Marc_go_solo
Marc_go_solo
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- Marc_go_solo
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No, you're right. Some of the playerbase (I prefer not to use "community" because that implies a warm and friendly space to me) are the absolutely worst things about this game.
Now, there's nothing wrong with people playing to win or "sweating" (basically just aiming to win with as much in their favour, which is demonised more than it deserves). There's always been that factor. Some people set their sights to be the best they can, either to get a sense of achievement or even wanted to be good enough to enter tournaments and win money. There's nothing wrong in that. Just maybe mmr needs to pick this up, so these people can face each other, rather than casuals.
The attitudes and toxic endgame chat some have experienced are disgusting. Wanting people to die, threatening families, being phobic .. I mean, look what happened with Bubba's face masks! Even some streamers and the odd Fog Whisperer have been caught up in absolutely disgusting behaviours, resulting in BHVR having to remove them because of vile, toxic attitudes.
There are good people out there. However, so many others ruin it. People who dc or suicide on the hook because they hate a map or a killer or having a bad first chase. There's no desire to learn or just see it as a game. There's this need for things to be as they want all the time and ######### everyone else.
It's sad. The wrong players are playing this game, but I do not think anything will ever be done about this - not because BHVR don't care, but because it's too big.
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I don't want expansions on existing realms. I want new maps to add more variety.
If a new chapter has some link to an existing realm, I'd want it to look vastly different, rather than similar aesthetics. For example: another "Silent Hill" realm that explores another area with a different look - maybe the green insanity of Brookhaven, the overgrown nightmare of the theatre, or the warped liminal spaces of South Ashfield Heights.
There should absolutely more maps and I would desire different balances within them. The variety is an important factor. It would be dull and boring to just sit on what we have.
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Record the evidence and send it to BHVR to assess it. It could be classed as "working with the killer" because of their actions in proximity to you. Ultimately, they'll decide and it is always a case-by-case scenario. You need video evidence.
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I have no patience for those people. However, neither do I hook them. I slap them into the dying state where they can either bleed out or disconnect. Whichever they choose, I have the time.
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Although this is not something I'd do, people need to practice somehow. It's how those expert players who are always in the right place at the right time get the important saves.
I sympathise with how frustrating it may get when someone is not contributing, but there are challenges which require flashlight saves and others who want to learn the skills. Also yes, there are those who are just being wankers. It's a shame they are mixed in with the others.
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We've all had that situation where a chase became far more time-consuming than it needed to be, so there are a lot of people who can emphasise with this (including me).
Maybe set yourself a minimum time you'll initially allocate to a chase and achieving that first hit. Or, should a survivor be running in a direction towards an area with no generators, just forget chasing them. Some of my best trials have been won by selecting the ideal chase and taking my time.
It's frustrating when this happens, as it still does sometimes. It's a test of patience and visualising the realistic possibility of getting a faster down which serves me well. Perhaps it may help you also.
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For survivor, my three underrated perks would be: Blood Pact, Diversion, We'll Make It
For killer, my three underrated perks would be: Spies From The Shadows, Dark Devotion, Forced Penance
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The Trapper: Give him another type of trap, like a trip-wire, which will result in killer instinct being revealed and that survivor becomes oblivious for an extended period of time. Maybe give all traps a hindered effect when a survivor has been able to escape.
The Wraith: No change necessary to his play, especially with the add-on set he has. Every add-on is useful and creative in quite a few ways. However, I would buff Predator (where following the tracks for a period of time grants a token, which can be used on that survivor, so once the chase ends for whatever reason and the survivor escapes a 32m radius, the next time that survivor enters that 32m radius their aura is revealed) and Bloodhound (where bloodlust levels up quicker during a chase, alongside the blood-tracking aspect).
The Hillbilly: His power is much more usable now. However, a complete add-on overhaul would be the way to go.
The Nurse: Ignore this character for buffs.
The Shape: Increase the speed of tier 1. The ability to become temporarily undetectable at tier 2. Immunity to perks which can surpass the undetectable status, such as Spine Chill. If a tier 3 Myers hits a survivor on their final hook, make it an instant Mori.
The Hag: Not sure, as I've not played her. Maybe a small haste effect to her teleportation as previously mentioned would work?
