I_Cant_Loop
I_Cant_Loop
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647953#Comment_3647953
I don't see a single hand-holding mechanic added for Killers.
Because you aren't looking hard enough (at all). They just increased base kick damage to 5% and added an entire 'anti gen tap' mechanic in the last few weeks.
Going back farther, they've also added features like changing tile weights to prevent 'tile chaining', removing pallet spawns and creating huge dead zones or flooding the pool with unsafe pallet options, added base gen damage to kicks at all, and even gave essentially 10% action speed to nearly every killer action. They even made endurance not stack for killers and reworked the hatch spawn entirely. All base kit, all free.
And that's just 'mechanics', which doesn't even come close to covering the insane number of other things that have been nerfed at killer request in the past year or two: perks, PTB features nerfed into uselessness before going live, medkits and bnp gutted, entire map overhauls... All in large part due to 'community feedback'.
The game is clearly Survivor-sided
The available metrics disagree with this. Whether it's win rates or kill rates, the data points to killer already being the stronger role.
"Going back farther, they've also added features like changing tile weights to prevent 'tile chaining'
Oddly enough, I still see strong tiles chained together in my matches ALL THE TIME. Whatever changes the devs made, it did absolutely nothing.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647795#Comment_3647795
Punishing players for playing with friends in a party game?
This straw man argument is getting so old. Nobody is advocating for "punishing people for playing with their friends". That's like if you're in a golf league, bowling league, etc. where you have handicaps and you say that the good players are being "punished" for being good.
It's not "punishment" - it's leveling the playing field to reduce an inherent advantage in the game. Communicating on comms is a massive advantage that makes it extremely difficult for killers to secure any kills without resorting to the tactics that everyone complains about as being "unfun". Adding a handicap of some sort (debuffs to repair speeds, for example) based on # of SWF together and MMR score would be one way of leveling the playing field.
Unfortunately it's never going to happen. SWF teams have enjoyed their advantage for as long as the game has been around, and taking it away would make a lot of them quit.
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If the server disconnects everyone (which you can see), then you will not get a DC penalty. I want someone to post a video showing the post-match screen with everyone showing as disconnected and then after exiting the post-match screen showing that you have a DC penalty. Until someone can show this actually happening, I will continue to believe that it's a problem with your own connection or system.
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The post-game chat needs to go away. There is literally no reason for it to exist other than to give people the opportunity to be toxic to each other.
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I got bored with it after about 3 matches. It's just not fun or engaging at all IMO.
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I don't know how it's possible for this game to be almost 8 years old and still have these basic problems unresolved. Is it not possible to program the map generation logic to not allow generators to spawn below a minimum distance threshold?
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Some people are never going to be happy unless the killer goes to the farthest point of the map to hide until they get unhooked and also doesn't chase or threaten them in any way until all other survivors have been downed hooked at least once.
I know that's not what the OP is asking for, but my point is for every time we push out the borders a bit more, you're still going to have people who think it's not enough.
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Nah - just remove his busted-ass insta-kill add-ons and buff all his other stuff and he would be much more pleasant to play as and against.
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Blame the non-functioning matchmaking system. It was bad when it was launched, and has only gotten worse as the player count has steadily dropped since then. I wonder how many more players are going to walk away before the devs get serious about fixing it, which means that YES SOMETIMES SOME PLAYERS WILL NEED TO HAVE LONGER QUEUES. Quit throwing brand new killer players into matches against multiple thousand hour premade SWF squads just so they don't have to wait for a match.
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I actually think dropping survivors on the mattress is pretty funny and wish I would have thought of it myself :)
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Doctor is pretty rare for me but I have seen him within the past few days. Who I haven't seen in FOREVER is Pinhead, and if I never see him again I'll be extremely happy :)
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Like many other things that have been promised, it has been abandoned
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Not much. I think pretty much everyone stopped playing Lights Out already.
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Just play the way you want. Survivors have no problem playing the way they want, so killers should not feel bad about doing the same. Play the way that makes it as easy as possible for you to complete your objective as killer.
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I'm glad some people like it. Nothing wrong with that at all. I don't like it, but I think it could be a lot better with some improvements. My main problem with it is that it usually turns into a boring, drawn-out slog where killer defends last three gens, hits survivors, can't find or doesn't chase survivors, survivors heal, process repeats indefinitely.
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I appreciate that the devs listened to feedback and gave us a new game mode, but this one was really poorly thought out IMO (at least in this "1.0" initial version). It could be a lot better with some improvements. In its current state, matches just turn into drawn out slogs where killers can't find survivors and survivors can't find gens or each other. There needs to be some mechanics introduced to help speed up the games. I probably won't play Lights Out again until some improvements are made.
