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JoaoVanBlizzard

JoaoVanBlizzard

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JoaoVanBlizzard
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  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576026#Comment_3576026

    I'm sorry am I confused? Is this not a discussion forum? If you don't other people's opinions just state that at the start and I won't waste my time engaging you in discussion.

    "though I explained that I have reasons for this"

    And I explained why I feel that hiding the bleed out bar from other survivors would be a bad idea.

    "now I would like to hear from you, what would you like to see in a PTB?"

    I guess you don't want to hear from anyone.

    I understand, maybe you're right, hiding the bar from other survs can prevent a last surv from seeing the moment when the surv will die to see the hatch, for example, right?

    sorry if I seemed rude, that wasn't my intention, it's just that sometimes it's difficult to suggest ideas to improve a game where there are two sides, people treat our ideas as if it were the last thing the devs would do in the game, probably a lot things will be changed in the game yet

  • @[Deleted User] said:

    "-The "bleed out" meter should only be seen by survivors who are in the "dying" state, killers and other survivors cannot see this meter, there are players who use this to cause toxicity, I intend to make a future post about this"

    I'd disagree with this. I don't know how another survivor could use it to be toxic. Like being able to see the progress of the hook it enables me to know if I need to go for the save or if I have time to finish up the gen I'm on.

    Is it serious that you spent your time just to disagree with this even though I explained that I have reasons for this? Anyway, thank you for your attention

    Edit: I'm not talking about the progress of the hook, but about the survivor bleeding on the ground, there are killers who wait until the bar runs out to hook the surv, but there are other reasons that I haven't mentioned that can be very toxic

  • @Lixadonna said:

    Solo rely on perks because Teammates are unreliable. Nerfing good perks makes SWF stronger. Make matchmaking better for Solo

    I already made a post talking about a similar subject, at the time I said that some features should be exclusive to solo that, if players were inviting friends to play, these features would be disabled for them, for example, the "kindred" and "bond" perks they could be a basic kit (less efficient of course) for those who play solo, but if the person is playing in swf they would need to use the perk for such features

    But that's a fact, soloQ pays the price when the pro players get too strong, but that's the fault of the devs who insist on not wanting to create something exclusive for solo Q

    For example, I started looking for people in communities to play dbd in swf, because playing soloq is a problem, but I agree with people who say that the strong perk needs nerfing, but they nerfed killer perks like "call of brine" and "eruption", and it was a deserved nerf, because these perks only worked destructively against solo Q but against swf it didn't change much, so killers often also get nerfs as well as survs, the problem is that the nerf affects who should not be affected

  • multi slug.png


    It's because of this kind of thing that I said survs should be able to heal others when they are on the ground.

    Nurse placed all the survs on the ground and walked around the map without wanting to hook up.

  • @Zenislev said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568438#Comment_3568438

    It's not that people don't understand, it's that slugging isn't an exploit and snowballing isn't a problem, it's a play style. Taking away the killer's ability to snowball via slugging is absolutely a nerf, and not one that's needed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568434#Comment_3568434

    See thing thing is, there's counterplay to slugging. You can position yourself under a pallet and recover, and there's always a chance that someone will go and save you while the killer is chasing someone else, after all, there's only 1 killer and 4 survivors. If one of those 3 remaining survivors doesn't go to save you while you're slugged, then that's a skill problem.

    There was no skill or counterplay to the old locker saves. You couldn't grab survivors and you couldn't hurt them. Your only answer if you didn't have lightborn was to walk away. That's why that had to go. The devs have to at least pretend like they care about the killer's experience sometimes.

    I still think you didn't understand the idea (maybe because I'm stupid and don't know how to explain it) I have nothing against snowball killers, but you need to recognize that some killers take advantage to play in a toxic way, if you don't recognize this, either you are a main killer boy, or you like exploits and only win through cheating

    I'll try to explain calmly: my idea is that if a fallen surv finds another fallen surv, he can heal that surv to get him back up, If you stop to think about it, there are two survivors on the ground, the killer just puts them on the hook, this idea of ​​mine is much better than the idea that the devs wanted to do with the Unbrakble base kit, which was a significant nerf for the killers, but in general, the killers take down the surv and put them on the hook

    The only killer that could really be harmed by this mechanic would be the twins, but this could even be done by a surv that was standing, in addition, fallen survivors are slow and would take a while to find themselves.I'm not looking to nerf killer, a game needs a killer, but that won't harm him like it would with the "unbreakble" base kit, for me if it had a feature where the survivor could bleed to death it would be even better, but then killer would appear complaining that he can't hook the survs because of this, see if you can understand

  • @Crowman said:

    Survivors really just don't want killers to be able to ever win.

