MrMori
MrMori
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Separating game bans from chat bans would go a long way in this. Allowing people to simply disable post game chat, or even making it "opt in" instead by default so it doesn't show up unless you actively want to see it would also be great. And I don't mean "just hide the box", that's not it. I want the option to simply turn the feature off like console, no box whatsoever. And I want everyone to see that I have chat disabled so they don't waste their time.
Again though, why aren't chat bans a thing? I don't mind toxic players getting to play the game, but if a player consistently says the most vile stuff they can think of in post game, why should they be allowed to use the feature exactly? Right now, BHVR could only straight up ban or suspend their account as punishment but that feels too harsh to me and it's bad PR to straight up ban players just for being awful in post game chat. And I agree with BHVR to be lenient on bans like that. But why on earth after 10 years is there no chat ban? Not having it makes this way more complicated than it has to be. If you have an extremely high chat abuse report rate, perma mute after a manual review. There we go. Problem solved. Then these players can either cope in another way after a bad match or go make a new account if being able to verbally abuse people any time they're upset is so important to them.
I just don't get why chat and game bans aren't separate already, it makes dealing with these types of extremely toxic players much more complicated than it needs to be.
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I think the killer role could be made a ton more accessible and less stressful for newer players with just a few small tweaks to chat and gate-opened endgame scenarios. Like sure, people might still tbag sometimes in matches but then you have the choice to chase them or drop chase, frustrating as it might be.
First of all it'd be nice to see who is and who isn't in chat on the scoreboard, for example to know if someone is playing on Epic games or on Console if you're on Steam for example. But if they don't have post game chat you'd see a little "no chat" icon. Second, it would be great to be able to disable chat yourself and turn it off completely in the options just like console has it. I either skip postgame or just say gg and leave 99% of the time, and most matches are indeed silence, especially when I win. Being able to abandon as killer (but leave behind an afk bot that stands still to not mess with challenges) once gates are open and all survivors are healthy or injured would be nice if survivors are waiting or bagging at gates and the game is decided, kind of like survivors being able to abandon when everyone's slugged or hooked and the game is otherwise decided.
And just so we're not only pushing less interaction, it'd also be nice to be able to say "gg" if you had a fun match without using chat, so how about this? A little GG button you can press near your own name plate on the scoreboard. You press it, and it will say "GG" on the scoreboard with a little animation so even cross platform, you can get a little positive interaction in the post game and express that you enjoyed the match. And you could still use it if you had no chat or chat disabled. To top it off, what if the killer saying "gg" gave all four survivors 5k bp each, just a little thanks for the good game? And each survivor that says "gg" gives the killer 5k bps each as well? Just a small thing to encourage some positivity without the need for chat at all.
Other than that, I think matchmaking plays a huge part in why the new player experience is awful, as well as how MMR is calculated but that's another huge topic for another day. Short answer, they really need to remove lobbies if they want better and more consistent matchmaking, as well as start to measure MMR gain and loss on a team basis based on how many survivors escaped or survived, gens progressed, potentially hook states. Not just individually track for each survivor if they escaped or died. Maybe we'll get some news on this at some point this year since they claim to be looking at improving MMR but I'm not very hopeful they'll improve this in any sensible way tbh. BHVR just seems a little out of touch these days with this stuff.
I don't personally get much BM in my matches but I also find that many of my matches I'm either going against players way worse or way better than me. It's awkward and in matches where survivors get rolled they're more likely to just move on without saying anything, no point in waiting for the team to finish. I guess that's why I often get more BM when I'm struggling or losing a match, which is just rubbing salt in the wound and definitely tracks with how a beginner might get more BM than someone that simply has more experience and wins more.
