Moonras2
Moonras2
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I don't normally mind shack connecting to a pallet loop or maybe even two weak ones. I don't think shack should ever connect directly to a window wall though or strong jungle gym like this. The two windows create too much opportunity and the pallets can extend those windows far too much. I also don't think shack should be surrounded on all sides by loops whether they are strong or not.
I don't always agree with your opinion on the game but I'm with you on this. Shack structures like this can possibly be circumvented by stronger killers but absolutely hurt m1 killer. Changing them would just help out the weaker killers and make the game less frustrating.
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It's hard for me to say when the best time was because it's hard to know if I think it's gotten worse or if I've just gotten burned out over time.
I would say for the role itself the best time was close to when I started which if I remember was summer of 2017. There were so many resources on the map that just two survivors were a force to be reckoned with. One game in particular we had two DC's right at the start. I don't know who the incredible player was I got matched with that game but I managed to get all gens done while they ran the killer the entire time. We both escaped.
Back then moments like that and the resources made every match feel hopeful no matter what happened. Nowadays just seeing one person not doing gens can make an entire match feel lost right from the get go.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653651#Comment_3653651
Oh, so now nurse needs to get her justice? Ok, she'll get her justice when they massively nerf survivors as a whole again. Maybe increase gen times another 15-20 seconds.
Obviously i'm being ridiculous on purpose and i don't think that should happen.
But the point still stands, nurse is, per the data, one of the worst killers in the game. So now you have to reconcile this belief:
- Do we balance the game around high level players or average players?
- If we balance the game around average players, you'll need to explain why nurse who has nearly 10% less kill rate than the devs are balancing for needs any kind of change other than MASSIVE buffs.
- If we balance the game around high level players, you'll have to explain why nurse and blight are the only viable killers in the game and why that is not a problem.
Unless of course your belief is that we should only balance the game around high level KILLER players, but average level SURVIVOR players. In which case you are extremely biased. And at that point, you may as well just remove the killer role entirely and make it a bot.
That depends on what you'd call a massive buff. They could increase her movement speed to 110 or 115, remove one blink, and maybe even reduce her blink range or blink speed by half. Just giving her the basic m1 killer speed would increase her kill rates at the lower or average levels where many people don't seem to use their powers very well anyway. The nerf to the blink I would think would reduce her kill rates at higher level but to be honest I really don't know. The normal movement speed even with only half a blink could still be deadly to someone who plays her often.
Personally I don't care if they balance for any of it anymore. It's lost most of the fun I use to have with it. I can't stand to play more than 2 matches of survivor without wanting to dc so I've just pretty much quit playing that entirely. As killer I might feel challenged one out of every 10 matches which also isn't fun. I feel bad half the time and let people go after 2 hooking them which, thanks to MMR, makes the next match even less challenging. That one's my fault really though but I never did much enjoy the killing part. Just the chasing. With the emblems, as flawed as it was, that didn't matter much.
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Darryl!! We have a Larry, need 2 Darryl's.
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I've tried to quit doing this. After several games in a row of running the killer for 30-60 seconds or more right at the start and not seeing anyone touch a gen, I end up doing it anyway and either playing killer or turning the game off. Some days every game I play feels great. Other days it feels like I'm playing with people only doing challenges and the games feel lost right from the beginning. Or it becomes national tunnel day.
Does this make what I'm doing right? In my opinion, no. Punishing it wouldn't even bother me because like I said, I either switch sides or stop playing when I get to that point. For others, I guess it could lead to a decline in players being forced to stay in with that feeling game after game. Hard to say without seeing something in action.
However, if it ever becomes harder punished I think lobby dodging should become punished as well. Or let both sides see what they are going against so everyone can pick and choose.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647797#Comment_3647797
This straw man argument is getting so old. Nobody is advocating for "punishing people for playing with their friends". That's like if you're in a golf league, bowling league, etc. where you have handicaps and you say that the good players are being "punished" for being good.
It's not "punishment" - it's leveling the playing field to reduce an inherent advantage in the game. Communicating on comms is a massive advantage that makes it extremely difficult for killers to secure any kills without resorting to the tactics that everyone complains about as being "unfun". Adding a handicap of some sort (debuffs to repair speeds, for example) based on # of SWF together and MMR score would be one way of leveling the playing field.
