Junylar
Junylar
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- Username
- Junylar
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Comments
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@Linkdouken said:
Back in my day we only had 1 mode 👴🏼
At least you don't have to wait half an hour to play as killer when only the regular mode is available.
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Cheaters have been running rampant not in the past 2-3 days, but rather in the past 9-10 years. They are part of the game now, as the devs refuse to add server-side validation of client actions, since they don't have a reason to do so: the DLC sales are through the roof, in every other game there is a Stranger Things character in the lobby, so BHVR has no reason to fix something that is not broken.
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Most likely cancelled at this point. The MMR rework was part of that "Quality of Life chapter", and we keep getting new chapters one after another without them even mentioning anything about finishing what they started. I guess it's now a taboo topic in BHVR, never to be brought to light ever again.
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As people above said, every 3 months there is a referendum conveyed throughout our community. The question of the referendum is: "Is the game fine?". By buying DLC and other content you vote YAY. By not buying anything or even uninstalling you vote NAY. It so happens that every cycle the electorate (including you, I might assume) votes YAY with an overwhelming majority, and our devs, being a good democratic company they are, heed to the results and keep the game in this most favored by the community state. Therefore, nothing will change about the cheaters, as well as anything else, as long as this game is fine and players keep voting for this option.
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In an adjacent thread SWF mains side with cheaters, justifying their actions out of spite towards killers. This goes without saying that the majority of cheaters play as survivors for some reason, and when cheaters play in soloQ, their teammates usually side with them in the end-game chat, which has been observed countless times, including some recent videos by certain content creators, like the recent QuiteKills' video where soloQ survivors said something like "you tunneled so the cheater did everything right".
With a community like this, you just can't hope for anything better. Yes, developers neglect the server-side validation, but the general player mentality and sentiment is also part of the problem, nowhere else cheaters are so tolerated or even supported by regular players as here. Hence the absence of complaints and reaction to the issue. So, paraphrasing the classic, every game community has the developer team it deserves.
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4056852#Comment_4056852
Cheaters will always get into your games, you cant avoid it, any tool you think you can use, can be used against the killer or taken advantage of.
Dodging anon-mode?, make a ######### username.
Dodging based on profile?, private profile with a random pfp or play on console/epic.
The list goes on.
I had alot more killers just dodging lobbies when i played in swfs than i ever did randomly getting queued with a cheater.
I had alot more killers just dodging lobbies when i played in swfs than i ever did randomly getting queued with a cheater.
So you had more killers dodge you because you used external software to gain in-game advantage (i.e. discord) than you encountered players who use external software to gain in-game advantage?
SWF mains are now siding with cheaters out of spite towards killers, the logical conclusion of DbD's community.
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So you want to remove the last resort players have to avoid cheaters? Good idea.
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To forbid queuing with friends, only allow queuing with randoms. So that social networkers and hiveminders stick to their SWFs, and leave the killer role to the lone thinkers and individualistic minds to whom it has always belonged. Right now those ex-SWF survivors are the main reason of the overcrowded killer queue, we need to send them back.
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At high MMR, you either tunnel or you lose. What killer are you playing? If it's Pig or something like that, then it would be weird to expect anything else. Also, at high MMR the amount of "subtle" cheaters and sweat squads skyrockets, and due to the nature of the game's balance, if a 4man is coordinated enough, there is absolutely nothing you can do as a killer weaker than Ghoul. In tournaments, weak killers compete with hook states, it's almost always 5gens done. So if you want to continue playing someone of Pig tier, you would be better off just sliding down on your MMR a bit.
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It's intended. First of all, 2v8 is the only place where soloQ can hope to escape, because in 1v4 those 40% of escapes are monopolized by SWFs. Secondly, we can't make killers stronger in 2v8, because the killer queue is already half an hour long, if anything they should make survivors even stronger to disincentivize players from jamming the killer queue too much. So it's a good thing survivors are stronger in 2v8, both for killer and survivor players in general.
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@SAWII said:
If it’s truly random, wouldn’t there be a chance that you get those maps more often than ‘average’? It sounds like you want randomness removed.
Stat tracker sites prove that some indoor maps are indeed more frequent than the rest. Due to the law of large numbers, it wouldn't be the case if their probabilities were equal. It's still random, though, just not uniform. Moreover, it's not a bug, as some time ago the devs said something about their "map promoting system" that would do exactly that. The reasoning behind this "innovation" is still unknown though.
