IrisLP
IrisLP
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I understand you because I also play mostly soloq. But tunel, camp and slug mechanics have become truly oppresive and became an easy-win for killers the last 2-3 years. Also the new mechanics (no-unhook yourself and the 10 sec-crow) are restrictive. SoloQ its been hell for 3 years now, but at this very moment is untenable. I can understand why people decide to just simply stop playing as survivor.
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It's funny how it makes sense in my head that a killer's winrate should be around 50% because that's precisely the idea of game balance (you win some, you lose others). But this game is so easy for killers that tunneling and camping give you the upper hand, meaning it significantly increases your winrate. That means the user, far from dominating a killer, simply means your basic strategy allows you to win every match.
It would be interesting to see real statistics from people who have mastered a killer, users who don't need to camp and tunnel to win. But this game has so many factors and variants that it's impossible (a useless MMR that matches you with anyone and not necessarily someone of your skill level; get matched against SWF or soloQ; until recently, map offerings that benefited one side or the other; the ability to camp and tunnel because anti-camping is useless; extremely competitive users who play their tournaments in every match and only seek to win, not make the game experience entertaining for the rest of the users; and even abusive mechanics supported by the game system itself).
It's curious how you show that, without camping and tunneling, the killer can have a balance; but since tunneling and camping (among other things) are part of DBD, win rates skyrocket without needing to master the power of a killer.
BTW, my win rate is 54%. I don't camp or tunnel either because I believe everyone has the right to enjoy the match. And sometimes I "win" and other times I "lose" (depending on how each person considers winning or losing).
TBH, I wouldn't be surprised if this is part of the sellout. People who buy a killer want their money's worth, and this translates to: "I paid for this, I'm not winning games, and that bothers me because I already paid for it and should be winning with it". People no longer want or care about mastering a killer. Unfortunately, there's just consumerism (how many people buy DLC to complete achievements or obtain perks and never touch the character again?).
I sincerely doubt this will change; win rates will remain high for those who camp and tunnel. It's already been proven that the "anti" mechanics they introduce are useless, and it would make sense for them to fail for monetary reasons.
The game will always need more killers than survivors just because of the sheer number of players... so the game will always look for them to have the best experience and tools to win despite their lack of dominance of the character's power.
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@Brokenbones said:
They should just let survivors see the Killer's ping in the lobby
At least then dodging bad ping lobbies is way easier
That's never going to happen because it would make it impossible for those killers to play (survivos will be dodging that lobby everytime). That's why they never even show the player's name. It could be done, but this mechanic of not being able to see even the name of the user who plays killer is done this way on purpose, unfortunately.
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@MaTtRoSiTy said:
I don't think they should ban VPN's as some places like China have literally no option but using a VPN.
A better way is definitely a ping limit, as I see far too many killers very obviously abusing ping to gain advantage. There is no Legitimate reason to be on our servers (OCE) in pretty much every case, as they have servers far closer that would have much better ping.
I regularly use ExitLag to play NA servers but I ONLY play survivor and it puts me at a distinct disadvantage, as I get hit around corners or 10 feet through a window. So I cant greed and have to pre-drop etc. I would never play killer on NA as it would be unethical but others don't have any problem with being unethical.
@LemonMan As a Nurse main of many years, I can tell you this is absolutely false. The game registers your attack in favour of the survivors position, so the survivor will see themselves 10 feet away from you and still get hit.
@I_Cant_Loop Yep, sadly I think you're right on with that one
But you do know that the game is banned in China and therefore shouldn't be playing it, right? There's a reason why they shouldn't be using VPNs, and I'm sorry, but why do the rest of us have to pay the price? It's not like you get one or two a day; there are many, not counting those who do have servers nearby but don't use them, preferring to be 300ms killers and give fake hits to win... So... basically the VPN should be banned.
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I'm not entirely sure, but I think it's related to the fact that it's Nintendo, and they don't really like giving things away (even if it's just free in-game currency). It doesn't happen in all games, but it's not the only one where it happens either. It's not really recommended to play DBD on Switch, either because of the graphics, the performance, or the price.
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The system / feature wasn't removed; ONLY the penalty was disabled. And I think we can all agree that, sadly, this isn't going to fix anything...