Unfortunately it's never going to happen. SWF teams have enjoyed their advantage for as long as the game has been around, and taking it away would make a lot of them quit.
I'm confused by this. If you are able to resort to an unfun play style to counter an unfun playstyle then why add debuffs to one side? That still means one side can and will play in an unfun way against people who aren't. Such as a full slowdown nurse/blight going against a random solo group or any killer camping/tunneling. Except now the swf group that may have been able to beat the nurse or counter camping has been debuffed.
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From my personal experience I've seen the server disconnected issue several times and have never gotten a penalty for it. I do however get them when our internet or power goes out. We get a lot of different types of weather that knock the power out several times a year so I honestly see it more than the server disconnect issue.
Not saying it's the same for everyone but from my experience the server crashes don't carry penalties. Are you by chance using a VPN or anything that may be causing issues? It may not be your internet. Could be a bad wifi connection, bad or loose ethernet cable, etc...
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646325#Comment_3646325
I posted this in another topic, but I have a general idea:
The hatch becomes the "judge" of the survivor. If they contributed enough (emblem progress, maybe a pip requirement) then the hatch is an escape like normal, and it counts the same as an exit gate escape. If they didn't contribute enough, the entity impales them when they try to jump into it and it counts as a sacrifice. No way to know beforehand which outcome you'll get, and key bypasses the check.
The hatch isn't exactly fair as it is, its a pity escape. It is indeed needed to prevent hostage situations (like EGC) but it can still deny the killer of a 4th kill when one person just hides the whole time essentially sandbagging their teammates in the process. I feel like a change like this would make it more fair for survivors/killers who earned their escape/kill.
I like this idea. Might help prevent some of the hiding for hatch when 2 or 3 people are left and 1 or 2 are still trying to do gens. I wouldn't even be against the progress towards a good judgment regressing over time if the survivor decides to stop helping mid way.
As it's stands to me, hatch is often the only feeling of hope left in a match. I don't want to see it taken away but I do think it should be earned.
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Not sure there is a counter, it can be used in multiple ways which doesn't help with countering it. I tried it on hillbilly with dms, grim embrace, and pain res. Used it just for hooking a survivor and then zooming around the map for forcing survivors off gens. I didn't find it fun knowing they were making no progress and I'm sure they didn't either. Blindness would've just been an added annoyance on top of it for the survivors.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641751#Comment_3641751
Thanks for the info! I do think it's simply at the mercy of being a multiplayer game, you're right. My other games all work seamlessly which is nice, plus DBD is fine in menu, store, etc. The stutter is simply while in a match so it's definitely a connection thing. I think I've gotten it as smooth as I can with the Ethernet connection. So it's definitely not bad to play DBD on, but not good either lol
Long as it's "good enough" for playing outside of home or something then that probably isn't bad. Not ideal but at least something to do when away.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640971#Comment_3640971
No worries!
I did manage to make it a tad better after reading some online posts. I hooked my PS5 up to my modem via Ethernet (easy enough since they're in the same room) and someone said if its hooked up to a Sony TV (it was) to unplug the PS5s HDMI cable from the TV when using the Portal. Doing these steps stopped the freezing and alot of the stuttering, but it still stutters abit in matches. Enough to bother me, some people might be fine with it. So worth trying that if you eventually buy it and have the same sort of issues.
Thanks for testing it out and letting us know. UndeddJester mentioned some good points but there isn't really any perfect remote play that I've found. It also varies from game to game.
DBD being an online game means you are using the PS5 for streaming to the portal, as well as, downloading/uploading while playing DBD. So it's kind of pulling double duty. It may be a cause of the stutter. Streaming a single player game should have a little less stutter but the latency may or may not change much.
The Ethernet thing is always a great idea. Outside of my phone I try to run all my PCs or consoles over Ethernet if possible. Your Internet connection plays a big role. Not just speed but the latency as well. Speedtest website can show your upload/download speed. It does a latency or ping test as well but that can vary for different scenarios. It connects to my ISP and says I have 5ms but with DBD it can range anywhere from 30-150ms.
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I hit search for match and pick up my phone. Never even pay attention to lobbies lol
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@Frizouw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639911#Comment_3639911
I am not sure I understand, you are saying that I survivor could intentionnally make the killer loose points by getting down and hook?
If that was a part of the game yes. I've used base kit bt to body block for someone else if they are on death hook and sometimes for no real reason at all. There is no reason a killer should be punished for that.