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Why would they change anything, if players still continue to purchase the new content with happily wide open mouths? Income and playercount are the only metrics they operate with, and those show everything is perfect, the playerbase is happy as ever. Even you still continue to play with those toxic cheaters, even though you claim you don't like it, and you will continue playing and consuming after you are done with this thread. If some player's sentiment on forums contradict with the general stats, everyone would listen to the stats, and that's what they do.
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The increase of DCs on the killer side is easily explainable by the fact that most people playing killer in 2v8 are those who don't usually play killer in 1v4 (hence the huge increase in the queue time). And those people with no experience in combating toxic bully squads, those who haven't yet developed some thick skin and haven't lost hope in humanity, which all regular killer players have already done long ago, are met with the harshest of realities of playing as the killer in DbD, which they can't endure for too long and decide to DC as soon as their unprepared psyche starts to melt down, which is usually quite soon.
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Except as a survivor in 1v4 soloQ you don't even hope to escape, unless the killer lets you, and in 2v8 soloQ you escape more often than you die. It's like a completely different game for soloQ: the one that's actually not hopeless! I only play survivor in 2v8 because if this.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055900#Comment_4055900
Why is that so difficult? Because we don't know where the hatch is. And like Ampersand said, if there's more than one Survivor alive, then there is no hatch. Pretty sure you're just trolling at this point because you can't counter my argument.
You can crawl to the shack and then around the map, like you usually do in search for the hatch. You can crawl there in advance, like again, survivors usually do when they camp the hatch. That's still "agency" by your definition: they still can do somewhat meaningful actions.
Pretty sure you're just trolling at this point because you can't counter my argument.
But you are the one who is doing the hairsplitting here, as if "just push them out" is not trolling enough. You are looking for minuscule differences in essentially the same situation to justify the disparity between the freedoms that survivors and killers have. I only show you that two can play this game, and you can "just crawl out" the same way the killer is supposed to "just push them out". It might sound ridiculous only because the original of this mirror reflection is also ridiculous, which you refuse to acknowledge.
The thesis stays the same: survivors can leave when they think they've lost, the killer can't leave until all survivors are done with him. Similar situation, different privileges.The injustice of this is obvious to any unbiased player, but those who only play survivor just want killers to suffer, so they try to "justify" it by saying "hey, just swallow the humiliation :)", an "argument" which somehow doesn't work when used against survivors themselves.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055824#Comment_4055824
Yes, it would stop them from teabagging. Push them out, end the match, gg next. Why is that so difficult? You want to waste time standing there crying while the Survivors are teabagging, that's on you.
Yes, it would stop them from humping. Crawl to the hatch, end the match, gg next. Why is that so difficult? You want to waste time lying there crying while the Killer is taking a walk, that's on you.
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I don't know about that one, chief, the half an hour queue time tells a different story.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055784#Comment_4055784
Lol, you think crawling would stop the Killer from humping?? Given how the Killer moves much faster than the slugged Survivor, you know that's a load of hogwash.
Lol, you think pushing survivors out would stop them from teabagging?? Given how the Survivor is much closer to the exit than the defeated Killer, you know that's a load of hogwash.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055778#Comment_4055778
Yeah, if they kill me, the time wasting is over. It sure beats humping me and bleeding me out. If you push the Survivors out, the time wasting (and the humiliation) is over. You avoid it by pushing them out, so why you refuse to do so is beyond me.
And you can avoid being humped by crawling towards the hatch, the same way the killer has to swallow it up and "push them out" at the gates.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055658#Comment_4055658
Or if nothing else, they can force a pick up by crawling closer to the hatch, that's analogous to the "just push them out" mental gymnastics of Survivor-only players.
Actually, you're wrong there. Killers don't have to pick you up while you're crawling to the Hatch. They'll just mori you, so there's no chance to wiggle off. Nothing a Survivor can do about that.
So, if they kill you - the "time wasting" is over? The same with standing at the gates: the killer can't kill the survivors, as they can just leave instantly when the killer approaches. And yet it doesn't stop you from justifying the absence of the killer abandon. The killer can't kill survivors at the gates the same way the crawling survivor can't escape at the killer's face. But the killer "has agency" to pathetically "push the survivors out", while accepting the humiliation, and so the survivor "has agency" to pathetically crawl towards the hatch. Both are practically pointless and humiliating in a similar way, yet for some reason only survivors have the freedom to avoid it.