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At this point, I don't think BHVR can do literally anything about hackers except slap bandaids on the problem and hope that people don't complain enough to make them look bad to investors or get frustrated enough to actually quit the game. Their code has literally zero server side validation, and I have a feeling it would require them to rewrite enormous sections of code to put in place simple basic validation like "Is this player running faster than they should? Does this player actually have the perk that was just used?" I mean for gods sake, the game doesn't even validate your perks, ever. You can literally join a DBD match with 100 perks equipped and the game doesn't even question it. That would seem like the most basic of checks to write into code but no, not even that is validated. From the ground up, the game is built around trusting the client completely because it used to be a peer-to-peer game, which eventually got dedicated servers. But despite this they seemingly didn't improve the server client architecture at all to take advantage of the security improvements that can had with dedicated servers that can validate what's being sent to prevent the most egregious forms of hacking like teleporting around, etc.
And with free DBD accounts from the brief free-to-keep weekend still being so accessible for hackers who have stockpiled thousands of accounts, plus how cheap the base DBD is in general, plus stolen accounts being sold for cheap, hackers don't even care if they get banned. It's not like it costs them anything, and because there's no replay system or anything, they have to get manually reported to even get banned, which can take weeks even for the most obvious hackers. And don't even get me started on somewhat obvious subtle cheaters that speed up around tiles. They never get banned, ever.
Literally the only thing preventing the average player from meeting miserable cheaters every single match is the sheer amount of regular players shielding them from being matchmade against the hackers, who are thankfully a tiny minority. But that doesn't excuse the fact that the game practically has zero actual anti cheat, zero server side validation of anything sent by any client, no replay system to catch cheaters and an outdated, old and inefficient reporting system.
I think what irks me the most about all this is that even things that should in theory be easy to fix are never even fixed. Like players getting perpetually sniped, even off stream, by cheaters scraping their DBD accounts online status and matchmaking data to snipe your lobby. I mean come on, why is that even possible? Just obfuscate and block that information from the client, why is this even a thing? Why should a cheater be able to see any players online status in all of DBD? Why can they see your private BHVR ID in plaintext when playing against you? Or see your Steam/Xbox/Playstation profile even though your Anon mode. Why is this information available to the client at all, the client doesn't need to know this. It's absurd that nothing has been done about this yet, at least what should be rather simple fixes.
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Ingame reports are used more like a data point than an actual report that might get you banned. They're used to look for outliars like hackers that blatantly cheat, instakill everyone and get reported by almost every player every match as a result, and to compare your report rate to the average player if someone ever submits an actual manual report on your account. By manual report I mean that someone literally records their screen when playing against you, claim that you're hacking, and submits the footage as a cheating report through an official form using their BHVR account. On top of that, the person handling it has to then watch the footage, deem that you're hacking, while also checking the report rate on your account to verify. If you're not blatantly cheating in the most obvious way, you will never get banned from this kind of thing.
Basically, ingame reports from salty players that don't even understand how aura reading works have practically zero impact on your account, ever, and will never ever get you banned, so you have absolutely nothing to worry about.
As for replays, this game doesn't have a replay system. All BHVR has from matches are vague general stats, ingame reports from the match, and of course potentially whatever footage someone recorded from their screen and submitted using the cheating report form, if anyone actually bothered to do that, which 99.9% of the time they won't, not that it would get you banned if they did and you weren't blatantly cheating.
I have no idea about account recovery if you do get falsely banned but I wouldn't worry about it. Just don't clap back too had in post game chat if you get the urge, that might actually get you banned. But only if you say very specific words or slurs that trigger something, post game chat is also very lenient when it comes to bans, for better for worse. I think it's strange that we have no separation between chat bans and game bans yet but that's another topic.
If someone reports, just ignore it completely. If they seem insistent, tell them to check your perks so they understand how you found them. And if they're abusive in post game chat, report for communication abuse and move on. Nothing will happen anyway.
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I don't think it's on purpose. I have so many thoughts on this that I'll do what I always do and write a long post here to explain why I think matchmaking in this game is so incredibly awful in case anyone's interested.