The Doctor. I do not know him well enough, but his power seems fine enough and his perks have impact. Maybe some additional madness effects, such as seeing the Doctor as a fellow survivor at a distance? Also, buff Overwhelming Presence (gives a merciless storm affect within a 32m radius to any action using an item, alongside the existing effect).
The Huntress: She is in a good spot currently. All I'd do is I would change Territorial Imperative. Make it a Scourge Hook perk that has 8 hooks (including the basement), which gives you a 2%/3%/4% haste effect to killer within 32m radius of any Scourge Hook that has been used once. Perhaps add a 1%/2%/3%/4% perma boost if a survivor is hooked 3 times on a Scourge Hook. Beast of Prey: could just make a killer completely undetectable once in tier 1 and the survivor can only hear footsteps.
The Cannibal: No change required.
The Nightmare: Some more interesting dream-state effects. Walls where doors or vaults would normally be randomly appearing, fake indicator of a survivor being downed with a cry sounding it's close by. Maybe add-ons have more creative effects based on some of the movies, such as the blood traps he places would pull out veins from the survivor and force them to run in a random direction for a couple of seconds, or a trap which is harder to see and if you step on it, a Freddy hand pulls you in, teleporting you to a trap closer to Freddy, or even a dream pallet where, when dropped, causes sound to become distorted and warped.
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This sounds almost like 2 good ideas for Scourge Hooks:
1. The teleportation effect (perhaps combined with the 24m killer instinct effect).
2. An effect that, so long as a survivor has been hooked on a Scourge Hook once, is given a constant exposed effect upon being rescued on their second hook, with a Mori being able to be performed on them once downed.
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To taunt the killer, as the celebrate the first trial they have escaped in 20+ trials.
Really, for me I'll wait at the gate if:
1. Other survivors are still being hunted but closing in and need the block.
2. To act as a healing station for survivors.
Otherwise, there's zero point being there and I'm not a twat. Besides, Blood Warden is still a thing, not to mention certain killers like The Twins can stop an escape via a Victor leap and certain add-ons.
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I'd be fine either way, after some consideration. However, if it stays there has to be some form of recompense.
I would be fine with the BT and haste effect to be levied, whilst hook perks beyond that should not apply, so that the cage still retains some of its ability. Remove noise notifications.
I would also consider, rather than the cage just materialising at a predictable point across the map, the cage could spawn anywhere outside of a large radius (say 124m), so it's not so clear cut.
Finally, increase the radius around the cage where, if The Executioner enters before a survivor, the cage will transport to within 16m from the survivor furthest from the cage's initial location. If a survivor arrives first, with The Executioner in pursuit, a countdown meter appears before this cage dematerialises, giving a chance for a save.
These would be fair changes, in exchange for the buff to Punishment of the Damned.
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I agree @SMitchell8 about the CoD system. Along with this, I'd probably also give the option for extra BP, RF or IS if a player chooses a randomizer using this system, so the odds are you'd still get some useful perks, but maybe also find out your skills suit a perk you'd not normally consider.
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I read "reject" as in removing the map entirely. The description still needs to be clearer for me, or the Sacrificial Ward should act as a map counter. If all this does is just even the odds, I'll go to recommendations for this but feel this needs an alteration in its purpose. May make people have a nice counter to some map offerings, rather than just hoping a rival map offering will beat it. I'll do that later.
Thanks for clarifying.
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Whilst my thinking currently is for bots to be based around one specific level of skill, with luck BHVR will develop the AI to contribute, based upon the mmr skill area the previous survivor was at. Whilst this may be developmental, I'd much prefer any skilled bot over the player who either chickened out or disconnected because of a reason beyond their control.
The face-camping system is fairer and punishes face-campers in particular. However, BHVR have said the system slows the bar dramatically if survivors are chased around the hook, as well as it ceases function entirely once the gates are powered. Personally, I'd prefer no bar progress if a chase happens within the radius, but overall it's a decent step.
I'm not for a FOV slider, since that's what Shadowborn is there for should someone want it. However, I am all for a system to be put in place for motion sickness (elimination of motion blur), as well as some slight nerfs to some of the stronger generator perks. Especially since more perks are being brought in recently to speed up generator progression.
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One tip I did at the start was not to worry so much about using the chainsaw as a weapon, moreover as getting across the map quickly or catching up in chase.
