ace in the Hole + Plunderer's Instinct
OK, and then you can’t use those perk slots for chase perks, healing perks or gen repair perks that are far more useful for helping your team win
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@Ryuhi said:
Survivors don't need items, they're bonuses for covering specific things (especially regarding saves and blind/sabo builds.) If you're willing to lobby dodge because another survivor is confident enough in their ability to not need to bring a toolbox then you're overthinking things by a lot.
I also main survivor but don't play often, so I sped almost all of my BP trying to keep up with perk unlocks through prestiges for both roles and rarely actually get to use what I spend my points on. If I completely ignored killers? Sure, but I like to dabble sometimes, so keeping up costs more than how much I actually play anymore. I'd rather be unlocking perks and getting addons that are required for specific builds than saving a few seconds on a gen or bringing tools to annoy the killer.
With the new progression system and sharing of perks across all characters when you level up, you do not have to spend very many BP to keep up with perk unlocks anymore.
Why should confidence in someone’s ability to play well have anything to do with whether or not they bring an item? There have been so many times I’ve been injured at the end of the game, gates are open, no teammates around, and the ability to heal myself have allowed me to take another hit and get out when I otherwise would have been downed, hooked, and probably dead. That doesn’t have anything to do with confidence or skill. It’s being smart and not intentionally handicapping yourself by not bringing an item that could be the difference between escaping and dying. -
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914029#Comment_3914029
Ah yes, I forgot the ancient DBD law: if BP is easy to get, everyone must feel exactly the same way about using their items lol
No but in all seriousness, I mean, if someone’s personal experience is that they rarely survive, it’s not really an “excuse,” it’s just a reflection of their reality, it’s just a fact. Whether or not bloodpoints are easy to get doesn’t change that basic calculation of effort vs. likely return.
But since it really bothers you, I will start bringing one just to have 👍 I didn’t know this was considered BM or selfish not to bring one. My bad.
People are free to do what they want, but I’m going to find a lobby with teammates who aren’t intentionally making it more difficult for themselves and the rest of the team.
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@TheTom20 said:
Maybe you was playing survivor and the killer was doing really well but you an the team knuckled down the killer made one mistake an you got 3 or 4 out the gate
Maybe you was playing killer you messed up you had like 1 hook by the time the gens were done it was pretty much a guaranteed 4 man escape if they did the save correctly but they not only messed up the save some how 3 or 4 of them died.
Should “have” won
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@Prometheus1092 said:
I mentioned this a while ago. I find particularly as survivor if my team mates don't bring items they are either doing challenges or will go next instantly or won't really try to escape. It's rarely a good sign when people don't bring anything at all, not even a brown item.
100%
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@hermitkermit said:
Through experience I know the chance of me getting to keep that item are extremely low. I kind of have been conditioned to go into every match with the mindset of already having lost/expecting to lose— but let’s see how close I can get to the end. But maybe I should start bringing more items. Feed the entity some more
Blood points are so easy to get now, there should be no concern about running out of items. I play both killer and survivor and spend lots of blood points on both sides. All my survivors have way more items than I will ever need. The excuse that others are making of “I don’t want to risk losing my items” is not a valid one.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913829#Comment_3913829
Point 2 is in my opinion the most accurate one. Why waste an item if most games are already lost early on?
it’s no wonder that solo queue is so often a bad experience with attitudes like this: “I’m going to purposely make it harder for myself and my team because I’m probably going to lose anyway”.
These types of responses here are reinforcing my belief that it’s best to avoid lobbies where other players refuse to bring items. They are already in the mindset of “I’m probably going to lose so I might as well not try.” -
@CLHL said:
I don't carry flashlight and I consider that both first aid kits and toolboxes only create dependence, so I don't need any item. The BPs are better spent on the current 39 killers.
There’s literally no downside to bringing a medkit to be able to heal yourself or a tool box to get gens done faster (outside of a very specific killer build of Franklins/weave which is not very common). Why is “dependence” a bad thing? These items make it easier for you and your team to win.
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@Rulebreaker said:
Is it wrong that we don't care enough to bring items? Especially when there's an epidemic of people who go to next for a cascade of reasons?
This is a very poor attitude to have. It’s no wonder so many people have a miserable solo queue experience if this attitude is common. Sure, there are plenty of matches where the teammates are terrible or they give up immediately, but I’ve also had plenty of fun and competitive matches when the teammates are decent players and actually try. You’re always going to have a rougher time if you have an attitude of “I’m probably going to lose anyway” and make the game harder for yourself by not bringing something that can help you and your team.
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@MarbleThrone said:
Because most of the time I simply don't feel like bringing anything.