    I'm not asking for a buff for the survs, I'm just wanting them to remove the exploit that the killer wants to leave on the ground without hooking, usually the killer drops two and puts them on the hook, that's ok, but killer who wants to drop 3 or 4 survs without hooking It's because you're trying to be toxic, I explain things, but you don't seem to want to understand

  • Serious? why didn't you use lightborn against locker safe instead of asking the devs to nerf it?

  • @Batusalen said:

    I used to joke that someday survivors would claim that the killer being able to M1 and attack survivors was OP and toxic and BHVR should remove it from the game.

    Every post I read in this forum lately confirms to me that everyday we are closer to that moment.

    But I'm not asking for a nerf or buff with this feature, the idea is to eliminate the exploid of killers who leave their survs on the ground and don't want to engage due to toxicity, it has nothing to do with killers being strong or anything like that.

  • @FilthyLegionRevival said:

    Don't know why everyone's crapping on this idea so harshly. It is a neat thought to be able to crawl to someone else on the floor and attempt to patch up their wounds.

    Maybe I'm just jealous of them, hehehe, I didn't even think about this idea to buff surv or nerf killer, I thought about these ideas to avoid toxic killers who don't want to put survs on the hook when they run out of resources to get up

  • @Blinckx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394883/survivors-should-have-an-anti-snow-ball-base-kit-feature

    "against killers who want to end the match right from the beginning"

    Oh so i've to wait until a specific moment before i can play ? Like i have to wait until the gates are open or what ?

    Let me see if I understand, just with slug you can kill? I thought the right thing to do was to kill by hooking the survs

  • I still think that "Lethal Pursue" and "There's Nowhere to Hide" need nerf, I see a lot of nurse and Blight with these perks, which are already very strong killers in themselves, if these perks were strong on pig and clown and If it worked against high level survs, I would even think it was fair, but in practice, I see this perk only working on strong killers against weak survs, then the killer kills a surv at the beginning of the game and the others can no longer progress in the game, I think There are better ways to balance killers, but giving them resources to find survs at the beginning of the game doesn't seem like a good idea to me.

  • @xltechno said:

    I would suggest the opposite. In other words, if you play one side for a long time, dailies will be given to increase the task on the other side.

    By doing this, those who play both killer and survivor will benefit, and by following this example you will deepen your understanding of the game.

    If you really don't want to play on one side, you'll have to be content with that since you're already benefiting so much from Rift rewards.

    (I imagined someone would have this idea, so I already left an answer for that) The game already has an incentive system to play on one side in exchange for bloodpoints that does something similar to what you mentioned, the difference is that the control is made according to the amount each side plays

    I'm against this idea of ​​forcing players to play on a side they don't like to gain benefits, games were made for fun, devs have to make players have fun and not feel committed to playing what they don't like.

    Abrir no Google Traduto

  • @grandpa_general said:

    Of course I play survivors more than I do killers but when will killers get something sweet? Aren't they getting a fov slider at some point? Give these guys something good too you're leaving them out for no good reason.

    I think this depends on each person who plays, for example I always thought that in my games the killers have much more advantages than the survivors, they almost always get 4 kills and use very strong builds, but for others I know it may seem like more difficult, the MMr can be one of the causes of the problem, no matter how much he tries to match fair matches, he rarely succeeds

    about the killers, if you compare, nowadays it's much easier to start a chase, before the killer needed to find stealth survs, put perks like "ruin" and stand in front of a hooked surv when he captured someone, and then when the surv was saved the killer simply tunneled it

    Today, killers have the resources to find and capture faster survs, but they need to do more chases and break more generators to win, in other words, the devs want killers to play more and sit around less, which is a good thing for everyone, The biggest problem with survs is that every time a new killer comes, their objective is always the same, to repair generators, so the only thing that changes is the way the surv is tortured by the killer, the devs even try to create resources for the survs to use against these killers, but the objective ends up being the same, if in the future there were simpler objectives against Nurses and more complex ones against a pig, perhaps it would be more interesting to play survivor

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546603#Comment_3546603

    The basic thought was that the dailys are chapter bound, so you can either do it with the survivor or the killer from "Alien" etc. But to take into account that some survivors (Mikaela, Bill, Ash and Nic) come without killer and vice versa (Bubba, GF, Pinhead) I added a general quest in the same category. Therefore if you do not own a character from that chapter, you get a quest of the same value which you can do with any survivor/killer.