As it stands I wish tunneling could be punished in some way but the more I think about it the more I realize how exploitable it could become.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639871#Comment_3639871
I don't do it. If I camp, I go for the unhooker. It's mostly the instances where I get bodyblocked by the u hooked survivor, that I decide to tunnel.
Defencive measures should not be used offencively.
This, I hate tunneling or being tunneled but it's hard to reward or punish it. You can't punish a killer for a survivor being unhooked and running towards the killer to take a hit for someone else. Which makes it hard to punish at all because there's always going to be a loophole.
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I'm not sure that any of the MMR stuff works as intended. I know my MMR can't be high on any killer I regularly play as I'm constantly matched against less experienced players. The moment I try a killer I don't play though I get matched with more experienced players. Not a big deal to me but it doesn't make sense either.
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I'm almost convinced, as a 99.9% solo player, that we have no clue what do lol. BHVR could give survivors the ability to fly and my teammates would still go down in 10 seconds and never touch a gen.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636488#Comment_3636488
I understand they have different experiences. I didn't say they were necessarily wrong there nor was that my intention, just that they pretty much have a completely opposite view.
I see points to both sides of the argument. The main thing in contention is what can we mostly agree on as some middle ground.
I don't know if that's going to happen, but that's one reason why the forums exist. To discuss things like this.
So far we at least got that both sides really need to treat each other better. Which is better than most of these conversation I've seen in the past on this subject.
I didn't mean to direct the experiences part right at you. I meant it more for all of us even though I sometimes forget it for a moment.
I agree 100% that everyone should treat other better. I do it all the time. If the killer had a bad game I will often wait until everyone leaves and let them hook me. I do the same for survivors. I'll try not be so vicious with killer powers if I'm making quick work of things. Survivor is often more tricky, I can't just stop and do totems or chest unless I know the outcome already. Otherwise I feel like I'm throwing the game for the other 3 and that isn't being kind to them.
We can all also agree I think that whlf and BBQ never should've lost the bonuses. Whether the perks do anything else or not they were great for the grind
This has actually been a pretty healthy thread compared to most lol. It's always good seeing points of views and ideas, even if they aren't always agreed with.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636123#Comment_3636123
That makes sense to me but others don't see it that way apparently. They believe that if you need to tunnel to stand a chance you don't deserve that MMR and you're boosted. Supposedly the game is balanced to the point you can go for 10-12 hooks every match.
They also don't think incentives work, only punishments.
Not my words, just what has been expressed to me in the thread.
It's because not everyone's experience is the same. However, just because our experiences are different, that doesn't mean either one of them should be invalid. In my experience, the day I stopped camping or tunneling was when I started finding it less and less necessary. I very rarely do either one now and never feel like it's needed. For others, they may have the opposite effect. Maybe they like playing different killers than I do or enjoy different play styles.
All that aside, and this is my opinion, there can be no "true" balancing of this game. MMR would have to be so incredibly tight that everyone is matched against, and with, people of similar skill only. Regardless of queue time. The only outliers being people who are partied up, when one is lower MMR than another.
Then after that and several months of play, they might have an idea of what/who is stronger at every MMR range. They could make basekit changes to either side to try and balance it out. Killers would have to be done on a case by case basis most of the time, which could take a long while.
There was a time when I thought incentives could work in this game. They always just end up with a loophole though.
I think @Ryuhi might have mentioned comeback mechanics before. As it stands tunneling/camping can be used at the start of the game or as a comeback mechanic. I think it should be hard punished as is. Then both sides given some sort of basekit mechanic that might help turn the match around. Gen speeds based on hook count, maybe a moment of slower movement speed if a chase takes a certain time, quicker hook timers, etc... Those aren't great ideas just throwing something out there.
I know it might sometimes feel punishing to the player/s doing well but at least it would provide hope to the losing side. Might help prevent some DC's, and make it a little more fun, if the match doesn't feel like a loss at the start. Then again, without a lot of trial it would also have some loopholes
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Depends on which side I'm playing. It's always "the other side" sided!
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636031#Comment_3636031
Thanks for the info, I appreciate it! I'm happy to update here once I've given it a go. I did briefly consider the Steam Deck but I've already switched from the Nintendo Switch to the PS5 so not really keen on starting from scratch a third time. I imagine going to the Portal might be a bit like going back to the Switch, as there was a definite skill check delay on that console. So I might be okay adjusting, just hitting Greats might be tougher.
