MrMori
MrMori
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Add a crosshair option already. Then you can take away 1 hatchet or something. She probably got buffed because her killrate is low, but they could have just added a crosshair to the game settings instead. PC players can already get one and were even encouraged to do in an official AMA, why don't console players get a crosshair option ingame when they need it the most? Seems backwards.
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The downside is that the playerbase is split which leads to longer queue times and possibly worse matchmaking. Everyone could see how bad the queue times were in 1v4 when 2v8 was out.
I miss Chaos Shuffle though.
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I don't know about hot take. But I wanna point out that the reason why they're so popular is that they're not only strong, but universally good on all killers. There's still room to buff more niche slowdown like Thana or Dying Light.
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Pro tip, the time of day your play has an impact on the quality of your matches. Playing after midnight is a death sentence if you're playing killer in my region, you only meet extremely serious survivors with thousands of hours. Whereas if you play killer in the middle of the day you get really average survivor and often quite easy matches.
Also, map offerings should be removed. Sick of seeing them. I was sent to Eyrie 3 times last night, and I doubt it's because people "like the aesthetic".
But also, curb your expectations. Ignore the amount of kills you get, ignore the amount of hooks you get. If there's someone who is so much better than you in chase that you can't catch them, feel free to leave chase and find someone else, after all, nothing is at stake since you don't care about pressure or gens or hooks.
And if you didn't have fun in the match, or got a bad vibe, feel free to skip post game chat. I find that the biggest tryhards are often the most rude in post game chat, even moreso when they feel they've played better than you, win or lose. Average players tend to be quiet.
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Too late for that unfortunately, people stockpiled a solid few thousand accounts to cheat on from when the game was free on EGS. I personally wouldn't mind if the DBD base game was made more expensive, but also inluded some more of the older characters by default. DBD is in demand enough that it doesn't need to cost 5$ on Steam to get new players, all it does is make it cheaper for cheaters to get new accounts. Then there's game pass too which is another easy way to get an account to cheat on.
I really wish that this game had proper anti cheat from the start but when you look at the origins it had as a Peer To Peer based game where your save was managed almost entirely locally on your computer, it makes sense that the anti cheat isn't any good.
This game should have never became free on Epic tbh.
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@Eelanos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786352#Comment_3786352
FFXIV got DDOS attacked again, so I decided to play DBD instead.
Chose to play survivor because I've done all my killer stuff and I wanted to get some progress done on my survivor missions.
My first 2 matches were hard, and I mean HARD tunnelers with moris. We're talking leave to hit someone once, immediately go back to check on hook, go back to hit someone else, immediately return to hook. Impossible to heal, impossible to run away from because bloodstains and scratch marks makes the rescued survivor VERY obvious.
Third match was a Freddy with penti, plaything, devour. Even though we got rid of all the hexes and we did gens at a reasonable pace (there was always either one or two gens going at any given time), again, we couldn't do anything against Freddy teleporting next to the hook and tunneling people out. I was last standing, got hit on the last 0.5% of the gate, Freddy thought it would be funny seeing me struggle, dropped me off, I tried to open the gate, got hit right before the exit, and then I got mori'd because APPARENTLY he also had a mori offering, just in case. He just wanted to live his power fantasy.
Match with a Myers. Sucked someone else. Left them. Somehow decided to turn around and come towards me even though I was on the opposite side of the map and he didn't have tinkerer. He was 99'd. I got insta downed. I got rescued. Myers came back. Downed me again. Back on hook. At this point he decided to let me know he was turning the match into a farm room. 3 of us let ourselves die for him, me included because at this point I didn't give a damn about the game.
One billy match where I got downed first because Tinkerer gave my location away and I got stuck on the geometry of the map. Got to 2 hooks really fast, so I had to hide for the rest of the game. We all escaped but I didn't progress my missions and got, like, 10k for hiding all game.