Doing so gives you a feel of the chainsaw and the meter bar, which you can then start translating into using this to down survivors.
Maybe do a trial or two this way before learning to slice people into teeny, tiny pieces.
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In respect to both tunneling/camping vs generators, there does not appear to be a double standard because both areas are often covered here within the forums. It's not a one-way street of tunnelling and camping always being picked on, whilst gens are ignored.
It may seem like the killer role is dumped on some more, but that is potentially because more people play survivor than killer.
Camping is subjectively worse than tunneling, primarily because with tunneling it at least concerns the most fun part: interacting with the killer. Camping - specifically face-camping - would be the worst form of interaction. There is just so long you can make sweet love with your eyes (especially if some muppet is swinging at you!). That's why the new changes are good for the game. Tunneling has automatic Borrowed Time, which gives some leeway but it's impossible to prevent tunneling completely.
What I am seeing in the game currently are more perks working towards finishing gens more quickly. I'm feeling this is not helping the situation. Should the anti-tunnel and anti-camp actions work overall, the next thing ought to be reducing the impact of these gen-related perks if these changes do not alter the speeds (by this I mean killers starting chasing more and more, resulting in survivors not being able to spend as much times on gens).
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@Pavel_Ch said:
just make a red addon with one blink and a speed of 4.4 its base strength, and rework the addon itself to add 1 blink and reduce speed. then nurse will become more balanced
I'd be okay with that.
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It's something that I've always believed too. An argument that goes against this is BHVR encourage this because of some of the mechanics which allow certain actions, but the reality is that the player has a choice and they decide to act like a prick. To say BHVR give the tools is a bit like saying: "Yeah, I was doing 50mph in a 30mph zone, but really the manufacturer ought not to have made a car I can do this in!". It's just avoiding responsibility.
What BHVR has not done is to take action quick enough. It looks like they'll be doing some of this now (hitting on hook to be punished by anti-camp). There are also some things they literally cannot do anything for, like teabagging at the exit gates. They could block crouching within the exit gates, but those player will just wait outside to do it. Make it punishable, then someone who does the "GG" quick crouch before leaving might get punished when they were just saying "Thank you". There's nothing that can be done about that other than players taking responsibility. Unfortunately, until the entitled dodo-wankers learn some empathy, this won't become solvable.
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If it's only 99% rooster, where does the 1% originate from?
Also, if the 1% is not a bird, how the ######### did those genes work together?
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People disconnect for the silliest of reasons though and, if anything, the penalty should encourage players to learn and perhaps overcome those scenarios. People disconnect because they do not have the right map, or the killer they want, or that the killer has Lightborn, or the survivor blinded them once. It's just silly.
The disconnect needs to stay for this reason, as well as the good point @Mandy made to give people, who disconnect out of anger or frustration, the time to just gather their thoughts and regroup.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439094#Comment_3439094
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439232#Comment_3439232
Sounds great! I'll be eagerly awaiting the massive buffs they need to do for nurse. BHVR balances around a 60% kill rate. You can disagree with that, and think it should be 50%, but they landed on 60% for a reason. So if that is their balance point, lets look at the stats for average players.
https://us.v-cdn.net/6030815/uploads/2JJNY2N6FCQS/image.png
Oh look, nurse is by far the worst killer in the game. And look how much higher trapper is than her!
So which buffs do you think nurse should get to bring her more in line with some of the more crazy powerhouses like sadako?
Also, Pig needs a nerf there. She's right up there also.
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He was quite the positive influence and did a lot of awareness work linked to his condition. I haven't watched him that much, but do know he was an important figure in making people aware of both DBD and the causes he supported. It's sad to know his time is nearly up.
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@GrimReaperJr1232 said:
Couple issues.
- This would make her pretty much unplayable on indoor maps where going through walls is a must.
- Assuming that going through/over a pallet still allows her to do a hit, this doesn't really change much. And if she can't do that, then she's pretty much unplayable.
- Good Nurses only blink if they know for absolute certainty where you are, which often means they have LoS of you. In other words, this nerf wouldn't come into play very often on the average map (unless they camp a pallet leading the point #2)
She is really troublesome to get to a level people may feel she's lower than . I'm okay against her (only getting absolutely slaughtered against really strong ones), but can understand how frustrating she can be when facing someone who is an expert at it.