It may not be as bad as I might think. I did try DBD on gamepass cloud gaming a couple of times. It was mostly playable just the skill checks had big delay playing that way. I don't blame ya for not wanting to switch. Cross progression and transfers would be nice.
Just as a thought have you tried the PS remote play app on a phone. I'm sure the portal should be made to be better and more enjoyable but it may be worth checking out too.
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Most cloud based devices have at least a small delay. I can notice a delay just switching from PC to PS5, on the skill checks, because of the framerate difference. So streaming from the PS5 to the PS Portal will probably have more. I don't know if you can afford it or not, but if you just want to play it on a portable device, the steamdeck runs it quite well. I've played on mine several times, usually at low settings. Resolution isn't the highest but I have played it on low settings on my TV as well.
I cant speak how it will actually be because I haven't tried out the PS Portal yet. Just speculating on how most cloud based devices work for me and the reviews I've watched.
I would like to know how it works when you get it though. I had thought about getting one someday so my niece can play on it.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631249#Comment_3631249
Im glad you like the ideas. They come from around 2200h of pure piggy experience.
The not dying while searching a box is supposed to be a fair nerf for the traps due to her chase being a lot stronger. If her chase is a lot better, the trapps propably need to tuned down a bit. I, however, would not increase the time, survivors have, lower the amount of searches or make more boxes spawn. Changing the addons will do nothing to experienced pig veterans like myself, cause we know that specific rng is stronger than any addon Piggy can bring.
This small but impactful nerf would make her sometimes more fair to go against without hurting the overall impact the traps have in a match.
That's true I hadn't thought about it mixing with the better chases. I like all these ideas of subtle changes. Pig is one killer that I enjoy the way she plays. I don't just want to see a complete overhaul. I'm afraid it would change too much. But still open to PTB experiments lol.
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@radiantHero23 said:
I WAS SUMMONED!!!!
Changes for our lady would be:
- faster crouch movement speed (100% movement speed base)
- faster crouching and uncrouching (combat straps basekit)
- longer ambush duration
- survivors can longer die to a rbt while searching a jigsaw box
The RBTs are extremely oppressive even without addons. You just need to know how to use all the different rng-variations correctly.
I agree with this wholeheartedly. Im not really a main of any killer but pig is one of my favorites. I'm afraid that doing much more than this would either cause playing as her to become unfun or the traps would feel way to oppressive. Though I wouldn't mind some PTB experiments.
Combat straps should definitely be basekit. I hadn't really thought about longer ambush, that would be nice also.
As far as traps I'd like to see most of the rng taken out of them somehow. As it is they are not dependable. They either work well and delay the survivor or don't provide much at all. It always makes it feel unfair for whichever side loses the dice roll. It's the same feeling I get when I run four hex perks and Devour Hope is always the first to go.
I am conflicted on the no longer dying while searching a box. For game health I think it would be great but I've also enjoyed those tense moments when I would get one off last second. The second part doesn't happen that often though.
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@Nazzzak said:
Yes please. Even just yellow. I remember when BPS were a novelty, and killers and survivors used to chill when one was in play. No one cares anymore.
It was amazing but I always felt so bad. I very rarely paid attention to the offering screen and would often kill everyone and then see all the offerings afterward. At that time it felt like I deserved the endgame chat hate when it happened lol.
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If it's the killer it allows them to prepare for what they see the survivors might be bringing, item wise. If it's survivor maybe they've just forgot or hit look for game and went to the bathroom. I always try to hit ready but I also play on my phone while waiting so I sometimes forget or think I hit the button but didn't. The other drawback is I always miss the offering screen as well.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619751#Comment_3619751
Dead on the money.
The big issue that keeps coming up is all of the tools to combat tunneling can and will also be used to punish non-tunneling killers too.
You can't give someone the option of taking a gun to a knife fight and ask them to only use it if the other side doesn't fight fair. That is almost never how it'll go down.
A lot of people bash BHVR stating 'bad design' and 'don't play their own game', but one thing that continues to surprise me in these forums is the almost ingenious ways both Killers and Survivors can find to twist any suggested change into an unintended side effect.
DBD is a very delicate ecosystem... any changes, no matter how benign, can seem like they'll work, then when you see it in practise it can easily add more problems than it solves...
