JPLongstreet
JPLongstreet
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The only agreement I've ever seen against this is saying it would promote more direct tunneling someone out. This argument feels less and less valid as time goes on, from the reasons mentioned above.
Here is where I feel the absence of old BBQ & Chili. I've always believed that perk back then promoted spreading the hooks out for sufficient rewards so well that most killers ran it just for that bp bunus. The range requirement gave further incentive to leave the hook too, as well as useful info.
I would go out of my way to get those stacks over most anything else, and I bet most others felt the same way. Gotta get my stonks!
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@jmwjmw27 said:
Didn’t the stats show that high MMR swf has maybe a few percentage points higher winrate than solo and thus isn’t an issue?
No survs on average escape half the time, no matter their MMR or group size.
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@I_CAME said:
You guys don't actually want ranked. What you really want is SWF removed but you want to keep the current joke of a matchmaking system that is designed to prevent killers from getting frustrated. You'd lose your mind if this game had a legitimate ranked mode that put you against four strong survivors every match at higher ranks.
There's some evidence to support this line of thought.
About two years ago they made their MMR much more strict. This resulted in increased queue times and some burnout from back to back to back stressful matches. Turns out the sweats didn't like going up against the sweats repeatedly. Strange. 🤔
They then put the soft cap etc. back to where it was.
So players want fair march, fast queues, and no stomps. But also not to sweat unless they feel like it. And not all the time, just sometimes. And it's ok to stomp now and then too.
I do not envy these devs when it comes to balance.
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How in the Entity's bright blue bunghole could a any medkit be holding the game hostage anywhere on any map?
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878178#Comment_3878178
Not really. The Killer got something removed which almost never happens in regular gameplay, but got a buff to kicking Gens and the removal of Gentapping.
Killers won in this one. And it is not even a discussion.
I agree gentapping being removed was a super win.
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@Rogue11 said:
No matter what system they use, stopping the backfill bs where it throws even the terrible matchmaking logic they're using out the window as soon as someone dodges.
"Removing prestige from lobbies will stop killers dodging!" As i'm waiting for the 4th killer to ready up because two of us happened to be playing RE survivors…Yeah lobby dodging and shopping around is still a very significant problem. I wouldn't mind having locked lobbies tested out to see the effects on matchmaking. It would also neatly get rid of that last second swapping nonsense survs can still do for some reason.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3878756#Comment_3878756
And they'd need to bring back old Rank Reset. None of this, "Everyone can only be sent back 10"
Agreed
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If they expanded on the Emblems some then maybe.
@danielmaster87 brings up the worst part of both systems, which is gross mismatches.
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@Mr_K said:
At some point the bug count will overflow and become stable.
It'll grow until it can move around the maps on its own, prolly with better pathing then guards, bots, or zombies. We should begin to worry once it develops language skills....
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@danielmaster87 said:
The report system straight-up doesn't function for PS4/PS5. The required video evidence is always incompatible with the website on console, as well as the report section on the forums. You can capture the evidence of the cheaters/griefers, but nothing ever lets you upload that kind of file type.
They have always said to upload the videos to YouTube as unlisted, and put the link to it in the report.
I think most will agree the entire process puts way too much burden onto the players.
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Last night it was 25% for Surv for me, NA East.
I know it can differ for which days and time of day, but especially for region.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/437672/anti-map-offerings
This would be nice, not sure it would work because sac ward doesn't seem to work a lot of the time. After survivors brought azarov key 3 times in a row I thought "ok sac ward, let's get a new map for a change" sure enough on the 4th match they brought azarov offering and I had sac ward.... What map did I get? Wreckers.
Supposedly the Wards cancel out the map offerings, leaving the choice up to chance, so it would still be possible to get the realm they wanted. At times I do wonder though.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877938#Comment_3877938
Half the players in this game are console players that don't have access to chat. What is the solution for that?