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Quite the conspiracy theory :) But I really think it's far more simple and less nefarious - they just don't know how to and/or are unwilling to balance the game. I think it's a bit of both. There have been so many times when broken/OP things have been tested, people screamed that they were broken/OP, yet these things got implemented into the game anyway only to be changed later or sometimes not at all. Also, the biggest balance issue in my mind is the advantage that SWF teams on comms have. I don't think BHVR are willing to do anything to change that because if they did, a large portion of their biggest revenue base would play a lot less or leave the game entirely.
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@Nazzzak said:
It doesn't bother me personally if this is true, as I won't be buying anything until they fix matchmaking. I just hope it's not a bandaid solution they've come up with to continue making money with zero intention of improving the game.
Same here -- I won't spend money on the game until matchmaking and balance issues get addressed.
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Lightborn
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This is my theory: it's getting worse because the player count keeps dropping. Steamcharts player count is at its lowest in 4 years. There are fewer players in total, meaning there are fewer players within the different pools of MMR scores, thus it's becoming harder for the matchmaking system to find "good" matches within the time limit. The matchmaking system then has to expand the range of MMR scores it will allow to match together, allowing for a bigger range between the highest and lowest MMR in a given match.
Let's also not forget that this SBMM system has always used the terrible metrics of kills and escapes as the sole determinants of "skill". This has always been a major part of the problem.
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Pinhead is overpowered and unfair against solo queue - it's as simple as that. Coordinated SWF on comms can handle him easily, but every solo queue match I've been in against him has been a beatdown because either nobody does gens or nobody does the box and it's a permanent chainhunt. It's very clear that solo queue experience was not considered when this killer was designed.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/CEM31D3ST850/nurse5gen.png
https://us.v-cdn.net/6030815/uploads/66JXN1XA30ZE/billy5gen.png
This is just from today. There are two possibilities regarding solo queue right now:
Something with the matchmaker is completely bugged and needs to be fixed.
Matchmaking is working as intended and these are the results for my killer games. It needs to be reworked/fixed in that case.
Either way, this can't go on. This matchmaking is atrocious.
Player count has been steadily dropping and I think that has something to do with the matchmaking getting worse and worse. There are fewer players in the different MMR pools, so the matchmaking system has to match people with widely varying MMR scores more and more frequently. As the player count continues to drop, this problem will only get worse unless BHVR increases the wait times (which could result in even more players leaving).
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/404233/survivor-is-not-fun
I would like it if they release at least one new item a year for survivor. A landmine, a zip line, a short time cloaking device, a half eating sandwich that you can throw at the Killer, anything at this point
Lack of changes to the many, many useless items, add-ons and perks is another reason why the game feels so stale to me. I have SO many items in my inventory that will never get used.
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Steamcharts player count is the lowest in almost 4 years, so I think a lot of other people agree with you that the game is getting stale. Sure lots of new perks and killers have come along but really not much different about the core gameplay since the game's inception.
(Yes I know Steamcharts doesn't count players on all the other platforms, but there is no reason why the trend would be any different on other platforms)
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The visual terror radius was a pretty big buff to survivors. I use and I'm guessing most other survivor players out there use it too. Killers never got any kind of accessibility enhancements, and to my knowledge the devs never addressed this. There are probably some killer players out there who have difficulty hearing - do they not deserve accessibility enhancements too?
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@Atom7k said:
Thats hardly gonna exist. Teams on coms make the game extremly survivor sided and the killer will loose if there are 4 survivors free to roam the map.
Beating a decent 4-man SWF on comms (good map knowledge, know how to loop/mindgame tiles) without any camping or tunneling is extremely difficult unless they are not trying hard. Many on this forum will claim it's easy to do, but nobody ever backs it up by showing or linking their gameplay videos.
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404 NOT FOUND
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Just finish them all off and let them move on to next match as quickly as possible. Maybe give last one hatch if you feel like it.
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I agree 100% When I first bought the game (way back in the early days of DbD) I had some friends who stared playing with me and they all gave up within a month or two because the game was too difficult to learn killer powers/perks/etc. It's WAY worse now and that much more overwhelming for new players. Unless you are willing to drop hundreds of hours into learning, with all those hours being incredibly frustrating and soul-crushing, this is not the game for you. There's just way too much to learn to be able to enjoy it at all.
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Honestly I don't even know why they bother with PTB and gathering feedback. There were plenty of people in the community who were warning that this was going be be problematic but as usual the problematic changes go live with no adjustments.
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@Pulsar said:
It's pretty horrific but I suspect they feel like they need it for new Events or Gamemodes.
I really hope that's the case here. If it is, wouldn't it make more sense for the devs to roll it out when it's actually needed rather than in this weird transitional state where it looks and feels awful?
There's also a good chance that this was yet another case of putting resources into something nobody was asking for, was universally disliked by the community, and made it live into the game anyway.