To be honest, every option there is has faults. I'll answer your points with a counter, but honestly I'm not that confident in my responses, believe yours are very realistic and this is more me being devil's advocate than anything else. Just thought it would be fun to answer them regardless:
1. This only affects the first blink. The second blink is able to phase through a wall and hit, so a Nurse could blink with the follow-up, which stops short of the wall, then use a second blink to go through and attack the survivor. It gives the survivor some more time to consider the options.
2. It won't change much at a pallet, but it won't be to nerf her across every obstacle. She could just use the second to down them anyway, but again it's that little more time where the margin for error or escape is increased a smidge.
3. This is the hardest to have any response to. The only thing to reply to this is it makes survivors understand how to use chaining of obstacles more effectively - to ensure if they hear a Nurse to know where to run to for a better chance of escape. As you say, decent Nurses are quick to react and know how to deal with using the blink, but it does give a bit more respite in for the survivors with less ability, in the knowledge that there is something they can do with a bit more effect.
Again, this is hard to deal with. I even acknowledged in the OP that this probably had faults. However, it was still an idea which probably wouldn't have made her nerf to a ridiculous degree, but just give a little more saving grace, without upsetting the powerful ones as much. It would be interesting to see what this would look like in-game.
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I'm not sure how they would balance it across all levels. She's the "capitalist" killer of DBD, in that many changes that could be made would allow those who are good at her become even better, whilst beginners would find her far more difficult.
One option which passed my mind was just to make it so if a blink passed through solid walls, then she is unable to attack after that particular blink. Even if this just applied to the first blink only it may help. However, again I can see resistance and problems with this also.
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These messages usually come from a specific type of player: the ones which type this as they greedily gobble Doritos and swig Mountain Dew, only to backwash soggy crisps bits down into the bottle, giving them a nasty surprise on their next slurp.
It's basically second nature to those Dodo-pleasurers. It often comes from a place of insecurity and lacking fulfillment in their lives, with some exceptions not far removed from that.
What may help is, whatever happens at the end of a game, choose somebody on the opposing team you feel did well and compliment them on it. A vast majority of the times I've done that has been met with really nice or positive responses. Those overshadow the negative comments and may help you see the better side of the people in-game.
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@TheTom20 said:
Hiya I have had motion sickness in past as killer on a good day its ok on a a bad day its pretty bad
I get this when playing the following killers
spirit any time in he power
wraith if i use his movement speed addons. I just stay away from these now i am also mindful of how much wraith time i play as the weird effect you get on the screen when cloaked
Nurse when she does her look down animation after a blink
Hi and thanks for sharing. In your opinion, what visual aspect affects you the most? Like, is it the blur? The swaying? Just so I understand, because I'm not a sufferer myself and don't fully comprehend how this works.
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Very, very rarely. The last time I was properly face-camped was against a Clown with anger-management issues. Although that was recent, before then it's been a long time. Tunnelling was probably 2 weeks ago. I've been downed shortly after being unhooked a couple of other times, but those were more me popping up in the wrong place than the killer actually looking for me.
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I think it's more just related to the "Tools of Torment" chapter, honestly. "Forged in Fog" - for all that's said about the Knight - had 3 decent killer perks, with "Nowhere to Hide" being especially liked. The Hex perk has shown a lot of good use, whilst Hubris also has some good use.
"End Transmission" also has some good killer perks: "Genetic Limits" and "Forced Hesitation" especially have really fun possibilities.
Granted, I don't feel a single killer perk on "Tools of Torment" is any good, but I'd be hesitant to say BHVR are intentionally making bad killer perks. "Tools of Torment" was definitely a buffet for sirvivors though.
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As much as I dislike Ghost Face and how irritated he makes me, he does need that extra buff and I'm glad that some players will feel a bit stronger with him.
As a big Silent Hill fan, I feel Pyramid Head's buff would be fine if it were an Iridescent add-on. Granted, he is cumbersome with his Punishment of the Damned and it's one of the easier attacks to dodge, but I've not noticed people majoritively avoiding becoming tormented.
I'm guessing the latter they want stronger regardless, considering BHVR is working on a Silent Hill game. Ghost Face needed some numbers. It's nice to see a bit of a boost to those guys.