I agree. I can't say they're design is bad just sometimes you can't really test things out until the player base gets hold of it. From what I've seen, giving incentives only works for a few. The outcome would almost have to be too strong to be in the game. Otherwise many people will not take the incentive anyway. Punishing something also doesn't work as there are always unintended side effects that come with it.
Old DS was a good example of punishment for tunneling but also just for playing normally. Older DS was even worse, no tunneling was needed at all. BBQ was a good example of reward for hooking multiple people but with a side effect also. Often times, if killers couldn't see just one person after hooking someone, it would become an excuse to camp.
There are in betweens and extremes with both methods but in general it's what it feels like to me. The devs can only keep trying to find happy mediums but something is always going to be unfun and need tweaked.
As far as when people say they don't play their own game, I never liked that statement. If I spent all my work time working on/creating the game, I wouldn't want to spend all my off time with it. I'm not saying they shouldn't try it out but I don't blame them if they don't want to play it either.
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I think it was more acceptable, at least to me, because it was easier to punish. Old BNPs existed (I often ran them but never used them unless someone was being camped/tunneled). Old DS and DH were much stronger deterrents or chase extenders. Gens took less time while every killer action took more time. Double pallets, vacuum pallets, etc...
All of these things made tunneling weaker while at the same time making camping feel more necessary at the time. Which was also hard punished with DS and old Borrowed Time.
All of these things could also be used in ways that made the game feel hopeless as well though. They weren't limited in anyway to just anti tunneling and I don't know how they could've been either. It made many games feel unfair or unfun
Today pretty much all of this has changed and I don't really ever feel the need to tunnel or camp either. There are rare occasions I'm sure but nothing I can remember. I also don't really find the game unfair anymore outside of matchmaking. But I do still often find it unfun.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617754#Comment_3617754
They are a failed concept, if you think about it. The idea was to give the killer some more ways to make a decision in how they interact with the map. But most BWs don't work that way. You either always break them or you always leave them up. There is no thinking involved.
The only exception to this rule is The Game. You can actually make a decision on that map. Opening a breakable wall allows you to traverse the map even quicker but in turn the many existent areas on that map, that only leave one way to go for the survivors are opened up and allow them to use even more pallets. There is a little bit of thinking involved here.
Exactly this. Outside of trapper, or in some cases hag, I've never felt like the breakable walls allowed for anything different or interesting. Trapper is just like you said though, there is no thought behind it. Instead of breaking the wall to make for an easier loop it just makes trapping the loop and leaving the wall up a better choice in some cases. On most other killers it's just break the wall if it is strong and move on. Survivors really have no say so or interaction there either. I think it would've been cool if survivors could use 15-30 seconds or so to rebuild a wall just as another secondary thing but it could become too annoying for killer at that point.
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It's one of those bugs that may just no longer be considered a bug or is just taking a long time to figure out a reasonable fix that won't ruin the killer.
There are some bugs that should always stay as they are. Such as when they "fixed" the flashlight and pallet stun "bug" way back in the day. Where killers would always drop a survivor no matter how early you got the blind or dropped the pallet.
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I'll have to give this a shot sometime it sounds fun lol. What I do normally depends on how the match went. If everyone was slugged or tunneled out early and I got no points then I may go around breaking totems and opening chest to get some points in for the heck of it. If the killer was playing in a way that I think is nice or fun, regardless of how many points I got, then I'm going to just run to them and let them decide my fate. They didn't make my time feel wasted and I won't waste theirs.
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Pumpkinhead. Loved this movie as a kid.
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@jamally093 said:
I have to do that sabotage a hook within 10 meters of a killer. I already hate because I don't know what 10 meters in game is so I decided go to The Game a two floor map so simple. Not so my teammates give up on hook right away and everyone else does so. I can't have a normal survivor match which is funny I can have one good match and of all sudden this. I'm forced to play SoloQ because I don't have friends who play the game. So in the end the game screws me over because it gives me a challenge that's annoying to do and I have to deal with the worst matchmaking in existence of the game.
Those teammates are probably thinking that they got hit with the bad matchmaking. They got a teammate running around trying to sabotage hooks instead of doing gens. If they are trying to win then they probably feel like they are being screwed over by some random just goofing off. If they got hooked then they are probably wondering why someone is saboing to begin with.