It's much more than half
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877818#Comment_3877818
What about my name 😏
Your name is prolly the only thing correctly coded! 😋🤣
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@Caiman said:
Matchmaking is a mess. I'm getting put in matches with entire groups on the other side of the planet from me. No one has a decent connection.
Not a fan of 300-17596 ping? 😋
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877797#Comment_3877797
Just gonna state I love the name lmfao
It really is excellent! 👌 👍
Now I'm wondering if AmandasJawRepair is available? 🤔
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@MechWarrior3 said:
I thought a MidChapter's primary goal is to help clean up everything. It feels like more stuff is broken than anything.
Been going on since 2016. What have you noticed?
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877568#Comment_3877568
You speak as if the devs don't already put way too much time into wasteful changes. :P I agree btw. It is a much more noticeable problem at higher MMR.
Or make changes to things no one even asked for! 😋
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877489#Comment_3877489
They'll never be able to make solo Q games anywhere close to SWF with the current tutorials they have in place. They expect the new people to look the information up themselves, which is their first mistake. Nerfing SWF would be 10x easier. I doubt many people would care about this type of change. All it does is limit the amount of spamming the same strategy per Survivor while promoting using different perks when there are so many in the game. We can agree to disagree, however this rule I'm suggesting would only apply to 4 man SWFs as I have no idea how they'd even code that for 2man or 3man groups that include random folks.
4-mans are by far the tiniest SWF groups out there. Only targeting them imo would be a waste of the dev's resources and time, when there's so many other aspects of the game needing attention. This sounds mostly sounds an issue at the higher MMR areas anyway, which they do not balance for in the first place.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877444#Comment_3877444
"And re. prerunning, it's a part of a survivor's toolkit. If you're not applying enough pressure, then the loss is deserved, especially if you're running heavy slowdown setups."
You could say the same in reverse. 3 genning is a part of the killers toolbox. If Survivors arent applying enough pressure to the right generators, then the loss is deserved.Yet 3 genning was removed from the killers toolkit, due to being too unfun.
"Sure, other unfun strats continue to exist, but why bring back this unfun strat just because they haven't gotten around to the other ones yet (and may not have clean solutions for the others at any point?)"
They havent just not gone around to it, they are buffing them. Look at sabotage or thrill of the hunt. Also, they killed Eruption twice , that is not a clean way of removing 3 genning.
They messed around with the 3-gen issue because it takes coordination to overcome, not just that it's unfun. Solos and most duos cannot coordinate like that.
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There may not be enough survs around your MMR within your region to provide that variety unfortunately.
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@Roco45 said:
SWF have weaknesses, tunneling/camping/slugging. SWF are not likely to leave their friends to die on hook or bleed out on the ground, so those three things are the most optimal way to deal with SWF and the halt the match to get a snowballing effect.
Problem is, those three things destroy SoloQ as SoloQ can't possibly keep up with the level of coordination that's needed to subvert those mechanics. Those three things, while also being the most optimal to deal with SWF, are still not great ways to deal with good SWF and the Killer will still have an unfun time, unless it's a cracked out Nurse or Blight since they ignore game mechanics and are broken, which is justified to deal with SWF…. which again ruins SoloQ.
I'm seeing a pattern here. You're right though OP, SWF need nerfs!
-Debuff their gen progression speeds per SWF amount in party. Wouldn't affect SoloQ one bit so Surv overall isn't nerfed and would increase gen repair times for SWF to offset their coordinated information.
-Only allow SWF to bring in brown tools and brown add-ons. Entices SWF to engage with chests and also deters stacks of broken tools being brought into the match.
-Don't allow repeat perks. All SWF in a party must bring in different perks so they all can't stack the meta or all can't stack 2nd chance perks to troll the Killer.
Then slugging/camping/tunneling could actually be addressed by BHVR with meaningful mechanic changes and then wow, the game is so much better for everyone since Killer won't get abused every match, SoloQ can become playable again, and SWF can still focus on playing with their friends.