    And it always bothered me that the quests for killer yield more BP than those of survivors so I tried to tidy that up as well. Escaping or opening an exit gate can be very difficult depending on the circumstances, whereas doing a Mori usually is not. And why should the killer get 45k for chasing people, when survivors only get 30k for the same task?

    yes, true, that makes sense, in my games it sometimes takes me days to escape, sometimes it takes me about 3 days to get out of a game alive (no joke) most of the games I play the killer makes 4 kill easily, a review of this part would be interesting

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546618#Comment_3546618

    No. I just think the mobile version does it better. how about long quests with a reward at the end of the week/month than those stupid quests that have been out of date for years? just thinking out loud

    I agree with that, the mobile resources are much better, I don't understand why if both games are the same, there have to be things in one and not in the other, it doesn't make sense to me

  • @GrimReaperJr1232 said:

    1. No one saw the powerhouse Blight would become and 4.6 is standard killer speed.

    2. Main complaint and focus are his add-ons.

    3. Making him 4.4 would really only nerf the weaker Blights while doing next to nothing on the already god Blights. Not really addressing anything there.

    Exactly, those who are strong with Blight will remain strong, and those who don't know how to play can train it against bots, or even play with other characters, ghostface, pig and sadako are great for less experienced players because most baby survs don't they are strong against killer 4.6, which is the main reason I think Blight should be 4.4, to prevent those who don't know how to play with him from deciding to play with him only from m1 since he has the potential to play with his power

    When Blight arrived in the game, his power was confusing and clumsy, the camera was dislocated, not to mention the collision insects he had, a lot of people even made fun of him saying that he was almost weaker, the way he was I didn't even care if he it was 4.6, but nowadays I would like to see at least one test of it in ptb being 4.4, even if it is not placed in official tournaments

  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543943#Comment_3543943

    We wouldn’t say the same thing, because it wouldn’t be true? Spirit’s power can be used in literally ANY situation, at ANY tile.

    the Blight too

  • I confess that I didn't really understand your proposal,but it looks well designed

    but I wanted something simple, just have one or two surv rituals and two other killer rituals, lately there are only killer rituals and I usually play surv

  • @Alen_Starkly said:

    In the past I made a suggestion where we can choose whether we want to get only survivor dailies, only killer dailies, or both. Currently most of the dailies are killer dailies. Survivor mains have no use from the dailies, due to this.

    Of course, I got ignored.

    Yes, that's exactly the problem I have, it only comes with a killer ritual, and I don't want to play killer, but I'm happy to know that I wasn't the only one who thought of it.

    I don't know why the hell there are people who criticize any idea we give, if we say we want a blue stone in the corner of one of the autoheaven realms, there are already people saying a lot of meaningless criticism instead of helping, They won't lose anything from this, right?

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545663#Comment_3545663

    No rituals are needed to play other characters. I just play whoever I want

    Thank you for your feedback

  • @Pavel_Ch said:

    they should be removed altogether. they simply exist, whereas farming was made easier long ago. + there are archives with tasks and bp

    I don't think so, I don't do them just for the bloodpoints, but also because I have something more to do and can use other characters in the game

  • Thanks guys, but I don't think that's the reason, because if spirit, for example, was 4.6 you would say the same thing, and it does very well even though it's 4.4 and Blight is much more powerful than it

    I would really like to see a PTB testing Blight in 4.4 to see if it changes anything, but I thank everyone who took the time to respond, I'm happy to know that people like to help answer questions, you're really cool ^^