I'm not directing this right towards you. You may have been doing gens and just trying for the hook sabo in between. In general though it's what it can feel like playing with people who are trying to do the challenges. It isn't any players fault either. It's a problem of there being only one game mode that mixes in ranked and casual players. Throw on top of that the fact that the challenges pull survivors off the main objective and it often leads to a loss.
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I don't know that I really feel anything is unfair ATM. There are some unfun things to play as and against but I wouldn't say they are unfair anymore. Apart from rng dealing a bad hand on occasion and a few map annoyances, which can go both ways.
Matchmaking and MMR can also feel unfair sometimes but if that were fixed the queue times would seem unfair as well lol.
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I think ultimate weapon is quite strong and needs a change but.... I forget I'm even running it on most killers :( . I think either the cool down should be increased or maybe it should max out at 2 survivors screaming. Possibly make it only work when a certain distance away from a hooked survivor as well.
It pairs to well with deadmans switch. Depending on the map and killer I'm playing I would open a locker, pick up and hook the survivor, then zoom across the map as fast as I could just to activate deadmans switch. Sometimes it was better to hook first then open the locker but on any large maps I tend to just ignore some of the gens anyway.
Grim embrace also seemed to do well with the other 2 though at that point I can't imagine how annoying the build had to be to play against.
I wouldn't say this was super strong by any means but obnoxious and probably unfun to play against. It's the same way I feel about MFT. Ive never had much of a problem playing against it. It's just a nuisance having to chase a few extra seconds or swing a couple seconds later than I normally would. With my insane survivor skills though (/sarcasm), I quit using it because it felt like I didn't get much use out of it. It didn't stop me from running into objects or losing mindgames, and made everything feel a bit off when I didn't run it.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577067#Comment_3577067
Although I'm certainly old enough to be the father of many forum users (maybe even the grandfather, given how young some sound), I dare say I'm not that far gone yet.
My back has known better days though.
My back seems to have survived fine but my knees... Ohh my knees... All those years they said I'd hurt later in life if I didn't dress warm or stop jumping off things and I thought they were lying.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570271#Comment_3570271
Also, for all this talk people have about balancing the game around high level players. If hug tech is a problem, something that is extremely difficult and is only able to be used effectively by some of the best blights in the game? Then survivors are a problem and need to be nerfed wholesale because of the things that survivors like hens and ayrun are capable of doing. You don't get to have your cake and eat it to. If you want hug tech nerfed, then you must by definition also believe that the game should be balanced around high level players. So its time start looking at survivors first.
I wouldn't have an issue with them trying out balancing around high level players, if they started with the MMR system first. It would have to be effective in matching people of equal skill. This would increase queue times for certain groups but that would just be how it is for balancing around high level play. It would be the best way to see what actually needs balanced and doesn't. As it stands, a highest level player can be matched against a 50 hour player and that isn't good for determining anything. I also won't say its fun for either side unless someone just enjoys demolishing lower skilled players.
The MMR would also need to work in a different way. Someone can run a killer for 5 gens, get caught, and be camped to death. Even though they carried the game, for the most part, they are punished for playing better than the opponent. Even if they weren't being camped their teammates may just leave them.
Personally I think doing all this could remove some of the random aspects of the game that keep it interesting or fun. It would also remove some of the things that people find aggravating though, like being paired with new players or not being able to counter a higher skilled opponent.
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I'll eat just about any pallet just in hopes I'll get the hit. As far as breaking it goes, it depends on how strong it is and what the survivor is doing after dropping it. Many survivors drop and run and many will try to play even an unsafe pallet.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552029#Comment_3552029
Because DbD, being asymmetrical, isn't like other games.You can balance most games just by looking at high MMR, because everyone is playing the same type of game.
The difference between soloq and SWFs is enormous. This is true of all games, but in other games both sides can either be playing without comms or as a team. In DbD the killer can't suddenly be more of a team player because there is no team to play with.
If you balanced around 4 person SWFs, soloq would get destroyed, if you balanced around soloq, even if it was the best soloq players, SWFs would have a massive advantage. So they try and shoot for the middle, which is a decision as a100% soloq player I'm not thrilled with, but realistically might be the only thing they can do.
I think it's also easy to forget that in a lot of multiplayer games a person's skill makes a bigger difference. In CoD or Rocket League for example, one skilled player can completely turn around, or win a match, up until a certain point. At a lower MMR the teammates wouldn't really matter because they could just carry the game to a win anyway.
