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JohnNemesisMan

JohnNemesisMan

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  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028025#Comment_4028025

    Yes, there will always be players who will not be adept enough to practice higher skill playstyles, which begs the question why that would be a killer-specific disqualifier.

    Because the killer side issue is viability, and the survivor side issue is enjoyability.

    You can be a sufficiently incompetent killer to make any strategy non-viable, but no level of survivor competence is going to make tunnelling engaging.

    And before anyone says 'I like taking the killer on a 5-gen chase', the three teammates that get stuck doing gens only don't.

    Because the killer side issue is viability, and the survivor side issue is enjoyability.

    This type of thinking is the exact reason why the new PTB changes suck. The changes they proposed came from the surveys related to the enjoyability had on the survivor side while killer is treated like some sort of NPC they have to balance around in order to perform for the survivors. The killer side wants viability because they want to have fun too and not get dumpstered for trying something out of the meta.

  • @Philscooper said:

    Kinda ironic how they neglect the chance to make people with large friend groups play 8 man swf, but they rather spam more into killer when the novelty of killer duo and already existing killer combos isnt enough

    What do you mean? An 8 man SWF or just playing with a large group of friends in general was something they advertised and promoted since they ever brought up the first 2v8.

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028021#Comment_4028021

    Its a pipedream because of

    1. No matter what way you chose to modify it the people who die on the us vs them hill will be against it
    2. The likely hood of there being enough to change the meta bring viable is low as many players on both sides have a low faith in the devs atm, steaming from way before recent patches.

    The devs are 100% to blame to a lot of problems in the game currently, including the spread of the us vs them mentality caused by the neglect in certain aspects of the game.

    But I don't think they're entirely oblivious to critique, since the most recent example of the devs doing something right was Myers' rework having recieved proper buffs after the PTB release when they could have absolutely just ignored him and left Myers with the super weak version Slaughtering Strike.

    Chances are low they'll ever listen, but its the best way to promote positive change is to vocal about it in hopes word spread, like the time killer related items were given spawn priority over chests.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027989#Comment_4027989

    A 15-20% repair speed penalty is just going to mean survivors get 15-20% less gen-work done in the time it takes the killer to tunnel someone out. It's not going to disincentivise tunnelling at all if it just straight up buffs the very self-same tactic.

    The best way to get rid of tunneling is to make other playstyles viable.

    The problem is that a sufficiently incompetent player can make every single playstyle non-viable, no matter how good it is, so 'making other playstyles viable' is a pipe-dream.

    Why is it a pipe-dream? Bad players who refuse to improve shouldn't be accounted for balance changes. Effecient ways to win the game aside 5 gen hard-tunneling could push the game away from the boring meta it created and extend matches matches where everyone gets a chance to do something.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026352#Comment_4026352

    Thing is, losing with 0 hooks is virtually the same thing as losing while with every survivor at death hook.

    This is the big issue. With kill-oriented stats, these are regarded the same way when they're very clearly not.

    Similarly, one hook camped to death in EGC is regarded as higher skill than eight hooks, no kills.

    Thematically, it makes no sense either. The killer is supposed to harvest dread and despair, but having three survivors never see hide nor hair of the killer is better regarded by the entity than a killer that drives them all to the edge.

    Hook-based MMR might just fix a ton of problems.

    I don't think a hook based MMR would do anything, people would still treat a 3-4k as a win and just go for that anyway because hard tunneling a survivor at 5 gens is the most efficient way to win the match. The only time a killer is actually rewarded for winning chases is when he actually gets to eliminate someone from the game, otherwise, he could be buffing survivors by activating their Dead Hard, Decisive or other perks that get buffed from being hooked.

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027782#Comment_4027782

    Honestly after posting it I was still iffy with it.

    Mainly wanted to promote discussion. Because jester had a good topic but you were the only one who responded.

    If you'd like tho touch it up!

    I feel the idea of a death hook mechanic is to help extend the game and encourage spreading hooks, so it shouldn't buff survivor's efficiency. Buffing survivors to make them stronger would do the opposite of extending the game, as having a death hooked survivor on the team would mean someone without death hook could take chase and the people with the bonus could speed gens, which in turn, would just make the killer want to get rid of the buffed survivor.

    The only type of buffs a death hooked survivor should get are ones related to escaping the killer, similar to the unhook bonuses they did on the PTB.

    As for killer bonuses for having a death hooked survivor on the team? It has to be something worth it as opposed to just eliminating the death hooked survivor, so something that could benefit every killer. Like getting faster bloodlust gain, an extended M1 lunge or even a minor 2-5% haste during chases like the Enforcer in 2v8.