  • @09SHARKBOSS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532883#Comment_3532883

    i play both sides and they are not wrong it is truly a major case of skill issue

    I think the game favors main killer more than main surv in practice, what happens is that the game doesn't favor all killers at high level, example: at low level you can use any killer that is almost certain to win, at high levels you can train a Nurse, a spirit, a Blight, a Wesker maybe, that you still have conditions to win, and even with weak killers you can do about 2 kills, since the camping and tunnel and even slug are still strong, despite of not being as oppressive as they used to be

    to be honest UW is not as OP as I said, but it can still hinder less experienced players, in the same way that "nowhere to hide" and lethal pursue" do

  • @Maelstrom808 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535863#Comment_3535863

    Maybe I'm misunderstanding what you are saying but when nurse blinks she can still see what's going on around her and change the direction she's facing in mid blink. This means she can see you dodge or juke the first blink while she's in the middle of it and set up to immediately use the second blink to go to where you dodged to.

    You understood right, that's what I wanted to know, the problem is that I see some nurses do this even through walls, I believe it's because the user has an expensive headset and can be guided by the noise of footsteps and crows

    But the subject here is about the ultimate weapon, and really this type of perk is very strong on killers like the nurse, I personally think that aura and information reading perks should follow the same rule: when the killer uses the power these perks deactivated, using the "There is nowhere to hide" perk gives the nurse the ability to find survs all over the map, which is kind of strange for a killer who is strong and can traverse the entire map very quickly, now in a clown she it is only useful to see if there are survs near an almost finished generator

    But of course this is my opinion, I know there will be a lot of killers saying they need these perks against pro players and swf, but in general against these players they are useless in practice because their focus is on chasing, the problem is that against less experienced survs, one of them being eliminated by the killer is already a guaranteed victory for him, that's what I think is wrong with these perks and the game itself

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532883#Comment_3532883

    Wait, wait, wait I tought telling people to just equip a perk was fine, like each time someone complains about MfT they just need to equip exhaustion perks, why is it now different with calm spirit?

    MFT is only good with pro players, I don't even like to use this perk because I don't feel any difference, it is strong with hope, but I don't even stay alive until the generators are completed, since the Ultimate Weapon works with any killer in any level, if the surv is not good at looping

  • @PriestessPoppy said:

    Nurse is not OP

    I see many people with a severe case of skill issues complaining about nurse being OP. You just need to dodge their blinks, if you dodge their blinks or you never get found, nurse is the worst killer in the game, she gets completely countered

    Not that I find the Op nurse, but the way certain players use her is weird, it seems they even use some tracking hack because I dodge the first blink and she goes straight to where I am even if I run behind her in a space short of time, how can that?

  • Of course it's OP, it's super broken, in addition not everyone will be using a calm spirit waiting for this perk to appear in the game, another detail, it's the same thing as the locker safe, it was enough for the killers to use Lightborn, but the devs still nerfed locker safe, people at the time didn't want to remove the barbecue chilli to put a perk to not be blinded by the flashlight, you need to be less selfish, always see both sides, everyone wants to have fun

  • @CaulDrohn said:

    Imo, the idea of alerting the player when they are shown by killer instinct is pretty neat!

    Killer instinct is always tied to some killer power, and when you know how a killers power works, you also know when you will trigger killer instinct in most situations:

    • Legion frency hitting someone and you have a TR & not in deep wound
    • Using a vaccine or spray
    • Staying near a demo portal
    • Running through PH lines or in Victors range
    • and so on

    The only thing thats not imidiately clear is whether you are being highlighted during nightfall. And the meme legion build using obliviousness / undetectable and his killer instinct range addons.

    So if Spine Chill would alert the player about KI, it would help newer players to know when the killer can detect you. But for experienced players that info is unnecessary, bc they know with each killer, which action will trigger KI anyway. That would make Spine chill a really nice beginner perk.

    exactly, it will make the perk useful again and it won't harm anyone, it would be good too when a new killer comes to know if he has aura readings the killer instict in power or in add ons

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524065#Comment_3524065

    Thanks for telling me you disagree, but you not seeing a problem with it does not undermine the design intention about Killer Instinct. Loads of Killer's Powers will malfunction by this.