In DBD however, at any MMR, someone can run a killer for 2 hours and it means nothing if teammates didn't do gens. It means double nothing if they finally get caught and hooked but the other survivors let them die on hook or just leave the game. So now they've carried the teammates to a win while still losing.
On th flip side, a skilled killer can sometimes lost just based on a bad map or bad rng.
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Maybe make it an option when only 2 survivors are left. So long as you have done x amount in game, a knife will spawn randomly on the map. If you haven't done anything you cannot see the aura of it but the other player can. This still gives the one survivor a chance to play completely solo in a match but makes it more likely they won't get the knife. Also might help with both people hiding for hatch. They could just kill one another instead.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548761#Comment_3548761
When did I say that I camp and tunnel every game to win?
I don't need to do that every game. I go for as many hooks as possible in my games. I have 2000h on pig and I know when I have to tunnel and camp and when I dont have to. Don't make me some kind of devil that wants to ruin others fun. I'm not.
All I say is that there are situations, mainly the ones where survivors do very little mistakes, that killer have to tunnel and camp to have a chance at winning.
That's it. And I think that's common sense.
I apologize I didn't mean to make it sound like you do it all the time. There are situations where it is the better option especially in endgame. I may have overreacted a little with what I said. I don't think anyone has to do it every game. There are people who do but that's probably just more because they either don't know how to play better yet or they want to ruin someone's game.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548716#Comment_3548716
You just showed that you don't understand the problem the pig faces right now. Her slowdown is absutely fine. Her problem is her applying the slowdown. Making the traps better slowdown doesn't help when you get no downs.
That's just one killer though.
Every killer should be able to get wins. Saying that if you play a weaker killer you just shouldn't expect to have a chance at winning is bad. Very bad. People want to win. If they can't play their favourite character and win with them, they are encouraged to stop playing. What is fun about playing and knowing that you will eventually lose?
Basicly you say: just play blight.
Sorry but I disagree heavily.
No, I didn't show that at all. I'm talking from my own experience. From my perspective I have no issues getting downs with pig and applying her slowdown. Again, I don't play going into every game thinking I'm going to win so that helps. Also, I didn't say play only blight. I was implying that if someone is having issues with weaker killers, and feel they need to camp/tunnel then camp/tunnel. If they don't want to camp/tunnel then they can play stronger killers or a killer they are maybe better at.
I cannot speak from your experience in the game or anyone else's. From mine, m1 killers arent that weak. Because of that, I don't feel that I need to camp/tunnel to win with weaker killers.
I wouldn't mind better map balance, I'm all for that and even individual killer changes. That's all well and good for me.
Finally I have a question, do you enjoy camping/tunneling for a win? If so that's fine, everyone's version of fun is different. You aren't forced to do it by any means though. If your end goal is a 4k and you choose to do it then that's all well and good. It's the fact that it can be done by any killer that makes it hard to do any other kind of changes. Most changes are just going to make camping/tunneling even more effective. Some killers would do it less I'm sure but not all.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547887#Comment_3547887
Buff some killers accordingly. That's what i constantly hear. How do you buff killers accordingly? Right now it seems the answer is to literally make killers faster base. Maps are problematic. That's a fact. Survivors have perks that make that problem even worse. How do you buff a character like Pig to compensate for this? Make her crouching faster? Make the ambush faster? That won't help. She's still an m1 killer that has to run around the map.
There are lots of things they could try but at the end of the day, I don't know. I wouldn't ever deny that some maps are a problem. It's always been an issue but I do think some have gotten better.
As far as individual killer buffs it's hard to say what could help. So long as camping/tunneling can get basic killers a win, then it's hard to make bigger changes without making it even stronger.
For pig they could try changing what traps do. Make the head pop less likely to happen, but still within possibility, but add a movement speed / action speed penalty while they have a trap on. This will make it take longer to run to a machine and remove the trap. Not removing it will result in major slowdowns across the board. It isn't going to do a lot for her chase power but should help make her game slowdown a little stronger. Again though, something like this would just make tunneling stronger. Knowing that the unhooked survivor with a trap is just going to run slower.
Personally, I think some killers are just meant to be fun. If you want to win then playing weaker killers is just going to hinder you. If you don't want to camp/tunnel then either don't do it or play a stronger killer.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547766#Comment_3547766
I usually play to win. Nobody plays to lose to be honest. I try almost always to go for as many hooks as possible. However, some perks and maps make this very hard to do and therefore I sometimes have to tunnel and camp. I think most players can get behind that.