One Slinger match where I had to ACTIVELY TRY TO DIE against the slinger so he'd stop tunneling people out. I got caught right as the last gen got done. Only one player left, the other was injured and hesitated so he died light next to the exit gate.
A Vecna match with Franklin/Weave. I spent the entire match looking for the items to put them on corners, but some of them I couldn't find. He took the opportunity whenever he had the chance to slug people if he caught glimpse of anyone at two hooks, even if they were half a map away.
And ANOTHER Vecna match right a second ago where the guy just stared at the first player hooked from far away. I timed my rescue impeccably so the other survivor still had a second hook. We didn't get to pop a single gen before they got downed again, and me taking a hit for my team mate only made things worse because they couldn't make enough distance and I couldn't heal fast enough. After the first kill, he hooked me, waited, realized people weren't coming for me, left, hit a player, came back, saw a rescuer, hit them, left them slugged, came back, slugged me and went to look for the last survivor while we both bleeded to death.
I have not skipped a single match from tonight. These are all the matches I've played. I escaped once, one match was a farming room at the end, and the rest was either a slug or a tunnel fest. My mission went from being 1/5 to 3/5. I have NOT completed neither that mission nor my only survivor daily in weeks (escape with a new item).
I physically cannot equip enough perks to counter all of this stuff. I had to give up on the perk set I had to do my mission to try and win once. I ran Babysitter, I ran Borrowed Time, I ran Decisive, I ran Off the record… nothing works. It's miserable through and through, and the ONE match I escaped, I got 10 to 12k bp.
EDIT to redirect it back to the original topic a bit: It's no wonder people give up on first hook. 3 matches like this are enough to drain your will to live, and the forums instead of providing solutions usually say something along the lines of "Hm, maybe you should stop playing the game. It's okay to take a break." I was on a break. I was playing XIV. This is what I return to. It's almost never a good match, it's just a string of this, constantly.
Many of these problems could be fixed if survivors just had a little more info and a few ways to communicate as a team. Like seeing self unhook progress on the HUD, with a clear indicator when the killer is nearby and it is going up. Or being able to ping perks to make them show up on HUD next to your character for a little bit, and make it easier for your teammates to play around them.
Or finally, the text command system from DBD mobile! You can straight up tell people "I'm getting camped, don't rescue" or "I'm going for the rescue". I don't get why BHVR are so reluctant to improve solo q. Sure it's "gameification" but still, so what? The game isn't about horror once all the players know how to play, then it's about chase and saves and hooks and gens.
We need a "survivor HUD part 2" update. Obviously it won't help matchmaking and bad teammates, but it would make teamwork easier for everyone. Or we could just balance the game around hooks instead of kills, by rewarding spreading hooks in such a way that tunneling actually isn't the best option. Not sure how, but we could always try.
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Nothing needs a "fix" in DBD, but they get changed anyway because they promote unfun gameplay. Why implement anticamp, it doesn't trigger every game and you can just rush gens against it. Why extend hook timers, most of the time people get unhooked before they go stage 2 anyway. Why remove hook grabs, you could just fake it over and over for 30 seconds and maybe get grabbed, maybe not. Why nerf anything powerful, ever, just bring stronger options yourself. Get the point?
The answer is that these things are unfun. I think the game as a whole could be a lot more fun if BHVR thought long and hard about how to handle the match after 2 survivors are dead. How do we make it still fun to play, even if 2 players are dead at 3 gens? How do we make it satisfying for the killer to just get a 3k? How do we make it feel "worth it" for the killer to accept a 3k, or for one of the two remaining survivors to do gens while the other hides for hatch?
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Sure you don't need map if you're sending out Jailer, but it is undeniably still powerful when you're trying to snipe with Assassin.
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Just make her go into fatigue if she is stunned after she has teleported but before going into fatigue, just like it was before they rewrote her code. That felt fair. Still more punishing to newer Nurse players than experienced ones, but still.