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@AmpersandUnderscore said:
So, from what I've gathered, you start earning "afk points" toward crows after 10 seconds of "not interacting". The points accumulate slower if you're near the killer, but you have to complete one of these to reset the "points":
- At least 15s of gen progress (I believe in one go).
- Fully break or bless a totem.
- Fully heal a health state for any survivor, including yourself.
- Open a chest.
- Be in chase with the killer.
I'm unsure how things like "being slugged" are counted, since you literally can't do anything but crawl. But I do know that missing a skill check while hooked will consider you attempting to "go next" for the disconnect penalty.
So, unless I'm missing a pretty big list, things like lurking for saves, literally any sneaky/stealth play, or even literally unhooking someone, don't reset your afk meter.
Nah-ah. There is people breaking / blessing totems and they got the crows. Alsooooo, there are people who have been chased by two or more gens and got crows. So… system is not working.
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Agree. It feels like a pay-to-win. The only thing I think it's broken is the axe-throwing mechanic speed. In what sense? If it hits a Survivor in the back, it gives them speed. If it misses and they land somewhere else, it gives them Killer Instinct and speed. It's a win-win when he throws the axe (the excessive speed that can't even be evaded a little with Boon: Dark Theory - we tried it -), and there's no countermeasure if he misses. It's not like with the Huntress: if you hit an axe, it gives you an advantage and that is good, but if you miss, it takes away a hatchet. This makes the mechanics more balanced. But in Springtrap's case, he can even automatically call the axe if he misses while going at enormous speed; he doesn't even have to manually pick it up, and the benefit is the same whether he misses or not.
An interesting mechanic would be that if the axe misses, it doesn't give him that speed; he already has the killer instinct if he misses. But of course, it's been noted in the game that the axe-throwing mechanic doesn't seem polished; it misses a lot, but unfortunately, this doesn't benefit the survivor and doesn't take away from the killer.
There are even killers who have noticed the benefit of NOT having the axe on them and use it to camp a specific gen (they leave it in a gen). This alerts the killer if someone is reparing the gen while they have speed to run around the map and come back... So the axe becomes an extra mechanism to take care of gens while they take advantage of the speed.
So... that's why it's a win-win for the killer, whether the axe hits the target or not.
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@Mikeyboi1225 said:
All they needed to do was remove self-unhooking without perks. Hell, they could even remove the struggle phase skill checks too to fix the problem. Everything else is unnecessary.
That's exactly what they did xD you can't unhook yourself in phase one and there's no need to press the skill checks in phase two (you won't die until the 5th skill check and that takes ages to happen and they unhook you long before a 3rd skill check). So basically what you're asking for is what they did
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@iseriaqueen said:
Team mates in my matches that want to "go next" but no longer can with the hook just run around and throw all the pallets, blow up generators that I am working on, etc.
I really hope this gets fixed. I cannot play the game until it is. Do not get me started on the crows too…
I swore at it when the PTB announced these changes, but many said "to "avoid" that, just report it." HA. As if that made a difference and as if it prevented anything. Those matches are already doomed, and the experience was already bad. And it will become a trend…
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@pleasedontbetoxic117 said:
Well, I expect this isn't going to end well for me but here we go.
Welcome to the community and DbD new players! Where the biggest reason for this company's success is off the back of Halloween chapter. Only to "rework" Myers to be a bigger joke now than before. I play 50/50 of the roles in this game and been around since introduction of The Nurse. If you are playing Survivor role like I am right now, well congratulations on being punished for just trying to play or learn the game. Get tunnelled out of the game right away before getting a chance to do anything and get slapped with a DC penalty for no reason. Running across map to unhook teammates causes the AFK crows to go off so the Killer knows go back to the hook beforehand. The entire DbD community saw this train wreck coming miles away. Look at this latest DLC drop. P2W skins, unfriendly/useless tutorials for beginners, more glitches and bugs than the released chapter of the Twins, untested/unnecessary changes to perks and addons, and silencing the criticism from the community as well. The list seems bottomless and the DbD content creators/streamers are not speaking up against the company on its scummy business practices; but instead, are advertising like everything is going well while abusing the exploits in the game. Just you watch after a month goes by, and all the money that could be squeezed out of this gaming community from veterans and newbies. This newest addition to the Killer roster will get heavily nerfed into the ground. So the old META of Nurse, Blight, and Billy can go back to normal. This vicious repeating cycle has got to end and frankly the community needs to just boycott this game or leave altogether. 😤🤬
https://us.v-cdn.net/6030815/uploads/HSEVN0GWMKCE/1000001760.jpg
It's funny how I haven't bought anything from DBD (no skins, no DLCs) for over a year, precisely because of this kind of thing, and I play less and less.