    I'm sorry if it seemed offensive, I disagreed, it wasn't the intention, I just think that having a perk for it doesn't do any harm to the killer, it will just give information to the surv, besides that, more experienced players memorize the powers of the killer and add by heart on which has killer instinct, in addition it is a perk slot that surv occupies, if it was a basic kit it might be exaggerated, but it would not be a problem either because it does not change the power of the killer itself

  • Honestly speaking, I don't understand why Be Haviour doesn't put an option for brightness adjustments, there are so many things that the guys use that don't have by default in the game, every game I play I come across against players using image filter, cross hair, discord, very expensive headphones, and I think that all of this should be standard in the game and used by anyone who wants to,there are a lot of people who, for some lunatic reason that I don't know, don't want this in the game, but we are not in 2016 anymore, accept that DBD has changed, the game will never be balanced, but these things get even worse if they don't exist in the game, if you don't like it, disable it in the options

  • @[Deleted User] said:

    The vault speed was also really fun hate that nerfs in dbd mean making a perk useless.

    I think Valt's speed was the biggest problem with this perk, but it favored players a lot, who already play well without any perks, but I agree with the part about disabling perks that way is ridiculous, perks were made to be used, yeah same thing if you nerf the perk there is nowhere to hide and Whisper, it's a much stronger perk than spine chill and there would be a lot of killers crying

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/388777/idea-buffs-to-revive-spine-chill

    I would remove the line if sight requirement and make it so you need to be inside the TR.

    It doesn't counter stealth killer but actually works, instead of giving you info that you already know.

    Also bring back the vault speed, that would be a nice bonus. How does a perk with a cat as an icon not make sense to improve the vault speed, never understood the argument for it's removal.

    I think that detecting the assassin who is 32 meters away, regardless of being stealthed or not, would already be a good size, about returning the jump speed, I don't think it's a good idea, because that only makes a difference to pro players and it's the part that least needs to be buffed

  • @Emeal said:

    Spine Chill could use a buff sure, but aura reveal alerts makes the perk do the same as Object of Obsession and Killer Instinct is supposed to be off limits to Survivors.

    I disagree, I don't see any problem with receiving an alert when under the effect of the killer instinct, the obsession object only works with detectable killers, my idea was to notify the aura reading even by stealth killers, but it would not reveal the killer's aura

  • @Pavel_Ch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513467#Comment_3513467

    So why should we leave it as it is? just to hide the prestige, right? no, if I do it, then only with the inability of the survivor to switch between characters, because I cannot change the killer. here some already offer to punish for avoiding the lobby, but for example I don’t want to go against swf with 4 lanterns on the unfortunate trapper

    Yes, I also play trapper and I know how it is, but then the problem has nothing to do with the lobby, but with the game resources that allow such bullyngs, the devs are adjusting some things, like they already removed the locker safe and the fact of using the flashlight to take the power of certain killers, I also don't like when the killer uses map offering, certainly he is making an easy victory build, but we will only realize when the lobby is gone finished, but this is subject for another post, I can make some post about it giving my opinion too

    I don't care about knowing the reason that makes people leave the lobby, the fact is that this happens very often by both the survs and the killer, and I think something should be changed, as it steals a lot of waiting time in the lobby

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510686#Comment_3510686

    Or you could just bridge the gap as close as possible and then buff killer to compensate. We don't need solo Q specific buffs since its poor design. I want access to the full game with and without friends I don't want features to be locked off purely because of that, no one does.

    I'm not saying to remove things from SWF, but to give exclusive things to solo players, SWF has things that solo survs cannot have, like communication for example, if that were the case the solo surv would have voice chat, something that could have even if it were an alternative

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509653#Comment_3509653

    In ANY game ever playing in a friends team vs randoms will always be simply stronger. It is a fact in every game. I think the suggestions are not even elegant anyway. There is literally no reason to disable the HUD for swf (you admit the hud does not matter for swf anyway so should not be a big deal to keep it, disabling for swf does not automatically make it stronger for solo Q and thats a fact) and changing perks to say "if you are alone" is just not elegant and there is a reason why literally no game has done a change like that.

    I think ultimately this approach of making swf weaker (like the hud change) is flawed since even if swf move speed was halved or something crazy its not making solo Q itself anymore pleasant you are just making playing with your friends a worse experience which does not fix solo Q.

    actually I had not asked a question but answered yours, the text corrector on my pc that placed the question mark(?) certainly SWF will always be stronger because it is more organized and everyone knows each other, but this allows the devs to give buff to the soloQ player without worrying about them getting stronger than SWF , because solo are less prepared and synchronized

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506002#Comment_3506002

    Because it would still happen that people quit out with under 15 seconds left. They would just close their game. At this point you can also just keep the option, because it would just require a little bit more time for the one quitting out and would be the same for the rest.