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Why bother with post game chat? Close hatch and tab out, move on to next match once the last survivor leaves after 1 minute and 59 seconds. I've got time to wait, but no time to chat. If a survivor seems obnoxious ingame while begging for attention, they don't deserve to get any attention after the match. I don't care about pips or bloodpoints, and unless something happened in game that made me question the perks, I don't care about perks either. No point in staying in post game.
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This is good. If you guys didn't play the PTB, this is how it worked back then, and it felt nice. I think this will make him feel better to play. The only gripe I have is that Carnifex is still useless in chase.
Would be cool if Carnifex had something special about him that made him situationally good in chase. For example, when he moves through a dropped pallet, he breaks it, or he isn't slowed down when walking through pallets or something like that. Right now he's just worse than Jailer and Assassin in every way in chase.
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@Devil_hit11 said:
after 6 months since trickster rework. they still have not fixed memento blade's animations. please make memento blade's animations match his throwing knife speed. It is only annoying aspect of playing trickster.
The trickster is fun to play with memento blade's but the animation needs fixing. Base throwing mode feels underwhelming without memento blade's but animation feels awful when using said add-on.
Completely agree. Wouldn't mind a crosshair too honestly, I chose to not play with it since many good Trickter players don't use it, but I mean it would be comfy, not gonna lie. And remove his lullaby already too.
I don't even mind 8 blades to down and 8 blades for main event, though survivors find it unfun to play against, which I get. Literally all they need to do is make Memento Blades full basekit, fix the animation, remove his lullaby and, if they want to for bonus points, add a crosshair option ingame and Trickster would feel so much better to play.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781184#Comment_3781184
Thyas literally just a complete revert of all his most recent changes. Main event after 30 knives is awful.
I know lol. Just a joke. Wanna know what I'd actually do?
Make it 7 blades to injure. Keep his throwrate the same as now, but rework Memento to no longer have throwrate bonus, as he is too reliant on it and it is hard to balance him with this addon around. Honestly, his throwrate may need to be lower, higher, with or without rampup, I don't know, but I feel that 7 blades to down is a good compromise if he gets to keep 115% speed, which I think he deserves.
Remove his lullaby, and make it 14 blades for main event. Now he's not getting main event every single chase, but still way more frequently than before. Also, make Main Event progress begin to decay after 15 seconds, just like his laceration does, so it's harder to use main event for camping.
I wanna see Trickster tweaks. I love playing him and all, but honestly, 8 blades to down is unfun for trickster, but 8 blades for main event is unfun for survivor, and the lullaby pretty much kills any stealth build, and makes survivors prerun super early, which is just boring.
Trickster could be a lot more enjoyable to play both as and against I think, while being slightly stronger, and it wouldn't even take that many tweaks.
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This feels even more relevant now after the whole incident with the spirit player bodyblocking a survivor after the last 2 survivors hid for 15 minutes.
If killer instinct activated after 5 minutes and revealed the nearest survivor for a few seconds every 2 minutes, this kind of hiding could be prevented. And if crows removed survivors collision with other survivors and the killer, the bodyblocking could be prevented. I don't think these changes are too drastic at all to avoid situations like this.
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@SvetiOtacSava said:
"Idea to make game less frustrating for survivors" should be the title.
Nah, it's for killers too. I'd appreciate the killer instinct if survivors were just hiding all game, as well as the ability to leave the match using the basement glyph if survivors are just waiting at gates.
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It's not a bad idea in theory, and truth be told, some perks will just be better than others by design. Slowdown is universally strong. But you're right that it would be very difficult to implement. I also feel it would remove a lot of freedom when it comes to builds, which is very bad. I get the idea and where you're coming from, but I don't think this could work.
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@Ohyakno said:
It's pretty easy to suss out if you bring some logic into it. Holding the game hostage is not progressing the game state in meaningful fashion. A group of survivors not touching gens at all for a long period of time. A killer trapping someone in a corner and not letting them interact with objectives. Same for a survivor trapping another survivor.