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@Orthane said:
I either get completely stomped and barely have 2-3 hooks by the time they get 5 gens done, or I completely stomp them and they only finish 2. There is almost never an inbetween. Having an actual good game is super rare. I've had a few where I didn't have to tunnel and still got 2-3 kills and those feel good. But having to hard facecamp and/or Tunnel because I have 2 hooks and they're on last gen, and they spread them out so I can't 3 gen is so unfun. I hate tunneling but I HAVE to do it in most games or I won't even get 1 kill. Gens pop so extremely fast that every regression perk is completely unviable and useless. 125% of normal Regression whoopy doo that means it'll take survivors 22 seconds instead of 20 seconds to repair 1 whole minute of regression! The only useful one is Jolt, and that's just because on pretty much every M1 killer there's no better options.
Idk what it is about the games I've been having lately but it truly feels like tunneling is a requirement if I want to get even just 2 kills most of the time. With how fast gens fly by when 2 people have boxes, Prove Thyself, and maybe a few other tools for gen speed, and God forbid one of them has a BNP. Which means you are forced to take someone out of the game as quickly as possible or before you know it all gens will be done. And if you injured everyone too bad, because Adrenaline is picked by over 25% of all Survivors, and if that pops not only can you not catch them, but they've also healed instantly. Incredible.
I've started playing Survivor with a No Mither build and even when I'm basically exposed all the time I have so much more fun than as Killer. When I'm playing Killer it's a constant battle with frustration while I desperately try to get 1-2 kills and getting annoyed when 2 gens pop in a minute when I'm on first chase. But with Survivor, I can genuinely just have fun. Maybe I'm just bad at Killer, but playing Killer is just so demoralizing in so many games.
Recently, changes have been made towards survivors mostly focusing on gens and killers to focus on changes. As a result, there is much less a killer can do against fast gens than they could before, so unless pressure is gained early, it takes some mistakes by survivors to lose. The killer really needs to get those quick downs early on.
If you're to get there, you just need to keep practicing and practicing. Treat trials as ways to experiment and test what works best. Maybe one trial you can practice loops or another different tactics with the power. However, it is just about practicing to imprpve your odds.
Also, do not beat yourself up if you have a bad trial. Likewise, don't look for excuses which you have no control over. Recap what worked and what didn't work after every trial and use the next to practice on those things.
You can do much better when you have a mindset which is: "Okay, I was decent towards the end, but that first down took too long. Maybe I focus on how long I should commit to a chase next trial".
It is a far better mindset than: "OMG! Frickin' gen rush and those meta perks - no way I had a chance".
Not saying that those games don't happen, but are you going to improve by believing there was absolutely nothing you can do, or that maybe there were a couple of things that you feel you can do better next time.
With that mindset, you will start winning some more and with more confidence.
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@scenekiller said:
I've been saying this - people think things are getting more balanced but the reality is, the more watered down everything has gotten, the more extreme the games have gone. One side almost always dominates, and you always know fairly early on in the match who it'll be.
Say what you will about the "OP" perks/mechanics/add-ons/etc in the past, but matches felt like they had a lot more stakes to them, or that they could change at any time, because either side could use them to swing the match in their favor.
I can't remember which YouTuber I watched recently, but what you said reminded me of what they said. It was something like:
"The game is definitely the most balanced it's been, but that doesn't mean it's the healthiest it has ever been"
This guy said that really the game needs to have an imbalance at its core, because there was always something to fight for and it brings out more in the players.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436387#Comment_3436387
That's great in theory, unfortunately map sizes would have to massively be taken into account - some maps would likely have to increase in size etc.
There's not a simple solution, hence us offering a temporary measure whilst we work on longer term solutions.
Forgive my ignorance, but I am having trouble seeing how increasing map sizes is needed. The maps may have their own unique distance, depending on size. It would at least stop the spawns that happen so close together and in some cases the players have to be more map aware too.
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This just reeks of troll.
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I feel that all that needs to be done with 3-gens is to create a minimum distance that gens can be apart from one another. The system is already in place with hooks and making sure gens are a little more evenly spread out would do just fine.
The other thing is to change The Skull Merchant's power into sonething far less obnoxious and unhealthy.