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@sluc16 said:
Is beyond ridiculous, there is just nothing you can do, even while not injured, leaving no scratch marks, making absolutely no noise, they still know exactly where you are, and insta hit you coming out of her power, and of course once injured is already a dead sentence.
I'm sick of it, this killer is nothing but BS.
When I play as Spirit, I certainly struggle a lot more than I do with other killers, so it's not like she can't be countered. Watch some YouTube videos of good survivors going against Spirit to learn how to counter her.
Also, I hardly ever see Spirit anymore when I play as survivor. If she's that strong of a killer, why is nobody using her?
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637464#Comment_3637464
There's no problem with the legalities of it, the character is bugged and needs to be removed from rotation. That also affects custom matches, our kill switch is designed in a way that it removes the bugged item / character / map etc completely from rotation. That isn't planned to be changed.
I have a question about why it took so long for these bugs to get fixed. Did it really take over a month to fix them, or have they been fixed for a while and we just have to wait for a game update. If the latter, why couldn't there be an interim update so that as soon as the bugs were fixed so that people didn't have to wait so long for their characters/perks to be restored?
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Your problem was with your teammates far more than the tunneling Blight. Looks like they did pretty much nothing while Zarina was being chased. I've been there before a few times. This is why I always bring Clairvoyance to solo q matches. The game is already lost, so at least give yourself a better chance of getting hatch.
This also demonstrates the absurdity of the current SBMM system. Your useless teammates are scored exactly the same in the eyes of the SBMM system as those who are are great loopers and great teammates but maybe they didn't escape because they got tunneled to death.
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@kit_mason said:
From the last AMA:
We always monitor the difference between survivor groups (SWF and solo) and our current stance is that lack of information is not the crux of the problem, but rather that friends work together by nature and solo survivors don't (as much). -Mike
They don't think it's a problem (or, at least, Mike doesn't.) So to answer "when" - never, probably.
That response to the SWF question was absolutely laughable. Everybody knows that information is what makes SWF stronger and pretending that it's not is why the issue has go unaddressed for so long (other than the status indicators which helped some but still are nowhere close to the info you get with SWF on comms).
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@PogbertChamperson said:
Steam charts are not the numbers to go off of. DBD has been added to epic games which is another PC platform that is going to take away from the steam charts. I agree that solo survivor could use some love, but the steam charts don't tell the story you think it does. Seeing load outs of teammates prior to match would be a nice QoL for solo survivor and I would love to see it implemented.
Why would the declining player count trend be any different for other platforms vs Steam? I'm not sure how Epic would "take away" players from Steam - why would people switch to Epic if they already bought the game on Steam??
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@jajay119 said:
The only further change I feel SQ needs is some sort of option to know if someone is going for the save. Whethet that's a form of basekit kindred that shows the closest survivor within 'x' metres of the hook or an emote like in the mobile version.
I agree - there are definitely ways to give solo queue more of the information that SWF teams get for free. It's a very common suggestion for improvement on this forum. Unfortunately I haven't seen any mention by the devs about any plans to work on adding these to the game :(
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This is the order of how easy it is to play the game: SWF>>>>Killer>>Solo queue. Coordinating via comms make it incredibly easy to get 2 or more escapes (so a draw of a win for survivor team), even if the killer is tunneling/camping. My experience as killer is highly variable. Coordinated SWF teams crank out gens and usually win pretty easily, while sometimes I face solo queue teams that don't even get a single gen completed. Other times I'll face good solo queue teams with people who know how to abuse every broken loop and I manage to only get one or two kills.
Experience as solo queue is usually not very good. I'd say at most 1/3 of the matches I get into at are competitive. Most of the time, other survivors will refuse to do gens, waste time blessing totems, or get downed 10 seconds after their chase starts and then kills themselves on hook. I really only play solo queue to try to get better at chases or complete tome challenges/dailies and go into the match not expecting to escape.
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@mecca said:
This may be a weird take, but I believe BHVR is actively trying to kill their game.
It's like a worker protesting to a parent boss by purposely making bad food.
This is why Skull Merchant is like she is. Blight is not being really nerfed despite players being undefeated in the game with him. Why is Decisive Strike nerfed to like it is currently? Blight, Nurse, and a few other killers have no negative reactions to this. They laugh at decisive strike users.
The best way to cause a game to die is to ruin the balance for the majority (overbuff killers) or ignore broken killers, and allow the survivors be as miserable as possible.
I'm honestly very surprised the game is still played as much as it is. Tunneling and watching survivors lose all the time is not really entertaining to watch.
I don't believe they are actively trying to kill their game (that wouldn't make much business sense), but I do feel like they've been complacent for a long because they have had no serious competition in this genre. The model of focusing resources on new content and deprioritizing balance issues, fixing bugs, fixing broken maps, adjusting perks and killer add-ons that are too strong/too weak, etc. has worked for them for many years now. The lack of new interest in the game (based on Steamcharts player count) that the last few chapters brought I think is a sign that the old model is starting to lose its effectiveness.