Man, it's crazy that all of this could be fixed by just making it so survivors that have crows over their heads would lose collision with other survivors and the killer. This would also solve stalemates for hatch if the killer and a healthy survivor ever block each other in a doorway for example with hatch right in front of them.
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No, any time DC penalty is removed the game becomes unplayable and there's at least 1 DC per match. Playing then feels awful. How about being able to select the server you play on instead, but with a ping limit? Then you could select the most stable server for you and not get disconnected as often.
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Your friend is indeed cringe, but he won't get banned. If he found the survivor in a corner, then stood in front of the corner and AFKed until the match ended automatically at 60 minutes, he could absolutely be banned. If he freaked out in post game chat, he might have gotten banned too. It's generally very difficult to get banned just from gameplay unless you blatantly abuse bugs, hold the game hostage, and get recorded and reported while doing so.
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Let him cook a bit for real, let him be man he went from lowest killrate ever to being decent let the poor AI be man. Leave him alone.
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@Coffeecrashing said:
The easiest way to stop excessive slugging, is for the game to automatically teleport a survivor to a 2v8 cage if they’ve been slugged for 60 seconds. This will stop excessive slugging for the 4k, and will help stop survivors that purposely try to create situations where the killer can’t hook them.
And then balance the 2v8 cages accordingly. Maybe 2v8 cages don’t trigger killer hook perks, but saving a survivor from a 2v8 cage triggers survivor hook perks. Maybe add a rule that if a killer knocks a survivor to the ground (or grabs them) 3 times on the same health state then the survivor gets automatically sent to a 2v8 cage…to stop killers from excessively extending the game with the whole “slug a survivor then force them to wiggle off their shoulder” repeated loop.
I'd be okay with this as long as it only applied once 2 survivors were dead. And that you are instantly sacrificed once you go into a cage, because otherwise, if you were on stage 1, you wouldn't be able to self unhook to sacrifice yourself and give the last player a chance at hatch.
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Show killers the hook states, and show survivor the anti-facecamp progress of their teammates on the HUD. Fair for everyone.
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Deadlock is lame.
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I'm happy with the changes they're making, the amount of buffs and improvements they've made to older or struggling killers to make them feel better basekit and be less addon reliant are fantastic and much appreciated, as are the perk improvements.
I still think there is an abundance of absolutely terrible perks that could use improvements though. Like why do the "Teamwork" perks have a 140 second cooldown still? Cut Loose has a 40 second cooldown while Quick and Quiet and now Dance with Me both have a 20 second cooldown, etc. Also stuff like Hangman's Trick and Territorial Imperative, etc.
But I'm actually happy with the way things are going, it feels like the balancing philosophy of the devs isn't based purely on stats anymore. Someone on the balance team knows what they're doing and it shows.
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@VantablackPharaoh91 said:
The Devs can still see the match and who the players were, pulling it up based on your ID. They then can find the match and go from there.
Anonymous Mode doesn't protect cheaters. However, you need to have video proof and send an email. If you suspect cheating you should have recording software ready, clipping software, something. Even consoles these days can clip. You can also still report the cheat through ingame I believe.
I've caught a decent amount of cheaters, but you need to make a BHVR account to report them, which is just too much hassle. You should still report them in-game though, because if someone else decides to send a report to BHVR with video evidence, the account will then have a history of cheating reports, which will help in getting them banned.
I recently turned on recording of the last 5 minutes of gameplay, it's very interesting to be able to watch stuff back. Would recommend everyone that are playing on PC to activate Shadowplay or ReLive and do the same. Makes it a lot easier to spot cheaters.
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Yes, and maybe make it take 6 blades to injure instead of 8. And perhaps they could lower his throwrate, but make it ramp up over time? And of course, if he only needs 6 blades to injure, he should get main event after 30 blades, not 8. Also, if he's gonna be 4.4, he should have 24m terror radius, not 32.
If we changed all that, then he would be perfect.