Do that, and it would be better balanced. Whilst I agree some spawns currently are bad, at the same time survivors need to survey a little more and not rush gens without knowing where they all are in relation to each other.
Deja Vu feels like a a permanent percentage boost and I originally believed Deja Vu currently does highlight the three closest.
The devs aren't focusing on the right area here. I understand this might be a place-holder (I hope!), but this shouldn't need a convoluted solution - just somw figure adjustment to the spawning of gens.
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It's just the most politest of killers too. Even says "Please"! Manners are much missed in the Entity's realm.
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There is no stick and there is no carrot. There has only been a constant struggle to balance the imbalance that a 4v1 game will always have. Looking back through various patches, even at a glamce, shows this constant shuffling.
Whether the changes in the past had been good (Anti-tunnel, DH nerf, Mori changes) and some far from good (Hillbilly nerf, the Boon problem), it's normally been based upon either a need to or an experiment of sorts.
There's plenty of evidence to support the fact BHVR are unbiased.
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There are so, so, so many! Here's a list I just made and can guarantee I've accidentally missed some real grdat ones, but there are so many still to choose from:
Horror Movies
• Phantasm
• Dog Soldiers
• Candyman
• Southbound
• Lights Out
• You're Next
• Tucker & Dale vs Evil
• The Thing
• The Descent
• Black Christmas
• The Conjuring
• Attack the Block
• The Bird with the Crystal Plumage
• Shaun of the Dead
• The Shining
• La Llorona
• Carrie
• It
• Us
• M3gan
• Alien
• The Babadook
• The Grudge
• A Quiet Place
• The Invisible Man
• Terrifier
• Slumber Party Massacre
• Friday the 13th
• The Terminator
TV Horror
• Stranger Things (to return)
• The X-Files
• Buffy the Vampire Slayer
• Channel Zero
• The Twilight Zone
• Grimm
• Supernatural
• Chilling Adventures of Sabrina
• American Horror Story
• The Walking Dead
• Black Mirror
• Twin Peaks
Horror Games
• Eternal Darkness: Sanity's Requiem
• The Evil Within
• Haunting Ground
• Outlast
• The Suffering
• Dead Space
• Bioshock
• F.E.A.R.
• Alan Wake
• Control
• Fatal Frame
• Deadly Premonition
• Darkwood
• Condemned
• The Cat Lady
• Siren
• Detention
• Slenderman
Other Horror Media
• The Magnus Archives
• The SCP Foundation
• Alice Isn't Dead
• The Grey Rooms
• Unwell
• Code Pru
• Steve Jackson & Ian Livingston CYOA books
• Cell
• The Backrooms
• Folklore
Non-Horror Media (which may work in some way)
• Ghostbusters
• Who Framed Roger Rabbit (Judge Doom)
• Dr. Who/ Torchwood
• Far Cry
• Fallout
• Batman
• Marvel
• Persona
• The Matrix
• Sherlock Holmes
• Mad Max
• No Country for Old Men
• A Clockwork Orange
• Borderlands
• Dishonored
• Metal Gear Solid
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Then, on behalf of nobody, thank you for being the part of the cause of Unbreakable basekit being brought into the game.
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Whilst it is frustrating to be hooked without Deliverance being active, it's one of those perks which is high-risk, high-reward. If activated in time, the survivor chooses when they leave the hook, often when the killer has disappeared. Some like to use Deliverance quickly in the killer's face, then get annoyed when they're tunnelled. Done right, it can save a lot of time others may have lost when they could have been doing gens.
However, I'm not of the opinion it needs a change. Like Hex perks and such, the high-risk/high-reward of this perk feels just. It's a good perk as is.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433962#Comment_3433962
no need to compare the whole history compare from 6.1 to today
while the survivors got
hud then hud+
then vt killers got nothing
Seriously, many killers can't fully play the game because they get motion sickness, but killers don't deserve quality of life upgrades QL only for survivors
Despite the obvious bias you have, one thing that has interested me is the "motion sickness". I don't have it myself, but understand many do. I'm guessing this motion sickness stops other FPS games, so genuine question: what games are out there which are FPS and have successfully dealt with motion sickness, because that genuinely is something that may be a helpful QOL.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433924#Comment_3433924
there is a huge difference in the buffs of killers and survivors
killers got their 10sec generator repair time because the queue time for survivors was approaching 15 minutes because no one wanted to play as killers
survivors get their buffs because they want to
Seriously, how much improved quality of life came out for survivors and how much for killers
There's not a huge difference, especially in your illustration.