The issue with all that is the solos being thrown in with paired up survs who do gens way slower and are forced to run less effective builds. One thing the devs have consistently shown is they wish players to run what they like.
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Many players over the years and again in this thread have brought up the devs slowing their chapter releases per year, three instead of four. I am not sure they have much say in these cycles, but as a player I definitely see the pluses from doing that.
We have approaching 40 killers now and hundreds of perks and add-ons etc. As content is released the list grows, and makes this game even more new-player unfriendly than it already is. Chaos Shuffle has again shown us many players, even long term ones, do not know all of the perks, let alone newbies. And then there's the bloat in the bloodwebs that also grows whenever stuff is added to the game. And I'm sure there's more that can be said in this subject as well.
Imo it is something they should consider.
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@Kateycutie117 said:
Survivors should be able to fix the flat tires or replace the wheels so they can move the generators around.
Add it in.
Now that is how you properly break up a 3-gen!
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@GentlemanFridge said:
I wonder if this spot is a remnant of the spot in between the two rows of non-interactable lockers.
It'll never beat that one totem spot on pre-update Disturbed Ward that was just… completely exposed. It wasn't even next to a tree, it was just sitting there completely out in the open.
I remember those spawns. It would be spaced out between some trees, up against nothing at all. They always would stand out, lit or not. 🔥
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876408#Comment_3876408
I agree with this sentiment. You can't perfectly balance it and I've always understood that, but there are still GLARINGLY bad issues that could easily be fixed.. One that comes to mind is the fact that BHVR made the anti-camp hook mechanic STOP the bar if another Survivor is near.. That's so stupid as NEW PEOPLE (who the mechanic should be made for) have no idea being close to us while on hook with Killer in our face, completely blocks the mechanic.. How they don't think about this stuff, I'll never understand.. It REALLY is simple..
To address this, I think that bar should be visible to all survs in range and flash red when it's paused by their presence.
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M&K support for all platforms would be appreciated.
I also agree with the others who would like to see strong changes to Knock Out. That perk is a stark representation of something that barely affects those on comms but is absolutely rancid among solos. No perk should be that unhealthy for the game.
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Twins, Hag, Artist, and Skully are all rare for me to see. Used to be Freddy before his recent update.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876296#Comment_3876296
And ban eyes, too. My friend and I play in the same room together, we glance at each other's screens constantly.
In the same room? For shame. Let's have those ears as well.....
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@Morboth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876310#Comment_3876310
All the more reason to make them a thing of the past.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876309#Comment_3876309
The problem is there will never be a way to efficiently block all communications between survivors - even if you somehow installed something on the PC blocking all communication online, people could still call each other on Whatsapp.
No, SWF have to go, and the only way is to put an end to inviting friends on ranked. Wanna play with friends? Sure, make it unranked. But ranked should always be solo queue.
There's absolutely no way to block comms on the consoles though, and they make up the vast majority of the overall playerbase.
And again, this suggestion would wreak queue times. Players joke about this thing or that killing off the game, but this idea prolly would.
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I suspect this is sadly so very true 😕
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@crogers271 said:
My conspiracy theory - DbD isn't a game, its a psychological experiment testing how we all behave. Tell a group of people (survivors), that the only thing that matters is their personal survival, but don't tell them that the only way they can accomplish this is by working together. See how the playerbase evolves. Do they inherently develop comradery and empathy for their fellow players? Do they sacrifice for each other? Does antagonism develop between the survivor and killer communities?
Also with things like sweatiness. We'll put obviously broken things into the game and see whether the community just self-policies the behavior.
And of course, don't give either side a win condition and see if they just create one on their own.
That's the conspiracy: we're all test subjects and the paper they were going to write got delayed because the game became very popular.
One of the Vaults in Fallout must have performed this
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@Morboth said:
Unpopular opinion here, but nothing is as despicably egregious as playing against a SWF. I have been going up against so many as of late, and it just kills the game. It should not be possible for people playing in a team to accrue points or complete challenges or anything else, for that matter, as it completely nulifies the idea of the game. The game is NOT thought to be played with friends (that's why there's no in-voice chat or anything). Behaviour should make solo queue mandatory for ranked matches; only custom matches should allow you to invite friends.