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I want to know the time of day that they played. I've found time of day is one of the most important aspects of matchmaking. Matches in the late evening and past midnight are extremely sweaty compared to matches in the middle of the day for me. If you play all your hours at times where lots of "average" players are online, getting lots of kills isn't that hard to do.
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Hey, I've been advocating for a way for killers to give up early for a long time without being forced to walk over and M1 survivors out as they BM at gates. Don't think it's gonna happen any time soon though, so your options right now are either to suck it up and push them out of gates, or just tab out of the game and wait until EGC ends.
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Grade is just meant to be a little progression thing you can work towards and get some BP. I'm happy they removed depips and losing grades.
The real question is, should we let people people see their MMR, and their percentile? Should we add official DBD ranks based on the percentile of your MMR compared to other players? I don't know.
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I think it's too late for that now. And then people would just play the survivors with the best abilities which means there would be even less variety in the survivors people play. Also imagine the uproar if some of the popular characters ended up with weak abilities?
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This isn't very well thought out and sounds very much in favor of survivor for no real reason. Why not let survivors instantly bleed themselves out instead of giving them a free escape?
Saved by Entity would just be abused by SWFs to create unwinnable scenarios for killer, and Healed by the Entity wouldn't actually do anything, killers would just camp the slugged player and instantly down them again once they got picked up to heal state. 120 seconds is also very long and it wouldn't be very helpful.
I think if they want people to stop slugging for the 4k or bleeding out, they need to make systems that detect when a match is truly over. When everyone is slugged or hooked, why not allow the remaining survivors to "give up" so to say?
It could be super simple. Once the survivor team has given up, any slugged player is revealed to the killer, and interacting with them will instantly teleport them from the ground to the hook, kind of like the kick in 2v8. If the killer does NOT interact with the survivors within 30 seconds or so, this can be tweaked, then they are instantly sacrificed to the entity anyway. You know, just speed the whole process of walking around the map, picking people up and hooking them? I could go into detail, but I mean, just anything to speed the process of ending an already finished match would be great.
Another thing that would help would be to update and improve the final 1v1 mechanic, even the final 1v2. Right now it's a 50/50 for hatch and then another 50/50 for gate, and it's just not very interesting. I've got lots of ideas that would make these scenarios more fun, but whatever.
Hell, even giving the killer the option to just end the trial and let the last survivor go instantly would probably help a lot. Then a 3k would feel like a decisive win where they can go for the 4k as a "bonus", but ultimately, the killer themselves can choose to end the match.
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Sure, as long as it's not nerfed by adding back the awful downside. Maybe nerf it to 20-24m instead of 32, so it gives less info and it's harder to spot strong setups from afar.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780085#Comment_3780085
Maps don't need to be 100% balanced. It's not necessary or feasible. There are always going to be maps that are killer sided, survivor sided, stealth sided, ranged sided, etc. That's part of the reason why map offerings need to stay.
What I keep saying is that a much better solution, that doesn't just straight up delete a facet of game expression and reduce the game to a lesser state, is thus:
If we presume that leaving maps completely up to RNG is favourable, then we're presuming that you are as likely as not to get a map that favours your side.
Ergo, there are as many survivor sided maps as there are killer sided maps, and you have a roughly 50/50 chance at a decent game.
Now, if we add map variations to realms that only have a single option, and ensure that within the maps of a given realm there are roughly equal killer sided and survivor sided options, then this RNG is preserved. This way playing a map offering does not guarantee your side an advantage. It may, depending on the exact make up of those maps, tipe the RNG a little more in your favour, but it's still up to RNG.
So adding maps to existing reslms is the answer, and if maps can never be 100% balanced, you play into that and ensure that a given realm has options that tend to both sides.
This means that for the killers/builds that don't have a 50/50 chance without offerings, such as Mirror Myers who has a roughly 5% chance of getting a fair map without an offering, they can play an offering for a realm that suits them, and ultimately still get that 50/50 chance at a fair game.