    I honestly don't know what killer could get without being crazy busted, but maybe there's an incentive to getting people to death hook. Devour Hope sort of toys with that idea by giving buffs with each stack, something like that could work without the instant kill, of course.

  • @Dokta_Carter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/460232/what-would-balancing-for-hooks-not-kills-actually-look-like

    Okay I have one answer following the restriction, and another that explains on the mmr side this first one is following the restriction.

    So how would we balance the game itself?

    Hook states having unique modifiers for survivors

    Example 1)

    Survivors first hook, you gain lets say Resolve 1

    Resolve 1, gaves a buff to interaction speed, up to end game., this interaction speed focuses on healing, chests, Totem cleansing, and unhooks(to promote altruism a little)

    Survivor second hook- Resolve 2, minor Gen speed bonus, your grunts of pain, or liller interactive powers are muffled extremely slightly

    1 survivor dead, "Determined to survive " kicks in

    Each survivor gains a third of what would a survivor helping you with an interaction from another survivor.

    All of this last to endgame, or Hatch opens

    Killer side Blood thirst

    For each unique hook you gain a token, this token is 5% of basically brutal strength. So if every one is one hooked, 20% brutal, and it stays here.

    For each fresh hook, they gain Entity's Delight, which is ether Pop, Pain Res, or Eruption (trying to figure out which is more healthy) for one time.

    When a killer has hooked a survivor twice(Feng min on death hook) they can more them, but This will remove every effects you get from the benifits

    Again these are ideas

    Now lets talk about the why the current state balances off kills rather then hooks.

    Survivors gain NOTHING from a death hook, so if a killer gets a survivor out its evident the kill is more important to the over all game then the hook states

    The survivor bonuses you listed really don't make up for a basekit brutal or temporary bonuses. Giving death hook survivors more gen speed or make them overall more efficient would encourage tunnelling because its the exact type of thing killers don't want to deal with.

  • @Skeleton23 said:

    Please give ur Killer feedback on why would you uninstall the game and fill free to give experiences and Opinions.

    This is a Judge free Zone and will be reported if a fight on Opinions begin. Please be respectful

    I didn't uninstall the game but I have three general frustrations with the killer role. Killers can be over stimulating, or very high risk low reward. The recent pallet density changes made this very clear. Some of them have visual or gameplay bugs that haven't been fixed until this day.

    Toxicity in general. Even if you disable endgame chat or leave immidiatly, they'll still try to contact you anyway to talk crap about your performance, I had to private my steam profile to stop getting hate comments after most matches.

    And finally, the way the devs that handle the balance of this game often say very unprofessional things in most of their streams. I won't list names or go into details, but it has been very bad to see this game this terribly mismanaged and given multiple empty promises.

  • My biggest gripe is that they said they were doing multiple version of 2v8 in order to develop it for a full release, but since v2 they've changed almost nothing about it. Right now, v6 only added Pyramid Head and Dracula who is bugged. If it just continues like that, might as well add the mode permanently with the occasional addition of new killers every now or then instead of forcing a 2-3 month wait to bring nothing to the table.

    "The best version of 2v8 yet" -October Community stream just before 2v8 v6's release

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027411#Comment_4027411

    Yes, but you also forgot one half of the game, optimal killers. Two killers on discord mops the floor and survivors can't do their objectives.

    Same goes for coordinated survivors. Even something minor like medic SWF duo running to injured survivors and healing mid chases can completely disrupt a killer's flow and deny much needed pressure.

  • @Gibberish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027007#Comment_4027007

    There will always be more demand for Survivors than Killers in 2v8 no matter how you balance it, simply because its the only game mode where Killers can play with another Killer, while in 2v8 survivor your basically just playing the game the same as you always do. Killer massively sucks in 2v8 but people still flock to it solely because there is no other way to play 2 killers.

    You could literally make 2v8 Survivor twice as powerful as they already are and give them a 1000% Bloodpoint bonus, and the Killer queue would still be over-packed.

    Exactly, specially with the play while you wait feature, there's more incentive to everyone try to both sides. There is no need to make one side stronger in hopes to deminish the queues of the other. Might as well give proper balance and content to both sides to make matches overall more fun.

  • @BlackRabies said:

    Huge killer buffs for each survivor that is still alive AND on death hook after all gens are repaired.

    • 1 survivor on death hook and alive killer gets %5 haste
    • 2, survivors are exhausted for rest of game
    • 3, survivors have their aura revealed to the killer for rest of game
    • 4, survivors that are downed are immediately killed and sacrificed by the Entity. Same animation as if EGC time expired.
    • However if 2 survivors are already dead by then. Then nothing happens no bonuses for killer.