As more and more content gets added, this game becomes more and more overwhelming for new players to learn unless they are willing to sink a ton of time into it. I'd love to see BHVR take some time off from cranking out new content (like, a whole year) and solely focus on game balance, fixing bugs, updating weak killers, fixing broken maps, re-working/replacing the majority of items and add-ons that nobody ever uses, and most of all working on adding new elements to the game and/or introducing new game modes. The devs will say that they are working on this kind of stuff in addition to new content, but the fact that it takes months or years for this kind of stuff to make it live into the game shows that they are clearly not putting a lot of resources into these things right now.
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@Marc_go_solo said:
It's just the Steam charts, which is a minor portion of the player base, so I doubt it'll worry them too much. Too much weight has been put on this chart for the longest time.
Also, what drop there is will be due to a number of factors. This drop won't be solely due to Solo Q. Solo Q has been perceived as problematic by players for the longest time, so there's no real reason for this dip to be solely based on that.
It's not ideal, but at the same time it's not a large enough portion of the playerbase to accurately reflect what is happening. We simply do not have all the figures.
I disagree that you can't draw conclusions from the Steamcharts player number trends. Yes, this represents only a fraction of the total players, but is there any reason to believe that the trend isn't similar for other platforms? Why would only Steam PC players be leaving the game?
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@Huge_Bush said:
Don’t apologize. He deserved it for not leaving.
I agree. But I do blame you for playing as Legion...
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@MikaelaWantsYourBoon said:
Generators have no feelings but survivors does. So generators will not cry after you finish to repair them.
So killer aren't allowed to try to play as efficiently as possible because someone's feelings get hurt? Also, when survivors play in the most efficient way possible (especially SWF on comms) making it extremely difficult for a killer to secure at least one killer, that doesn't impact the killer's experience negatively in any way? We only care when survivors have a bad experience?
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Onryo was miserable to go against, especially against players who abused her most annoying and OP playstyles. This is a welcome change to me.
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@OnryosTapeRentals said:
Because the killer will do everything in their power to tunnel you out, or camp you on hook in end game.
If it's endgame, what else should the killer do? Going for another survivor is risky -- you aren't guaranteed to get the down. So the safest option is to just defend the hook you've already got and confirm the kill.
100% this. So much of this "us vs them" toxicity and blaming the other side for how they play the game could be avoided if 1) people actually played both survivor and killer, and 2) tried to look at things from another person's perspective instead of solely focusing on MY EXPERIENCE
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@awustzdn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633078#Comment_3633078
It's because at the lowest bases of the game's programming, a holdover from the original release where everything was p2p, almost everything was calculated client-side. There's still mostly client-side calculations in the game as a result, and anything done client-side is the most vulnerable part of a game. BHVR would have to re-code the game from the ground-up to permanently close all the security holes, which is not viable for them from a financial or technical standpoint, even if they had the talent to do it (which they don't).
This makes sense - thanks!
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I love having Clairvoyance in my solo build. I've found the hatch at the end of the match with terrible teammates countless times and helps make solo q a bit more bearable.
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I am by no means an expert in programming, but why is it so difficult/impossible for BHVR on their end to run a program that detects if a player does something that they shouldn't be able to do in a match (based on their perk loadout) and then auto-ban based on that? Seems like a way easier solution than this ridiculous, time-consuming process where the burden is all on the players to do the reporting, but hoping people smarter than me can explain why this solution won't work.
BTW, I don't think it's just paranoia. I frequently run into players doing things they shouldn't be able to do in matches. Most frequent is subtle changes in speed as survivor is running in a straight line, scratch marks non-existent or randomly disappearing, or getting ridiculous amounts of distance after losing line of sight.
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The only people at fault in this situation are the people who design the game in such a way to allow this type of thing to happen. Allowing this perk with its current design while ignoring glaring issues with maps forever is the real problem here, not the players who abuse it, IMO.
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@MikaelaWantsYourBoon said:
This game was free for a week on Epic and today, most of cheaters i am seeing are Epic gamers.
So big no, thanks from me for this suggestion.
If cheater want to continue to cheating, at least make them lose some money.
Serious question - how were people able to get hundreds of free accounts during the Epic FTP week long ago? Did they just use bots to sign up for hundreds of Epic accounts and then get the game for free on all those accounts? Then when one account gets banned, they move on to the next one?
If so, this seems like a problem with Epic more than anything else. They obviously need a better way of verifying accounts or at least automatically shutting down accounts that have been idle for a certain period of time. Seems like an easy fix to me, but what do I know?
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@Selfpreservated said:
He is so boring to play as and against he should get reworked especially cause of the 3 gens wich is his only viable strategy
If you don't like playing against Knight you should be happy because he has basically been deleted from the game indefinitely.