This is a good point that I agree with. More variations means that when someone brings a map offering, they're not guaranteed a map that favors their side and build. Good compromise. I don't know how much effort goes into map variants though, it will still take a very long time until people stop being comfortable with using map offerings purely to give themselves an advantage.
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@Seraphor said:
Map offerings are only a problem if maps are a problem, so fix the maps.
100% balance is not feasible or necessary, so it's not an impossible task.
1. Rework the worst offenders, notably Badham.
2. Introduce new maps or map variations to realms that currently only have a single option. With multiple options per realm, you still have RNG within the pool of a given offering, so that offering is not a guaranteed advantage.
This way, we're not removing valid gameplay options for players. Offerings are still useful, for completing certain challenges, playing certain killers/builds, and wanting to go to a given realm for fun/aesthetics should be an option.
The idea of introducing more variants to maps is very good. I really like the new Ormond variant, for example.
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2v8 plays a big part, but so does time of day. If I play past 11pm, the games become extremely sweaty, whereas if I play in the middle of the day, the games are surprisingly easy.
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@Toaster427 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775720#Comment_3775720
Why have the devs since abandoned the golden rule of simplistic design to avoid overly confusing mechanics to new players?
I'm old school, so I remember the community events where the devs explicitly stated this as a major consideration when developing new killers early on, which is why most of the killer's from 4 years ago have pretty basic powers but are still fun for everyone play with or against.
These last few years of killer development seems to have utterly erased that strategy, with killers being released now that have such complicated powers and effects that new players are literally hopeless to counter them without spending an hour on a wiki page studying guides.
What is the strategy now? Has BHVR lost interest in considering the fun factor for new or casual players ? Are they focusing on just keeping the veterans happy now? I mean that's what it feels like nowadays.
I'm positive if you went out right now and found 4 new players and had them play 10 rounds against vecna, and then 10 rounds against Bubba, they would take a significantly longer time to learn how to play against vecna than they would bubs. How is that fair? Why should new players bear the burden of a otherwise miserable experience of getting stomped on over and over again simply because someone spent money on a premium character? Why should someone who spends money on a overly complicated killer be rewarded with free wins whenever they get matched againat newer or casual players? What does this do to the game in the long run when new players are put off by this and quit playing early on because the game is far more complicated to learn than it was 5 years ago.
And don't tell me a simple designed killer isn't popular anymore to players. You've already proven that wrong with wesker, who was last killer that BHVR released that was both overwhelmingly welcomed and praised by both killers and survivors.
I mean there are only so many simplistic killers you can design till you run out, at least with the current engine and gameplay limitations. I don't blame them for struggling to make up completely unique ideas, the game has been out for 8 years and has well over 30 killers.
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I don't think it's ready to be permanent yet, plus it's messing with the queue times for regular mode. I'll also be excited to see it return though, hopefully with some more killers and more interesting survivor gameplay.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780079#Comment_3780079
There's a huge disparity in escape rate across the board on different maps.
Then this is a reason to rework those maps.
If there was a huge disparity in escape rates with different perks, you wouldn't call for all perks to be deleted. You'd nerf those perks.
The problem is that they've already tried to rework many of these maps, but the changes are never enough. Both Garden of Joy and Eyrie of Crows were made smaller and they changed some tiles, but they remain very surivor sided.
Haddonfield is heavily killer favored if you just ignore certain parts of the map and only play around the strong areas. But again, they've reworked this map like 3 times now, and I highly doubt they're willing to try again at this point.
I think your example with perks is unreasonable, because all players aren't assigned perks at random, they have to be chosen before the trial. Whereas by default, the map is chosen at random, and you have to go out of your way to bring a map offering to prevent this. Now I won't get into the perk meta, that's a whole other issue, but I gotta say Chaos Shuffle was great, and I'd love to get a random build for a BP bonus or something.