    Perhaps, I don't know the real reasons that lead surv players to leave the lobby (most of the time it's the ping, where I live the server brings players from other countries because we don't have a local server and this can harm the games as times), Killer players leave the Lobby most of the time because they don't like the players or how prepared they are and leave the lobby to find another one, in that case a penalty of 1:30 (for example) would make more sense.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506696#Comment_3506696

    I am confused, why would that motivate the dbd devs to make resources for soloQ and only soloQ players?

    Why the solo player will never be as overwhelming as the SWF is

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500223#Comment_3500223

    The vast majority of my survivor games are solo queue.

    I don't want to be handicapped for the few times I actually play with friends. Doing so would probably drive them away altogether or have us just playing solo and giving up on team play.

    This is not the solution.

    I doubt it very much, the solo player and killers have always been nerfed and that didn't stop them from playing, it won't be because of a few nerfs that players will stop playing with friends

  • in fact, but this does not only happen with DBD, other squad games, if you are playing with friends against a random team even though they have resources, they still have the disadvantage of the unpreparedness of a random team, but in the case of DBD this motivates even more for developers to be able to create exclusive resources for soloQ players, as there will be no problems with them being superior to SWF

  • @dbdthegame said:

    https://us.v-cdn.net/6030815/uploads/M17FH9C915GW/image.png

    Probably has something to do with this. This is what 3/5 of my games look like. Also for the record, the James teabagged hardcore at hatch after running across the entire map with MFT+Hope.

    This is why you only see Blights/Nurses/Weskers/Spirits.

    I always liked playing Trapper, and I never felt like playing with stronger killers, I was never one to complain about perks, I had more problems with mmr that paired me with players of a much higher level than mine, but I I think you could have fun with weaker killers if the MMR worked as it should

  • @tyantlmumagjiaonuha said:

    I think there's a minority of killer players who want to play in a lobby with 4 characters of the same skin holding flashlights and toolboxes. Will you act as the SWF team's partner instead?

    In fact, this is already a balancing problem on the part of the game developers, if the game was more balanced between solo players and SWF there would be no need for killers to choose lobbies, I even made a post giving ideas to reduce the difference between solo players and SWF to make it easier to balance things in the game or in the killers, if you want to read and give your opinion, the link is this:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501231#Comment_3501231

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505563#Comment_3505563

    This. Just skip the lobby and go straight to a match once there's 5 players matched together. Can't lobby dodge if there's no lobby to dodge and it will stop the issue of backfill screwing up matchmaking.

    Also don't show the offerings so people don't quit when they see a map offering or because someone else didn't play an event offering.

    About the offerings, it's another subject that I wanted to deal with in another post, there are offerings that should be secret and others that shouldn't even exist, but the subject here is about the lobby, but I still want to deal with this subject in the future

  • @Nos37 said:

    There are 5 players for each lobby. The 60 second countdown, split up between them, is 12 seconds per player.

    When a player leaves the lobby and another takes their place, 12 seconds should be added to the current reamining time, not max out at 60 again.

    Sure, that new joining player won't have time to scroll through 7 or 8 of their characters to show off cosmetics, but it should be enough to make a last second change to their loadout. Plus they can setup their loadout before queueing anyway.

    I never really understood why multiplayer games actually need to have a preparatory lobby, before the dbd mobile didn't have these lobbies and they didn't need any (at least not for me) the only reason that comes to mind is for survs to be able to talk in the chat text to plan strategies and see the ping level of the connection, other than that I think the existence of a lobby is a waste of time, the person should already enter it prepared to play

  • @CrypticGirl said:

    "-When the time is less than 15 seconds (when the numbers are red) it would no longer be possible to abandon the lobby"

    ^ I could have sworn this part was already a thing.

    But I certainly wouldn't mind the other ideas that were brought up.