    Everyone gets to play out the full match and it fits the lore of DBD. Entity wants drawn out matches not games that end in like 3 minutes. Killer becomes most dangerous during end game, survivors will panic the most and still have that bit of hope escaping. Though perks that work during the end game will have to have number changes or be reworked.

    Making survivors exhausted forever or revealing their auras is far too strong, but I can get behind permanent Death Hook bonuses without needing endgame to trigger it. Maybe replace it with something more passive to the killer role like faster Bloodlust gain or quicker pallet breaking speed, even a minor haste boost like 2-3% too.

    At the very least, the bonuses should be disabled if the death hooked survivor is downed to not encourage slugging.

  • @100PercentBPMain said:

    after so many iterations, it's time to rip off the bandaid and open the floodgates for a round; unlock all possible killers, and allow each side to take perks and addons. all in the name of science and research, of course.

    I think we deserve it at this point. not because it'd be fun, I just wanna see the chaos for once. maybe 8 survivors with 4 perks would get people taking the survivor role more seriously. maybe I wanna see crowds of people burst into flames from Alucards Shield.

    I'm sure that would give bhvr invaluable 2v8 data

    As much we would want that, the biggest problem with adding that stuff to 2v8 is not that it would be difficult to balance, but it could quite literally break the game. Its possible a killer existing alongside another could cause an unintended bug, or even worse problems that makes the trial unplayable. This is basically what happened to Wesker when he was first added, in 2v8 v3 and v4 where he would softlock the game if his killer duo was stunned during his bound, causing him to never drop the survivor and force a DC.

    So don't ever expect 2v8 to come with a huge update that adds more than 3 or 4 killers at a time, because with each version, they have to check what breaks the game or not. And its also why we will never see perks added into the gamemode.

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026777#Comment_4026777

    i mean if you gonna bring up things they removed or gutted,

    herbs from the resident evil 2v8, fog-crystals or the fog-vials and guide class.
    (or the older classes back in v1)

    meanwhile killers new addition every new iteration while survivors get temporary things that wont even last long,
    we get lucky if survivors get a class change which they love to do for some reason.

    nobody asked from anyone for them to change and remove these things from survivor, besides legion

    i kinda dont see how this even conflicts or make the good arguement of "survivors shouldnt get new classes"
    or defending the "survivors qol is new content".

    survivors are miserable to play since its just mostly a 1v4 copy with increased numbers, atleast killers get new stuff within just their kit, classes or being able to duo with a killer, liecensed killers aswell for free.

    Herbs could be used by both Killer and Survivor, while Fog Crystals were replaced by Fog Vials. And while Guide class was nerfed compared to its first apperance, its still very good as it encourages teamplay between survivors to come to your gen to speed the process up.

    Meanwhile the new killers that are added for the mode are not even all that strong for the context of 2v8, Dracula is actually bugged and doesn't work properly. The first two times Wesker was added into the game mode, he would softlock the game, forcing both killer and survivor to have to disconnect.

    I am not saying survivors shouldn't get new classes, but Escapist having on demand sprint burst or Medic healing mid chase is WAY past a QoL.

  • I am not sure about adding boons because it could have a weird snowball effect. A 4 -man boon team could essentially cover the entire map and easily replace boons whenever necessary, it would be specially powerful in RPD. This could lead to an entire team basically having every a mix of every single class in the game all at once.

    I feel it would only be fair if killers could actually destroy survivor totems since they're not making any use out of it themselves.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026098#Comment_4026098

    tbf old Dead Hard is nowhere near on the level as on sprint burst activation, I still think the distance gained from dead hard was way overblown and comparable to Dramaturgy more than anything.

    It was the invuln that was the issue, and with the map nerfs (when the pallet changes are reverted), I feel it really wouldn't be a huge issue anymore. with current pallet counts, not so much.

    Compared to Dead Hard's history in 1v4, sure. But in the context of 2v8, its Dead Hard 2.0 that will just deny a killer from getting a proper hit.

    It will save you 90% of the situations, specially when the 2 killers are nearby. The only killers who can mindgame and punish a survivor for using the Sprint Burst is Blight or Nurse, while everyone else gets absolutely ######### by pressing the funny button once you notice the killer is about to get the hit.

  • @Nun_So_Vile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026777#Comment_4026777

    Agreed. Well written.