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@Rumplestiltskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780072#Comment_3780072
I expect my MMR is just as high as yours and I LIKE map offerings being in the game. Variety is the spice of life. If map offerings were removed, rather than simply tweaking a few problematic maps, entire builds would be extinct overnight. The META would rigidly be defined to ONLY those builds which are all comer, reducing the number of overall Killers you see and the builds they have. It would be, in a word, very tedious and very quickly. I don't think he intended to be hostile in his response to you but to emphasize a point. Why make suggestions that take away options from other Players rather than suggestions which provide ways to mitigate the things that you see as issue?
This is a fair point. It just bothers me that many maps have been very killer sided or very survivor sided for a long time, and BHVR haven't been able to smooth it out. Of course, it's a tall order and there's a million variables to take into account, but still. They seem to be moving in the right direction at least.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780072#Comment_3780072
They're not. The problem with map offerings is psychological and an issue of confirmation bias. I'm sick of seeing this fallacy repeated time and time again, and I don't want to see some of the most fun parts of this game deleted to satiated it.
You don't lose because the coordinated SWF you faced brought a map offering. You lose because they're a coordinated SWF.
If Map offerings provided no advantage, sweaty players wouldn't bring them. Take a look at this. Yes, they are community gathered stats, but they're the best we have:
https://nightlight.gg/maps/viewer?sort=kill&shown=pick%7Ckill%7Cdist&start_days=28There's a huge disparity in escape rate across the board on different maps. Some maps are very clearly killer sided, some are very clearly survivor sided. And I didn't even look up this list until after writing this comment, and yet, all the maps I've mentioned are down there at the bottom with the highest escape rates.
The advantage map offerings bring are absolutely not just psychological.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780063#Comment_3780063
"Nothing of value would be lost" only for the sweatiest of the top 1% of players.
For everyone else you're dumbing down the game and removing features that make the game fun.
No more mirror myers, no more playing on a map that you enjoy purely for fun.
Nope, everyone has to be sweaty and miserable like you.
Oddly hostile comment, especially claiming I'm sweaty and miserable when I haven't insulted you at all.
The top MMR players aren't just 1% by the way, there's no way on earth I'm top 1% MMR, but I've reached the point where I go against map offerings very regularly and it's extremely unfun. There's a reason why so many people complain about them and that's because they're a net negative on the game experience for a lot of players.
In my experience, when I play against casual players, they tend to bring BP offerings, not map offerings.
And if you want Mirror Myers to be viable, why not just buff that instead? I wouldn't mind if Myers was 110% in Tier 1 with a regular lunge range, plus even 25% from the brown lunge range addon. Now he's viable in far more maps, and doesn't need map offerings as badly.
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@oxygen said:
Just flip map offerings on their head and make them ban the realm instead honestly.
Crazy to see this suggestion so far down in the thread. This is literally the most obvious choice. Now we have map bans and we fix the map offering problem.
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@Seraphor said:
Which maps are "so unfair" that your blood boils when you see an offering for it and you want to quit the game?
Does the same thing happen when you end up on that same map without an offering?
If yes: that map needs to be reworked.
If no: the problem is not the map, it's the psychological impact of seeing a map offering, you would be absolutely fine if you simply look away, or if they made map offerings hidden.
Map offerings have never been the problem, and I'm kinda sick of this fallacy at this point. They serve a valuable tool for game expression and are just as valid as any other offering, or your ability to choose which perks you use, or which character you play.
Plenty of people use them as purely aesthetic, some use them for the miniscule advantage they can sometimes offer, but they're really no different to other offerings that also give you an advantage such as Coins, Oaks, etc.
And if any individual map offering truly provides enouh of an advantage that its use is unfair, then the solution is to rework that map.
The best thing they can do, which they have started doing, is to add more maps to single-map realms. This gives you multiple options for each offering, reducing your chances of being sent to any specific map, but still preserving the aesthetic intent of the offering. If you have a 50% chance of a map sending you to a killer/survivor sided map, then that's really no different to getting any map at random.