There are chests in the environment where I can get something from, too.this doesn’t make any sense. There’s basically no downside to brining an item unless the killer has Franklins/Weave which in my experience is not very common. I don’t understand why anyone would want to purposely make the game more difficult for their team by not being able to heal yourself or repair gens faster
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I had no interest in the event, so I didn’t do my part. Sorry
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Kind of makes you wonder why there are PTB’s. Every single new killer comes with issues that were obvious in the PTB but yet most of if not all the broken stuff still makes it to live release. Might as well just skip the PTB’s, release live immediately, then adjust the following week with a patch. It doesn’t take that long to figure out what the glaring issues are that need to be fixed.
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@xGodSendDeath said:
When people can't use gen regression perks in the event to their fullest, usually the next in line are hex builds. These builds on Ghoul are ridiculously oppressive with his iri add on that makes survivors scream. Something like Blood Favor/Crowd Control/Thrill of the Hunt/Undying is just unwinnable for solo queue against Ghoul
Whoever thought it was a good idea to have killer add-ons that make survivors scream and completely cancel progress on totems clearly does not play this game. Agree that this is way too oppressive
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@WeaverReaver42 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910270#Comment_3910270
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910274#Comment_3910274
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910275#Comment_3910275
It's rather easy to see your real intent behind these posts. Kaneki wasn't even out of the PTB before this started. I said as much. I left the PTB because the queues were just as bad there as they are now. Going to live servers didn't fix that. If Kaneki were the problem, it wouldn't have started before he came out.
Not to mention- survivor WAS awful before ghoul released. Playing survivor is always miserable because of other survivors, the killer usually is almost a non factor some matches. Having people actively throwing in every way possible, just to kill themselves on hook? It was constant.
Saying the queue "shifted" is outright dishonest. As I said earlier, Kaneki was in the PTB when this started. If survivors dropped the game even BEFORE Kaneki came out, then that's a good sign those weren't players worth prioritizing. They need people who will buy thing and actually play the game. Not people on forums complaining about stuff before they have even tried it, just to leave when they fix it anyway.
I have played against ghoul after the release- they weren't NEARLY as awful in either match compared to how people described them.
Heck, the "ghoul is OP" talk didn't even begin until AFTER the PTB was over. Before that everyone just hated him because "anime" and the fact they thought he was weak and buggy (which he was, sometimes you couldn't even use your power) I saw no one saying he was going to be a good killer.
what’s my “real intent”, since you can apparently read my mind?
The queue times shifted a lot just after Ghoul was released. How do I know? I actually play both sides. Every evening during peak times, killer queue times are very quick (at least in my region - eastern US). Immediately after Ghoul was released, killer queue times were longer the survivors queues even during peak evening times. I’ve never seen that happen before, even with previous killer releases.
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@TragicSolitude said:
Well, you're saying that everyone wants to play killer, including yourself. Why is it you don't want to play survivor? If even the queue bonus isn't enough, what would you change so that more people would play survivor?
Delete Ghoul - that would get more people to play survivor.
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@Shaun2196 said:
or…. Nobody wants to play survivor because they made it a miserable experience and now killers have to wait longer for games? Play with buddies weekly and have for 2 years now - we’re doing Phas tonight. Behaviour did this - we told them for months it was less and less fun and they announced “quality of life” and then immediately after released The Ghoul lol. Just embarrassing.
Survivor wasn’t bad at all before Ghoul released. I play solo queue and it was fine up until Ghoul. If you’re playing SWF friends on comms and still can’t have fun as survivor, that’s a you problem.
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I’ve never seen the queue times shift as much as they have with this new killer. It really tells you how unfun it is to play survivor now when killer queues are long even during peak evening times.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909824#Comment_3909824
Crazy how we’re being downvoted for saying that players should be on equal footing and not disenfranchised based on whether they’re solo or coordinated lol
Heavens forbid the most neglected role in the game get any kind of consideration. These forums are maddening.
I play solo queue, so I fully agree that these changes are helpful for solo queue players. The problem is that these solo queue buffs also provide unnecessary buffs to SWF and there never have been (and probably never will be) any offsetting nerfs to SWF to compensate.
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Solo queue player here. On average, 40% feels about right. Some days are terrible and I’ll get out 1 of 5, and others are much better with 3 out of 5.
Also, we don’t even know if 40% is still valid since the devs barely ever provide stats, and when they do, they are never interesting or useful to understand game balance. -
It didn’t go far enough. Hex totems for all hex perks should have their auras revealed from unlimited distance with giant alarms blaring to also provide an audio queue for there they are located. Cleansing time should also be reduced to 2 seconds and all killer powers disabled for 60 seconds whenever a hex totem is cleansed.