    It's pretty insulting imo, the fact devs are now removing killers from the mode after constant nerfs. Probably because they are operating without an actual plan for balance, which is even more egregious. It's the equivalent of them shooting wildly in the dark, hoping to hit anything that will help reduce queue times. It's not working; it's time for a new approach. Even when the balance is tilted in surv favor for 2v8, the classes give them super powers, and it still isn't enough to bring the wait times down. And yet again its still somehow the killer's fault so they get punished and their fun stuff taken away.

    Here's an anecdote. My buddy and I were playing a round of PH and Neme yesterday, and even with the best start it still came down to the last gen. Felt like we had to sprint the entire game and always be in chase, try to keep chases as short as possible, and immediately start new ones after hooking, and there was absolutely no room to miss your power it felt like. It felt like we had to be near perfect in so many different areas and even with that strong performance, it came down to every second counting. Who likes waiting 20-30 minutes in queue for a match that lasts 5 to 7 minutes?

    I don't mind the game mode being in the survivor's favor, but they have been treating killer like trash. The most insulting part was them nerfing Shadow and removing Legion in the same update, while giga buffing Escapist and keeping the ability for Medics heal mid chase. Not only that, Withered Isle is still bugged with fog, making it much easier for survivors to hide. This bug was in the prior 2v8 and it still is in the mode.

    And even then, ALL of this wouldn't matter if it wasn't for the fact of an absolute lack of mechanics for the Killer side. The classes offer absolutely nothing for most killers.

  • @Philscooper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026651#Comment_4026651

    "The first 2v8 didn't have the overpowered survivor classes AND there was no way to save a downed survivor, yet queue times then were as long as it is right now."

    You forgot the 2nd iteration where its the only time we got actual new content and not just a quirky side objective nobody cared,

    it decreased queue times and made survivor mains actually bother playing survivor to try out the new classes.

    Now all we got was qol, which wont make anyone play the game, legion shouldnt have been added in the first place and instead make more classes unique to 2v8.

    If they bug-fixed killers, you wouldnt say "oh they got new content" its just made killers playable. Thats not the same thing.

    It still doesn't change the fact that the killer role has only lost content. First they lost the unique killer coop powers from the first 2v8. Then out of the 4 classes, Shadow was the most fun one and it got nerfed. And finally they removed a killer from the roster. All this while giving survivor the strongest tools they ever got in any game mode like mid chase healing or rebuilding pallets.

    And as all of that was happening, queue times never got better. Its been a whole year since 2v8 v2. Making killer miserable won't help queue times as clearly shown from the lackluster updates.

  • Dracula's hellfire has been getting the most unjust nerfs I've seen from every killer since Pig. Everyone agrees Wolf Form is Dracula's strongest form, yet Hellfire keeps getting nerfed for it. 10 seconds of cooldown for missing is already really bad, adding 2 more seconds because you dared to zone with the power is even crazier.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026651#Comment_4026651

    The queue times are long because of the novelty. People aren't playing the killer role here because its OP.

    That's my point(…?) People play the killer role because its the only way killer players can interact with each other, be it with randos or with friends. Yet, for whatever reason, people want the solution that to deal with queue time is to make that role miserable.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026489#Comment_4026489

    So if Killers are already stomping in some matches, slowing down the gens would make even more matches where Killer stomps. That wouldn't be good for the mode at all…

    I said that if a killer wins, they're more likely to win with the 8k (the stomp) than it is to tie with a 4k, I didn't say Killers are winning most of the matches because that's not what's happening at all in the current state of 2v8. I guess its also just okay to ignore the fact that survivors have consistently managed to get everyone to escape whenever they win.

    Point is, right now, a lot of matches don't last very long. Its not fun to sit around a 20 min lobby only for a match to last 3-5 minutes.

    @Classic_Rando said:

    Killer queue times are still insanely long, so as long as that remains true, there needs to be as much incentive as possible for people to choose the survivor side. Seeing some complaints about the killer side being too difficult is a good thing because killer queue times will never get better unless more people choose survivor side over killer side, or if some people who want to play killer decide to just not play 2v8 at all.

    The first 2v8 didn't have the overpowered survivor classes AND there was no way to save a downed survivor, yet queue times then were as long as it is right now.

    It has been 5 2v8s since the first one where they diminished the killer role, added ways to save downed survivors, added very powerful classes for survivor, nerfed shadow, and even removed one of the kilers survivors were complaining about. And YET queue times haven't changed. Your argument holds no weight.

  • @MarbleThrone said:

    It doesn't need to be balanced.

    It's a fun, temporary, chaotic mode. No worries about losing MMR, no need to try and get that pip since you can't gain any.

    Also, you are contradicting yourself in saying "I accept anyone disagreeing with me, but then i also expect you to accept that you are just objectively wrong."