Around half of all survs are in a two-man SWF, with far less in trios and even less than that in quads. But still about half. Do you have any idea what that would to to queue times for everyone, everywhere?
It was always intended to have SWF in the game, it just wasn't quite ready at launch and was quickly added in soon after. Imo they might have underestimated what effect comms and midigating the randomness of solo queue would have, but players pairing up was always intended.
The reasons for some perks being redundant using comms is just so those playing solo have more options available to them. They'd be insane not to think surv would use comms in some fashion, even in 2016.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876245#Comment_3876245
Ban 3rd party smoke/fog
While they're at it prolly should go ahead and ban those pesky vocal chords as well
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@Interrupt_Vector said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876249#Comment_3876249
Which is bs. You guys should protest it. Then again, seeing how it isn't used by even the PC players, that would probably do nothing for you. Sad but it is what it is.
I don't think our PC cousins are going to wait around fourteen minutes while I painfully type out a single sentence with my controller! 🤣😂
Remember we have no M&K support for this game.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876140#Comment_3876140
literally half the posts i see about solo q are survivors complain about them getting chased and their team not doing gens
I think this is a problem with SBMM. Information about being chased shared via comms was useful before the UI update, but now the game's UI shows a survivor is being chased. If you know that gens should be getting done and the team isn't doing gens, then they're not on the same skill level. When my random teammates are more on my skill level, we're all doing gens. Nothing to do with SWF. I've had some great solo queue matches where everyone played optimally and you'd think we were SWF just because of how coordinated we seemed, but we weren't, we just had enough experience to know the best way to handle situations.
Then there are matches where someone teabags at me relentlessly instead of working on a gen because they want to heal me when I'm broken.
Agreed. Four competent and game-sense having solos are much more difficult to defeat than any number of them on comms but lacking the seasoning to know what to do when.
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@Interrupt_Vector said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876133#Comment_3876133
killer at 5 do 11 12 and 1 is a basic example that is already strong, especially against stealth killers.
Where it really starts to get crazy is when you coordinate items, perks and offerings in a manner that does not occur in soloQ on any consistent basis.
A lot of people, almost everyone in soloQ seems to forget (or ignore) is the pre-game chat that allows even random groups to coordinate on a level higher than the average soloQ group that does not communicate at all. It's a possibility that I see rarely used outside from memeposting and the occasional "Bring BPS".
The community somehow collectively decided to come up with terms for "slugging", "tunneling", "genrushing", for the sake of communicating patterns and actions but somehow failed to come up with an effective pre-game communication model to coordinate perk setups and strategies. What some of them got down to a tee however is the endgame chat freakout. That goes without thinking.
The possibility is there, think about it.
Everybody just hits ready (or not), going into the match with a preset plan (or not) and everyone is left guessing if you even equipped any perks at all or if you're going for a sabo build.
There is a reason the Killer cannot communicate with the survivors in the pre-game chat, but he can do so in the post-game chat.
If the community could somehow come up with an effective way of communicating the most basic strategies in the pre-game lobby they could at once go into the match with more information and could make adjustments accordingly (if they at all can).
If the group can spend the entire minute effectively then they should already be at a better place than before.
Aaaannnnnnddddd every bit of that means absolutely nothing to those to are on the consoles and have no chat box, which makes up the vast majority of the playerbase.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875902#Comment_3875902
My friends and I use pagers to coordinate. Ban phones, ban consoles, ban computers, and we'll still be OP because I can beep my friend when they need to save.
So sophisticated of y'all! We resorted to smoke signals. 🤣😂
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@[Deleted User] said:
Top 0.1% PRO killer. Source: I made it up.
Sounds legit to me.