Well that's kind of why the anti camp mechanic is a good thing. Right now some people feel forced to camp or tunnel so they do it. Then there MMR can become inflated because of it. Making it less effective can hopefully show what kill rates can be more like when it doesn't work. Then maybe they can buff some killers accordingly.
I don't do it simply because it doesn't feel like winning to me. I just figured I played badly or maybe got bad rng and lost the match. Or I might've gotten matched with players far above my skill.
I don't blame anyone for doing it. It's in the game and is currently effective. It just makes it hard to bring any kind of balance around hooking people while it's still used so often.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547705#Comment_3547705
Funnily enough, 1: I have Stbfl autolocked.
2: I play Pig and have no power if I have no downs. Losing 2 gens for a down is manageable.
3: I tried that. Sorry but I dislike the gg ez and tbaggs in exit gate. Call me childish but I want to have a fun experience as well. Not just the survivors.
4: I have 3400h in dbd and 2000h on pig. I do t think it's a skill issue. I sadly don't have video footage to show though. I can't turn into nurse mid chase to outplay a god tier set up on asylum. Especially not when survivors run 3% faster.
If you play killer against survivors that are worse than you overall, you will have a ok match.
If they are at your skill level and you don't play a strong killer (a tier), your game will most likely be a stress fest.
Part of the problem is that currently camping/tunneling often works with the lower tiered killers. If someone chooses to do so, and play to win, then their MMR is going to go up because of it. This also means that a lowered skill player can use the same tactic and there MMR will go up.
Once someone's MMR is up because of using it, it's going to be harder and harder to play for hooks. The survivors will be at a higher skill level at that point. Matchmaking can still be wonky but that's another issue.
I play a lot of pig and m1 killers. Most of the time I have no issues playing for hooks. It's because I don't play to win with them, by what MMR considers a win anyway. So I'm often matched with people lower or equal to me.
If I want to play for kills then I will switch to stronger killers. That's what they're good for. Hopefully one day all maps can be balanced and some of the lower tier killers looked into and buffed if needed. With camping/tunneling able to bring those kill rates up though, it's hard to say who or what needs changed.
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You can't please everyone. I've had bad chats because I killed everyone and bad chats for letting everyone go. Personally I try to play both sides in a way that I find fun from the other side. As survivor if gens are flying by and the killer is struggling with chase, I will slow myself down. I know what it feels like when the game seems to be flying. Break some totems, open a chest etc...
As killer if survivors are having it rough I will go out of my way to stay clear of someone recently hooked. If I'm running any gen regression perks I will try not to use them. I also might try out some goofy movement or mindgames to see how it goes.
I also try not to run perks or items that I find unfun from one side. Sometimes though, I get a little tilted and being stronger things.
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@Boons123 said:
What if you need to connect wires to an exit gate to be able to open it?
I'm good with that but I'm also afraid it could take too much time. Unless it was only one or two cords required. Each plugin could have wires coming out of it that are running to the exit gates as well.
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4
@Foempticol said:
https://twitter.com/i/status/1704170312663740700
"Won't the killers just redown and rehook the person getting them another hookstate even faster"? Yes, yes they will LOL
They can yes but it looks like the survivor can hold it. So if they wait until the last second before hitting stage 2, they provided more time for teammates to finish gens and possibly come bodyblock. They also will have the time from whatever distance they make afterward adding onto that. At the very least, they get to play for a moment. While giving more time to do gens to teammates.
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@Alice_pbg said:
There is no bad gen count to drop shack pallet.
You use it when you have to. That is all.
This describes it perfect. Had it not been dropped, the chase may have ended earlier and those 3 gens could've been interrupted instead.
I tend to be greedy with it, if I'm not injured it's a no drop. If I am injured I'd rather drop it and extend the chase, most of the time. It only really bothers me when MMR puts me with someone new and they are pre dropping pallets just from hearing the terror radius :( .
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543738#Comment_3543738
So pretty much like Nemesis. A small lingering hitbox.
Sorry to quote you twice, I played a few games to try it. When you press the button and the tail starts to pull back, you pretty much have full range of motion. Once it starts going forward it seems to lock in place with some up and down movement.