    Yes, I thought so too, until I discovered some players waiting with 5 seconds left for the match to start and left the lobby and I had to wait another 60 seconds for the match to start

  • @oreoslurpee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/386545/pre-match-lobby-need-some-changes

    those changes aren't necessarily bad, but i would rather do these two changes specifically

    • Killers are now unable to see survivor's prestige levels in the Lobby
    • Killers are now unable to go to a survivor player's Steam profile while in the lobby and in a match, meaning Steam Profiles are only accessible after a match, like how survivors can only look at the killers profile after a match.

    these 2 changes are just QoL changes so killers can't dodge lobbies and they can't dodge lobbies by checking steam profiles to see if anyone is in a SWF, or if any of them are friends with each other. it also prevents being able to check profiles in a trial so just incase it is a SWF, the killer wont AFK. idk if they can do that, but i put it in anyway.

    i like your changes, a lot actually! but i feel ike the lobby time should stay at 60 seconds maybe because i enjoy the extra time just incase im tabbed out or downstairs doing something.

    Thanks for the feedback, but I still think that the time should be reduced, if you like to do other things, do it while looking for matches, if I enter a lobby it's because I want to play a match, this is not a lobby simulator

  • @Aven_Fallen said:

    Personally:

    Reducing the timer to 45 seconds --> Yes.

    Not allowing to leave the Lobby when it reaches 15 seconds --> Nah. The main reason for this is, players would just quit out of the game at this point. Which would waste even more time for the rest, because either they will need to wait again OR, even worse, the game will try to load and then be abandoned in the Loading Screen (depending how it is implemented). I think reducing it to 45 seconds should be enough to speed it up a bit, but not allowing players to leave the Lobby will not really change anything.

    Not showing Names etc of Survivors --> Yes. Should have been the case long ago. There is 0 reason gameplay-wise why the Killer should get the information and see names, profiles or prestige Levels.

    Regarding a Penalty - if those 2 points (except for not allowing to leave the Lobby) are implemented, a penalty is not really needed, because the cherrypicking not happen as often if the Killer does not get any information about the player behind the Survivor anymore.

    However, if they dont want to implement anything, a penalty would make sense. There is so much cherrypicking going on from Killers, it is not even funny anymore. And it really messes up Matchmaking, because instead of a more suitable Killer for the Survivor-Lobby, the 200 hour Clown-player is suddenly backfilled into a Lobby where they should not be. And only because a Killer-player cannot stand the fact that the Survivors have almost as many hours as themselves...

    Ok, but I didn't understand why you disagreed with the idea of ​​not being able to leave the Lobby when there are 15 seconds left to start the match, when there are 15 seconds left to start the match the option to be ready is deactivated, not being able to cancel it, however the option to leave the lobby is still active, my idea was that this option should also be deactivated, if someone leaves the lobby before that, the option will remain active, maybe you did not understand correctly or I did not know how to explain

    I also think that the problem of some unbalanced games is due to excessive lobby abandonment, it's hard for me to see a lobby where someone doesn't leave, in fact that was one of the reasons I created this post, there are lobbys that take too long

  • I found your idea interesting, sometimes an incentive to speed up the lobby could be better than penalizing it, but this needs to be studied to do it correctly, however I also think that the lobby needs to go through the changes I mentioned

  • These days I've been thinking about the idea of ​​the possibility

     for Nurse to have a counterplay in the future, one of the ideas I thought of was to have devices on the map that if you interact with it for a while the map is lit, while there is this lighting Nurse would be unable to cross walls when using her blinks, but she could destroy the device that was lit to regain her full power, since from Nemesis most killers have gained some kind of counterplay that survs could interact with

    It's worth remembering that my idea is just an example, of course there should be tests on how to do this without ruining the killer, like when she couldn't cross walls she gained more speed (4.0 for example) returning to the original speed when she could cross walls another time, this would make the nurse busier reducing her gen patrol and chasing, which is the only thing she cares about in a game when the player is experienced, but it is something to be studied and tested in PTB

  • @Sonzaishinai said:

    Isn't that just punishing people for having friends? Not every swf uses comms you know.

    This kinda thing is going to promote lobby hopping and the matchmaking gets screwed by dodging enough as it is

    Yes, I thought about that too, that's why I asked for your suggestion, not every SWF is strong and not every swf plays using communication, even when I play with a friend of mine we don't use communication, but even so, if the game put the weaker players against weaker killers, the game would be fairer in that part, but that would be another subject about mmr, here we are talking about balancing suggestions between solo player and swf

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