BHVR have proven many times that they can't just "rework" problematic maps. Midwich will still be extremely good for Nurse and stealth killers after the rework. Eyrie of Crows and every single Badham map is just awful to play as M1 killer, and most other killers for that matter. Garden of Joy is still terrible, but at least it's a 50/50 with the offering now. The Game is poorly designed, and very hard to play around for M1 killers if survivors simply communicate when the killer tries to drop chase, which is what you often have to do on that map.
DBD is not a balanced game, what keeps it balanced is the abundance of RNG. RNG map, RNG amount of pallets, RNG tiles. Remove RNG and the balancing falls apart.
Claiming that a map offering gives a "miniscule advantage" is outrageous. If you play in high MMR, you'll be seeing map offerings every single match, and it's tiresome because it's the same maps every time. And if I end up on a map that doesn't favor me at random, I can at least know that the enemy haven't brought a build around the map as well, like using Balanced Landing on RPD, etc.
Map offerings could be removed tomorrow and I wouldn't mind at all, nothing of value would be lost to me. I only bring BP offerings anyway. If I were to bring Sacrifical Wards for every map offering, I'd run out far sooner than people bringing map offerings.
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@Slan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778505#Comment_3778505
In that case just make them loose collision with the killer until the endurance effect ends
This I agree with.
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Right now? The only thing that's changed is that she got the green windup addon basekit.
She's fine. If we wanna make her more fair, give her 6 hatchets instead of 7, but add a crosshair option to the game. That would help newer huntress players and console players a ton, while not making much impact for high level players.
Ping is the biggest issue when playing against her, but that's an issue against all killers.
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@I_CAME said:
Lethal doesn't need to be nerfed. Ridiculous S tier killers like billy, nurse, and blight need to be nerfed. They sort of nerfed Blight and we're thankfully getting Billy nerfs soon. How nurse has dodged major nerfs for so long will always be a mystery to me.
Nurse could get some aura blindness when charging blink, it's pretty much a free hit to teleport after survivors that are being aura read as her.
Also, they could nerf Blights addons further. Even after all this time, people are still running Iri Tag for 10% more speed and Blighted Rat for +3% per rush. Just make it 5% on iri tag, 2% on rat and 1.5% on crow. Idk. Tone it all down. Billy is seemingly about to get some nerfs.
It's true what you say, Lethal is only a problem on these killers because they have the mobility to take advantage of the 11s duration.
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Just remove the weird "activation" kick and make it always active, but it can still only compromise 1 gen at a time. Now it is far more consistent and less awkward to use.
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Buying rift tiers was always a terrible option and never worth it, especially now that the challenges give more rift fragments.
I wouldn't be opposed to removing the option to buy levels past 85, but maybe BHVR want whales to buy 200 rift tiers or something.
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Nah, he doesn't need any buffs. But if he's getting nerfed, the only thing I'd change is make it so overdrive only last for your next chainsaw sprint, then goes away and you have to charge it back up again.
He's arguably a top 3 killer, and he's very strong in loops even without overdrive. So making overdrive more limited while keeping the rest of his power intact seems cool to me. Adding a "1 overdrive rush per overdrive" limitation would also open up to make some of those "overdrive buildup" addons different and actually useful.
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@ChaosWam said:
I would normally agree, seeing what the survivor's time playing the game and everything can be a problem and low hour survivors are usually tunneled out while seeing high hour survivors means the killer might dodge.
HOWEVER, I don't want to be in a match with survivors who have VAC bans, game bans and their profile hidden. I'd rather dodge those players than risk being stuck in a match indefinitely, especially if hacking ever becomes a huge issue again.
If you don't, somebody else will. I'm not opposed to hiding names in lobby, but at that point, why even have a lobby other than or people to show off cosmetics? I'd rather just skip lobby entirely then, and go straight into the match once 5 players have been found. Could skip offering screen too for all I care.