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YES. The mechanics of the unhook or the second hook are practically useless. I haven't hit any skill checks on my second hook because it's not even necessary. If my team wants to come after me before I fail 5 skill checks, they will do it because they will have plenty of time with that. So basically I have nothing to press even if I am playing well because it doesn't affect me whether I press or not, but the system says that, since I don't press anything, I want to let myself die xD WHEN PRESSING THE SKILL CHECK IS UNNECESSARY.
I don't understand how that is a mechanic to show that someone wants to let themselves die...
Did they want it to work? Then realize that they are making attempts to drop "without perks or offerings" and that they failed two skill checks in the second phase when more than one teammate is alive and standing. Ta-da! Magic formula to know that they let themselves die and therefore deserve a big time penalty.
Forcing them to play is not going to help. All we'll do is take them off the hook and they'll let the killer hang them again... or worse, they will sabotage the team, They'll be useless on the team anyway. That match is going to be doomed one way or another. It's better to keep those people away, prevent them from playing by penalizing them, and let the people who want to play do so.
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I agree. First, they changed the sound a long time ago; it's only audible from about 5 meters away (whatever that means in the game because there's no way to measure it visually), and that's if the killer's terror radius isn't in your way, so finding it by its sound is complicated. And now it's impossible to give the last teammate a chance to escape. The hatch is practically useless.
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I agree, soloQ was already hell and those of us who play soloQ have made it clear weeks ago that this would only make the experience worse.
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I've seen people leaving other teammates on the hook as "punishment" for messing up a skill check or not lasting enough in chases, because they know there's nothing the one on the hook can do but wait to get to the next hook phase. And many will say: that can be reported. Yes, but it already happened to you, and they've already ruined your match. How many more matches will you have to report if this becomes a trend?
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To be honest, I never offer a map offering because I think it gives too much of an advantage to the side that offered it. I prefer randomness at all times. HOWEVER, I've been playing this game for years and I've noticed that it occasionally gives beneficial maps to the killers. For example: a new nurse or one who isn't very good will almost certainly get a Wreckers' Yard, which is a small map that is beneficial to vision. How do I know they're new? They have very few playtimes. The question here is, why have I been assigned nurses who have so few playtimes? I'm not saying this makes them win easily, but it obviously benefits them. Another common example is that even with Myers using the Scratched Mirror addon, it's rare for the system not to give them closed maps... It's very common for the system to give them maps that give them a certain advantage if they have few hours or few skills. But it can also happen that they are dependent on offerings and this gives them an extreme advantage. But still, as someone who plays soloQ, I prefer randomness even if I feel like it doesn't exist. Hahahaha
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@EinRaikou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933837#Comment_3933837
So basically what we have now, free attempts at self unhooking but instead with no consequences for the survivor?
How exactly is that fair? What your suggesting is that every survivor, regardless of perk or offering, would have 2 free unhook attempts every trial. Nothing to deter them from doing so? Yup, that sounds fair and reasonable. 🙄
This does nothing to prevent people from going next except forces them to stay in the game... the exact thing that BHVR's change does... You are an incredibly confusing individual.
Hahaha. I guess I am. Thanks for your comment.
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@Vrose29 said:
I stand by that a better aid is giving us a built in 1 or 2 chance that does not take away health. Before, when you'd try it would hurt your hook health thus going next faster. However, sometimes I try my attempts bc my teammates will refuse to get me for one reason or another. That way it won't penalize people for trying but also help prevent going next as fast. Or some variation of that.