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It's still not proven it's a bug and not an intended balance change, in accordance to their current view of the game. Also, the amount of downvotes under OP proves quite a bit about the survivor community. Considering they make up 80% of the player base, it's not surprising the devs introduce such changes based on the quantitative feedback, as they get "need more pallets" requests four times as often as the opposite opinions.
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055678#Comment_4055678
Just going by what you typed. Be better at delivering your actual thoughts, or just don't. But, put up something that's just crapping on others AND is blatantly untrue, yeah, it'll be coming back around.
Also, again, dying state? We were discussing options while slugged. You moved the goalposts. I'll post a summary if you need it.
It's a wonder how complicated and beginner-unfriendly this game can be, that such basic mechanics as "wiggle" and "self-unhook" remain a mystery for some players, familiar with the game for at least a few months. At least that's what can be deduced from your shocked and surprised reaction here.
No shock here, you're pretty mild. But, I'll do what seems to be runningguy's thing.
It's a wonder how complicated and beginner-unfriendly this game can be, with how rampant tunneling and slugging is, even for new killers to the game. Why? Because its mindless easy wins. Teaches the new killer nothing, and they will plateau and not understand whats happening. Not healthy.
Wanna chime in @runningguy with 'If the game allows it, fair game''?
Figured Junylar might need your help.
So you are not even trying to make a constructive discussion here. This is a forum, mind you, and not the end-game chat of DbD.
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@iloveandhatethisgame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055662#Comment_4055662
“Thinking rationally, this pallet change is perfectly coherent with all of their other balance changes, like what they called "anti-tunnel and anti-slug mechanics". ”
Bhvr listens to killer content creators and makes changes to appease them. The anti slug and tunnel updates?
https://us.v-cdn.net/6030815/uploads/VWWLVBEJXCH9/img-1950.jpeg
yeah stuff like this is what came out of that and bhvr never went through with those changes. Remember the first pallet density? Killer content creators did the same thing and that got changed and bhvr even went a step further to make the maps weaker too. There was 0 “dbd is dead” vids when that happened only Scott called those changes out
Bhvr listens to killer content creators and makes changes to appease them
Is that why we have an easy abandon feature for survivors, activating the moment they hit the ground, but still no way out for the killer even when the game is obviously lost, so that killers still have to endure 2 minutes of wasted time or swallow the humiliation? Is that what the "killer content creators" asked for too? Is that why SWF haven't been addressed for 10 years, even though it has been talked about through all this time? Because some "killer content creators" specifically asked BHVR not to touch SWF for some reason, even though the rest of killer players find it the main source of the game problems? Oh those evil "killer content creators" then, why are they so contradictory to the rest of the killer player base?
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055658#Comment_4055658
By the same logic: a slugged survivor can make a comeback, by crawling to the hatch, wiggling out or by self unhook. Or if nothing else, they can force a pick up by crawling closer to the hatch, that's analogous to the "just push them out" mental gymnastics of survivor-only players.
Ahh, gotcha. A slugged survivor can… do what now? Crawl to hatch? Sure! Wiggle out? Uh.. no, what? Self unhook… what are you on? We're slugged. Now we're making up things as options while slugged?
On these forums, you need to know what you're saying. Trust me, it's pretty unforgiving. And I'm even being nice!
You can wiggle after you are picked up, you can self-unhook after you are hooked. All of those are a dying state, and in all of those the survivor can freely abandon.
It's a wonder how complicated and beginner-unfriendly this game can be, that such basic mechanics as "wiggle" and "self-unhook" remain a mystery for some players, familiar with the game for at least a few months. At least that's what can be deduced from your shocked and surprised reaction here.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055591#Comment_4055591
My point is that you call it a Buff while it is very clearly a Bug.
How do you know it's a bug and not an intended balance feature? It's only a bug if it's not intended, and we can't know what is intended by the devs unless we somehow look into their heads. Thinking rationally, this pallet change is perfectly coherent with all of their other balance changes, like what they called "anti-tunnel and anti-slug mechanics". I would even argue these +50% pallets are milder than what they intended to push as an "anti-tunnel", so it could by just a compensation for the cancelled anti-tunnel. Once again, in perfect accordance to the devs' view of the game, so the bug case is much less likely.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4055601#Comment_4055601
At that point, you have lost, sure. But anytime before that, Killers can make a comeback. Or if nothing else, push them out instead of crying about being "forced" to stick around for teabags.