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3876055#Comment_3876055
People always say this. How do you "exploit their weakness of altruism" when they all stack styptics, insta-heals, Unbreakable, DS, Shoulder the Burden and have sent themselves to a map with a pallet every five feet like Autohaven, Badham, Garden of Joy? Do you advise tunneling the "weak link" out? What if there is no weak link? Isn't tunneling toxic and only bad killers do that?
You take advantage by working their strats into yours. You go after the tunnel to get some free hits, with more survs off of gens as a result. You intercept them going in to prevent the second stage and force the trade. You're very deliberate with where you hook to get them near dead zones or even into the basement.
Absolutely no one goes up against the legendary fully stacked crack 4-man each trail. I get that those matches stick with you, but it is super uncommon. We all remember those ones where we get clapped, and human nature is to only recall that and not the seven wins before it or the five wins right after.
Unless you are actually at that fabled extreme "highest MMR" area you just don't get those kind of teams regularly, if at all. Should you really be there you get the very good survs who will resist mightily, but even they can go down.
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@WolfePhD said:
https://forums.bhvr.com/dead-by-daylight/discussion/437336/swf-is-op-because-they-have-no-weaknesses
I have a different perspective. I don't remember the target winrate by the developers, but I think it was last discussed to be 70/30. If you play a game that you are intentionally designed to lose 30% of the time — there needs to be a factor in the game you can lose to. SWF is highly coordinated, highly efficient, and highly technical compared to SoloQ—don't you want opponents that challenge you? There is a well-known member of the community that considers themselves to be "truly talented" at playing Dead by Daylight. This community member, who streams their games, has a reputation for complaining about SWF despite their self-proclaimed talent.
A fair minority of killers purposely keep their MMR low by 8hooking survivors and letting them all leave at the end of the match. If you want to breathe and just mow down players, that option is available to you — but you no longer "win" matches the same way. All I want is for killers to feel like they are lethal and efficient without having to immediately remove one player from the game ASAP. Survivors should have the ability to coordinate and reach the top of the skill ceiling. The game is not balanced for high level play, and I'm not sure how much of the developer's time should be spent addressing it. How many players actually go against SWF groups?
Think they said their goal is around 60% killrate. As for numbers, about half of all survs are solo and about half are in two-mans, with trios much more rarer to see and quads even more so.
I do wish players would realize that the trios and quads absolutely do have weaknesses and they should be taken advantage of. They badly want to prevent someone going into second stage, they badly want to prevent direct tunneling, and above all else really really wish to get everyone out. Killers should adjust their methods with all of that in mind.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875602#Comment_3875602
Tbf it was Wednesday and your shoes weren't pink 😟
But but but the white ones matched my outfit......
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And take the game off of all the consoles
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@Daniel_Silva04 said:
Kindred basekit would greatly help solo players to have information about other survivors, what they are doing,who is closest to the hooked survivor and if there is someone going to the save. Devs should really consider this.
If they removed the killer aura part then maybe we can talk about this.
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I tried that table, but they just made fun of my shoes.…
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I've always liked the idea of getting some value out of the Charms, tailored to the surv being run. Claudette gains like +0.5% to healing, Nea runs 0.75% faster, Meg vaults 0.5% quicker, very small bonuses that are not game breaking.
Numbers can be tweaked of course.
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I am rather proud of my mediocrity actually. I'd say I'm a competent surv and a lousy killer. Where does that place me? 🤔
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I actually forgot about Death Garden and VHS completely, and didn't play either of them, just saw some footage. The Monster role in VHS did seem a chore to play effectively though. I don't think either was even available on the consoles anyway.
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Longest was many years back against an impossible skillcheck Doc holding a 3-gen while playing solo. Didn't get to the server time limit but I bet we sniffed it. No one DC'd either.
Shortest was a hacking teleporting Myers on old dark Coldwind that insta downed and basement hooked everyone. Lasted maybe 40 seconds at best. Still some Nurse hackers around doing this, which is wild to think about.