That's an interesting idea. That is: having your number of chances (even if you have perks and offerings or not), but not having your blood bar decrease if you fail or force you into the second phase. That would be interesting because people who put offerings or are using their perks have the opportunity to use them without the stigma of thinking they're doing a Go Next. The chances of getting away with it are there, just like always, but if you fail, the bar stays the same and you have to wait for your teammates to come for you. Or if they don't go unhook you, well... unfortunately you'll enter the second phase at 70 seconds. But it's fair. And it doesn't give someone who wants to do a Go Next a chance to advance their bar just for the fun of it.
That is to say, it won't change that there are people who will still do the Go Next, but they will no longer have the tools to justify it, the dynamic would give the benefit of the doubt to everyone, at least until they get unhook and see what they do next (and in that case, report them for unsportsmanlike conduct if they throw a tantrum or sabotage the team, but if they play normally, then everything is fine). And in case they want to do the Go Next just for the sake of it, they won't be able to make their bar advance just because of the offering or the perk. In addition, this dynamic would give play to perks like Slippery Meat, which people hardly ever use and could be like a roulette wheel in the game and at least something fun to use. Again, this isn't going to prevent the Go Next player from ruining the game, sadly... but at least it would add an interesting dynamic to the hook and a perk that almost no one uses. Perhaps the perk wouldn't give three more chances, maybe one more, but at least it adds dynamic to the hook and a fun roulette. I don't know, it's something to think about. -
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/446234/i-dont-think-go-next-prevention-will-work
"The same thing that's already happening when we prevent them from doing Go Next: Survivors will go AFK or sabotage their team."
They will get penalized and a disconnection penalty. Throwing the game is a reportable offense such as intentionally blowing up gens and throwing all the pallets.
I believe you might be overthinking this a bit too much. All the obvious ways to go next the system will be able to detect that and actively punish players for this.
As of right now go next reports don't do anything, but they will when this hits live I presume. The most frustrating thing right now in SOLO Q is the people who just Go Next. Its terrible. I am glad this feature in coming into play to help prevent that. I am sure down the road Luck offerings will be changed.
Throwing the game for other survivors is just inconsiderate. You ruin their experience to have fun.
I can tell you that I've reported teammate for sabotaging the team in these situations (throwing tantrums because they weren't allowed to do the Go next), and so far I haven't received a single piece of feedback about it. That's why I'm concerned.
So, if they decide to implement this, only time will tell if it works. But its not overthinking. I believe it's always important to be clear about these types of things so the devs can take them into account. -
@EinRaikou said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933676#Comment_3933676
That action alone of being picked off a gen is still wasting more of the killers time than just offing oneself on hook….
I can't speak for everyone but killers don't like when survivors rage-quit on first hook either. It's lame, takes the fun out of the game, and half the time it makes the rest of the survivors give up. It's not fun for anyone involved. Anyone who is the first person downed that gives up like that, needs to grow up. If they follow through on the new mechanic, and I come across someone obviously trying to get killed to "go-next" I won't be giving them that satisfaction. I'll be holding them hostage for the rest of the trial. Either they can take a DC penalty, or they can start working on gens.
As I mentioned in the post, slugging them is pointless (this is already done by killers) because the match is already lost for the survivors and it's boring. The survivors are one less in early game, and many will probably let themselves die or the killer will end the game quickly because being 3 surivivors with 4 or 5 gens… there's nothing you can do. That's what I mean by this already happening and the measure they want to take isn't going to help.
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I honestly miss the old way of ranking. It was obvious that when we all started at 20, we started out in a group, mixed up, but as we played, we were gradually aligned with groups that were a similar level to us. At certain levels, it was very difficult to advance, but that's what posed a challenge. And if you couldn't move down and wanted to continue playing casually, at least you stayed at your level and had regular matches.
Nowadays, every match feels like a personal tournament from the beginning because each participant in the match has a different level. And you can see and tell this is real. There are no more casual matches.
Nowadays, it's a matter of uncertainty about who you'll be playing with, whether they'll be above your level, below you, or at your level. New players might realize how difficult it is, get bored or frustrated, and leave.
Unfortunately, there are no custom matches where you, as a survivor, can face different killers. The trapper as a first experience is fine, but honestly, how many times do you get a trapper in public matches?