Killers got the buff because quite rightly at the time survivors had the ability to do gens too quickly and chases were strung out for too long.
Survivors got their buffs because of similar things which were made because killers had the edge. Nothing to do with them just asking. You imagine what this game would be like if everyone got what they asked for. It would be a clusterfuck of the highest order!
As for how much quality of life has come out - I honestly don't know! Why don't you go through every patch in this games history and confirming with absolute certainty what the total is for either side and why those changes were made.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433891#Comment_3433891
you are talking about killer buffs completely ignoring surviving buffs
That's because the comment was in response to yours about how survivors get this, yet killers get nothing about another issue. Your statement was hypocritical.
Besides, my response was to your question which did not require such info anyway.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433580#Comment_3433580
we punish effective but unfun tactics on 1 side (while not encouraging the "fair" ones in any way)
and at the same time we will not do anything with the genrush
It's not "one for you and one for you"; it's reactive to what's pressing at the time. The game doesn't work in that way. In a patch not too long ago, killers gained an extra 10 seconds per gen, reduced times to recover from huts, break pallets and bloodrush to make chases quicker. That update was killer-sided because it was needed.
Whenever I have been "genrushed", it's often because I made errors. I may have chased too long or missed hits that should have landed. Maybe figures will change in future if needed. However, for now altering unfun and deliberately problematic problems like face-camping is more important. Currently, gens aren't a major issue - at least not from what I've experienced.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433586#Comment_3433586
The cases I had in mind is that sometimes they take too long hiding at a critical time, when they should be more worried about finishing a gen even if they take a hit or go down. Sometimes you have to trade your safety for a gen that will benefit everyone after all, cause you might never get the chance again to finish that gen.
Yeah, I agree that sort of hiding isn't helpful at all. There are always times where someone needs to play their part.
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I feel what makes a difference is whether they are being stealthy yet productive or just stealthy to be the last one standing.
My playstyle is somewhat stealthy, although I do pay attention to when I need to take the chase away from another, or body block to prevent a down. However, I'm always doing something - just that I prefer that playstyle.
It's more the ones who just crouch around for ages, watch people in trouble yet not get involved and don't do anything. They're the ones who are frustrating to play with. Even if a player is inexperienced, I'd take a newer survivor who at least wants to get involved and learn over a more experienced one who just worries about their own survival.
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The slugging thing is something I worry about too. Yet I wouldn't say this is something they haven't thought about, because what ought to be happening now is people will be noticing unfun mechanics are now being punished. This is more the responsibility of the playerbase now and, although long-term thinking and empathy is a skill some lack, at least from a selfish standpoint they need to understand actions now have consequences.
If people are intending to slug in some sort of petty response, they must know that Unbreakable may come in so they need to just take a chill-pill and calm down.
We'll see how the changes are in the PTB, but at least they're reacting to the playerbase. Really, we need to work with them with feedback to get the right balance.
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It's a limit they've set up as a base until after feedback, so it's possible that the numbers will change.
On the stream, they said that the meter would speed up the closer the killer comes to the hooked survivor, so it is meant to severely punish true face-camping, rather than proxy camping.
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Maybe, if they do a vampire killer, it would seem very plausible for the vampire to have Cage's likeness from the movie.
It depends whether the movie makers have the rights to the image or not, but for me if it brings them revenue I can't see an issue with it. Depends on them really.
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@BarnesFlam said:
I really hope the Mori is not locked to that Naughty Bear set only. Let the Trapper (and others killers if they kept doing that) switch mori animations after they have been bought.
I think that Mori is. I'm hoping they'll take a leaf out of the mobile version and also start adding Mori's to existing killers later on, but so far the little information we have is this Mori is exclusive to the skin. It may change.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432879#Comment_3432879
Absolutelly true but it works viability oas also a good chuck if it, you can match thr best trapper in the world against a good swf, there is no way they let him get more than a 1k, and if they do they habe to be either throwing or not good to beging with.
Absolutely and I'm not denying that. It's just the other aspects are always overlooked and it feels worthwhile to include these aspects when discussing these sorts of topics.