By the same logic: a slugged survivor can make a comeback, by crawling to the hatch, wiggling out or by self unhook. Or if nothing else, they can force a pick up by crawling closer to the hatch, that's analogous to the "just push them out" mental gymnastics of survivor-only players.
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@PetTheDoggo said:
He was never going to be very popular killer.
Despite what some people try to claim, he is not an easy killer to play. He is close to impossible to play on controller.
Missing his attacks against good survivors can be frustrating, but you are also very bad at dealing with exhaustion perks.Sure, as soon survivors get into your range, if you land your vines they are done, so hold W as counterplay is needed here.
So he is like a killer from Deathgarden. People who can't aim will be bad at him, but people who can will be playing for score rather than for win, because winning is unconditional at this point, just like it was in Deathgarden, where players with FPS background competed against other killers in the global score board, taking survivors as NPCs to be farmed.
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Just nerf SWF and buff soloQ, so that they are on the same level, and balance the killer accordingly. Or separate survivor into two different queues with different rules. Alternatively, scale gen speeds with the SWFness of the lobby: like +25% gen time for a duo, +50% for 2 duos, +75% for a trio, and +100% for a full 4man bully squad. With this fork of SWF > killer > soloQ it's logically impossible to balance the two sides, since whenever they buff survivor - they buff SWF, whenever they buff killer - they nerf soloQ.
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I remember times when the usual incentive was +100% for one of the sides. Now I haven't seen anything larger than x1.10 for any side for a long time, any time of the day, no matter how long the queues are for the other side. I doubt it's a bug, it looks like a typical intentional BHVR change.
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Leave gates at 99: teammates trash talk you for not opening it.
Open the gates: teammates trash talk you for starting EGC too soon.
Gotta love soloQ experience.
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I started giving up as killer (although not DCing, just opening the gates and not chasing anyone) in hopeless games against bully squads, because it makes playing killer much less stressful. 95% of the killer stress and therefore the famous killer anxiety comes from desperately trying to win an impossible game, like against a coordinated SWF with second chances. Lacking experience, you think you can do something, because you still hit them, you still hook them, but it's a bait and all of it is for naught, as with all of their additional health states, saves, coordination and body blocks they just push the gens and teabag you at the gates, safely unhooking anyone you manage to hook during the endgame. This is always frustrating, because you are trying your best, hyperfocused, and still fail miserably. But when you just open the gates and move on, it doesn't happen, as you are no longer trying to win a hopeless game. You save time, effort and mental health, skip all the humiliation, and sometimes piss off the toxic bully squad that hoped for your attention. And what is more important, being ready to drop a hopeless game makes queueing as the killer no longer unnerving as it used to be, it makes it close to playing survivor: "worst case I just die, no big deal", but instead "worst case I just open the gates, no big deal". It's the ultimate cure against the killer anxiety, without which I would've probably just uninstalled for a few months again, but I continue playing for a long period without burning out.
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Spirit also wasn't considered a strong killer on release, but then people learned to play her. The new vecna is much stronger than that already, so you have to wait until his mains learn how to hit with his power and become unstoppable. He is more like Nurse 2 in this regard.
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End-game is the humiliation ritual for the killer. If you got to 1 gen remaining and all 4 of them are alive, you've already lost. There is nothing to secure at this point, either accept your pity bloodpoints or open the gates and stare into the wall. Those 15 seconds make it mathematically impossible to carry survivors further than they can run under endurance, unless you use Agitation. If you consistently get to the endgame with full teams - your performance as the killer is low, so either the killer/build is too weak or you are playing against survivors with more experience than yourself. Remember, your goal is to make it 3v1 by the time 2 gens are remaining, that's the bottom line for losing, but the earlier - the better.
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Because the game is unbalanced. Most people will play with whatever is stronger, and if there are only a few strong things, only they will be encountered at the higher MMR brackets.
That's concerning everything except maps and survivors. The maps have weighed probabilities for some reason, and some characters are liked more than others, except Ace, Ada and Camouflaged Lara, who have objective advantages.
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I believe they are not working on it, since why would they? It wouldn't bring new profit, and the playerbase seems completely fine with what they have now, they still happily buy all the newly released content with wide open mouths, so no reason to bother and rework anything.
And that thing about the traffic sounds like something just broke again.