    Saying anyone who disagrees with you is objectively wrong is not accepting a disagreeing opinion. That's just rejecting them outright because you are unwilling or unable to defend your argumentation.

    I honestly feel like if not needing balance were true, the difference in version 1 and 2 onwards of 2v8 wouldn't have been so dramatic. This is not Chaos Shuffle.

    Legion was removed due player feedback. One of the killers in the short line up of Killers this mode has, its clear they want to balance this mode in some way. So, no, the argument that's just chaotic without needing balance doesn't feel right. And if they're willing to heavily nerf a class like Shadow, or to just completely remove a killer, then I think its only fair that people get to discuss the balance of the game, specially since Killer gets basically nothing in terms of new mechanics.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026467#Comment_4026467

    But then you create a condition where an 8k is much more possible to achieve than an 8e. Keeping it a wildcard, where 4k/4e is most likely, is the best for the mode.

    Honestly, I don't think that would be the case. Most matches are either a stomp for the killers or a stomp for the survivors in 2v8, very rarely a half result like 4k happens with the current 8 gen amount.

  • @chknTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/460257/2v8-gen-speed-is-a-massive-problem

    Simply just how the gamemode is designed, mathmatically if the survivors do gens they just go fast, and its not like Survivors cant hold long chases in 2v8 cause Escapist is one of the strongest things Survivor has ever had, better SB on demand, thats also AOE with less Exhaust/CD, Windows, Better Selfcare.

    If im on Escapist i normally dont get downed in under a couple minutes unless both Killers focus me at once, and even then if i have my SB off CD i can likely earn some time.
    Medic and Scout are also really good, not as busted but solid.

    But yeah, theres 2x the Survs, but not 2x the Gens, so obviously Gens go faster by design, especially if Killers ever group up it basically lets everywhere else on the map grind gens.

    Only thing keeping it balanced is the fact most survivors are just messing around in 2v8, so times when your entire team is actually doing the objective are sometimes rare.

    I'd say they're more than solid, they can be very busted too. Medics can heal midchase and rebuilding pallets is one of the strongest tools to keep a gen safe. I genuinely dread a team of 4 scouts when playing as killer and would rather deal with 4 escapists instead.

    And yes, you're absolutely right. With how fast gens are going, 10 feels like a fair number.

  • Thing is, losing with 0 hooks is virtually the same thing as losing while with every survivor at death hook. Meaning you could have won a total of 8 chases and got nothing out of it. Aside that, the best way to turn the match in your favor is to force a 3v1. If a killer wasn't hard-tunneling at 5 gens, if there's about 2 gens left and none are dead, their best chance for a comeback will be to get a kill as quickly as possible.

    How would I like to see it changed? I feel instead of doing unique hook bonuses, maybe do death hook related bonuses. If you get a survivor to death hook, both the killer and the death hooked survivor could get a permanent bonus. Death hook is often the turning point of a match, the killer can chose to extend the match by making itself stronger while the survivor gets a bonus that helps them survive longer so that the killer doesn't feel too inclined to go for the kill right away. If the killer does down (because not losing the effect on a downed survivor would encourage slugging) the death hooked survivor, that bonus goes away until they get up or die.

    Do no harm is a perk that already tackles this idea, instead of perks, it would be cool to have it as a mechanic that encourage both sides to extend the match for everyone involved.

  • I don't know why they didn't just make Nemesis' whip be able to damage survivors infected with the Uroborus when pairing with a Wesker. It would be a proper synergy between the RE Killers and justify the First Aid Spray and Vaccine being combined.

  • @Nun_So_Vile said:

    I agree that the devs should remove it. It would improve killer QoL not having to deal with SB on-demand 24/7. It was just not made for this game mode cause its too strong in coordination with the other effects and guarantees survs make it to a safe tile. They should also take a look at other classes because having to break a rebuilt shack pallet for the 80th time gets old pretty quick.

    The other three classes are so absolutely busted that it makes the actual gen focused class look like a joke. Rebuilding pallets is by far one of the strongest tools to keep an important gen safe around a tile, while Medic can extend chases on coordinated teams. Just know where they are, and they'll heal you mid chase, if not just heal themselves if they're ones being chased off.

    There are very easy but intuitive alternatives they could have gone with which are already in 1v4, like Medic instead providing a boost to healing speeds to anyone in his AoE instead to not disrupt chases. Scouts instead making fragile pallets. Or Escapist just working like before where it was a proper Sprint Burst, or hell, even like Lithe if you want to keep it strong.

    None of this would be a problem if killer classes had its own weird jank, but they're inconsequential at best and they gutted Shadow which everyone agreed was the most fun one.

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