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Please, stop dashsloppifying the game
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@[Deleted User] said:
No, he has clear counterplay and strengths and weaknesses
Weakness being distance and LOS breakers and smart gameplay
Strength being strong mobility and tunnel potential and fast chase potential, but the chase part is completely dependent on player skill. If vecna is worse than survivor he will struggle with hits
in my opinion perfectly balanced doest need nerf or buff. in average games he might dominate because there's always a weak link who gives him free hits and this is like giving oni free hits, you cant nerf a killer because a noob in your team throws
By "clear counterplay" you mean "just don't be found" and "guess better"?
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TCM introduced DC penalty for lobby dodging. Didn't end well for that game.
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@NAERUUU said:
BHVR and cheat developers play a game of cat and mouse, where everyone tries to counter the other, it's never going to end, and it's not EAC that's going to help. Nice attempt by BHVR to try to hide the complaints
It can be ended for good if they just implement server-sided validation of client's action, like all the other modern multiplayer games. The only cheats that are not counterable by this are wallhacks, aimbots and such, but obvious nonsense like speedhacks, flying, messing with the game's logic, can be just made impossible. The main problem is people's ignorance about this fact, and it leads to repeating of the same mantra about "you can't defeat it for good, it's cat and mouse" like this, which makes unaware players underestimate the scale of the problem and how much DbD actually lacks in this department.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4054153#Comment_4054153
What about nemisis tentacle?
That's just one tentacle, and it already triggered different kinds of references that the devs probably want to avoid. I meant full tentacle monsters like those from Lovecraftian style.
Come to think of it, a slime monster could pass the BHVR censorship, Lovecraft had several "slime-like" creatures that would fit into the game, I guess that would work, even though they are not as interesting as others.
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They have very limited options. They won't add an arachnid, because of the phobia that is customary to always respect in the modern western game development, the same goes for insects. They won't add anyone with tentacles, because it will trigger "problematic" jokes in the community, akin to the Pinhead's lines. Most of the creative kinds of monsters would be difficult to animate, and the size should be specific to fit on the maps, so nothing like "giant serpent" is ever going to arrive.
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Nurse is already unplayable because of the rubber-banding bug that drastically worsened after the recent update, but yeah, let's nerf all the killers to the Pig's level, and also buff SWF while we are at it, we really need to make survivors wait in the queue for 45 minutes, like in the good ol' days.
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There are two kinds of bully squads like this: those who fall down in 4 slugs and DC within two minutes, because they keep mindlessly running around the killer and no one is doing gens, or they are actually efficient and push the gens in between the bullying. In the second case I usually give up and stop trying to kill them as soon as I realize what they are doing. Funnily enough, this often pisses them off even more, because they hoped for your reaction, but you punished them with some boring holding M1 simulator. It also makes the game much less stressful for the killer side, because even if you win against those teams, you will have to tear your kills out with tooth and nail, and it's just not worth the effort, not to mention you will often get a humiliating 2k anyway at best, sitting there drenching in sweat while they taunt you in the chat. If you just let them go and don't even try, you don't get stressed out about the loss, and 4outs are good for your MMR anyway.
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It seems it's now even allowed on this forum to openly insult people who voted for the other girl, as we can see in this thread. Not surprising, considering the old woman was the devs' pick. But at least now we see exactly what kind of people are going to play as her, and why it's completely justified to always tunnel and never heal/save whoever will play her.
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I just give up and open the gates when the game is clearly hopeless, the only way I can continue playing killer and keeping my sanity.
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@BorisDDAA said:
Bro what is this survey. It basically asks how it feels to play against some listed killers from the survivor POV, no questions from killer POV at all. Killer players are right about this one.
Also AHAHAHA
https://us.v-cdn.net/6030815/uploads/7P8QHMCX045H/screenshot-281283-29.png
Soon: "Well, according to our survey, 80% of players don't think SWF gives any advantage, so we don't plan to balance it in any way :)"
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Moreover, survivors' feedback will outnumber killers, because roughly 80% players are survivors. So they would be better off just doing the opposite of the feedback they receive on this one.
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Just as I predicted, they just assigned the more "inclusive" character as the winner. The vote has never been real after all.
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Being able to just turn off a whole class of killer's perks with just one perk is not healthy for the game balance. It's like giving the killer a perk that would unconditionally disable all exhaustion perks.
@ShanoaLegendaryPlz said:
On another note it was nerfed to prevent players from hiding all round, which the new birds system was brought in to prevent afterwords, so there isnt much of a reason to avoid reverting the perk as something else is alredy preventing players from hiding all round now.
The new bird system does not change much, people still can hide all game, especially at the end when there are 2 survivors left. So no, it doesn't prevent anything.