I think there's three factors that completely obliterate any semblance of accurate matchmaking. And this isn't even considering how abandons work, I'm not even gonna get into that but I have a feeling that it's a complete mess in terms of MMR, when it really doesn't have to be… Anyway, take a look at these three points.
- First point, MMR is based on individual escapes, not team escapes. So it actually rewards selfish play (escaping alone) over skilled play (making sure most of the team escapes). This makes zero sense, because in literally every single team based game ever made, whether a player gains or loses MMR is purely based on whether their team won or lost, as it should be. There's plenty of ways to play selfish and get a good personal result in any team game. But what makes a skilled player is how many matches their entire team wins, at least in the long run. If many players escape in your matches on average, then you're probably a good player. If only you escape very often on average, then you may or may not be a good player, but you're very likely a selfish player. Sure, a good player will escape more often than a bad player, and good players will have high MMR on average, but you get my point, right? These two things are not the same, but the matchmaker acts like they are, or at least has zero way to discern between a good or a selfish player. And believe me, if you're selfish enough, you can get very high MMR while still being an absolutely terrible teammate and a huge detriment to the survivor team as a whole. This means that it's a coin flip whether a teammate you have is high MMR because they're selfish, or because they're actually good. It's a huge mistake to have the MMR be individual instead of team based.
- Second point, the pregame lobby ruins both matchmaking quality and makes it take longer to get into a match. Why is it even here? All it does it let people lobby dodge, then the open slot has to be backfilled by the matchmaker. And it's been confirmed that the matchmaker prioritizes speed over accuracy when it comes to backfilled players. Why does it have to fill the empty slots fast? Well if people leave lobbies, then more players might leave, and then the matchmaking would be slow and inaccurate, right? Except this wouldn't even be a problem in the first place if pregame lobbies weren't a thing! The pregame lobby system actively sabotages both matchmaking speed and matchmaking quality because as people naturally leave lobbies and new players are backfilled in, the MMR/matchmaking becomes less and less accurate, all in the name of speed, because we can't have players both wait a long time to get into a lobby and a long time to get into a match, right? But the lobby alone is a huge part of the reason why games take a long time to start and are inaccurate! It is completely redundant, slows down and ruins matchmaking, and should have been removed the moment MMR was introduced for faster, more accurate matches.
- Third, the matchmaker tries to compensate for the time wasted in lobbies by prioritizing speed over accuracy. It makes sense right? If you're gonna be waiting 3 minutes in a lobby for people to join and leave, you definitely don't want to wait for 3 minutes in matchmaking too, right? Except this priority of speed over accuracy leads to even worse matchmaking. On top of that, the MMR ranges are extremely wide, so the "top mmr" range actually consists of a huge section of players, and it gets wider the longer you're searching for a match. That's why it's even possible for relatively average players to be matched with several thousand hour sweaty players. But get this, what if you start searching and get into a lobby instantly, surely it's because the matchmaker found a perfect lobby for you and you're about to have a great match, right? No. It is most likely still an inaccurate lobby with huge MMR disparity between the players because you are being used to backfill into a dodged lobby! So either you wait for a long time to get an inaccurate lobby, or you wait 5 seconds to get backfilled into an inaccurate lobby. Ridiculous! And all of this could have been avoided if they just removed pregame lobbies and instead just started the match once 5 players had been found and clicked on "accept match" or something, no lobby needed.
I mean seriously, why even have a matchmaking system if the lobby just ruins all of it? And if you're looking for the most accurate representation of player skill in a team based game, why is it not based on team escape rate rather than individual escape rate? It's such low hanging fruit and it's so obvious but no one cares to look at it.
BHVR can do absolutely anything they want with MMR, the existence of the lobby and the fact that it's based on individual escapes instead of team based means matchmaking is doomed to be inaccurate. If they don't address these two factors first, nothing else they do matters. And I'm not sure if they realize this, which makes me sad.
Hey, at least there's MMR changes on the roadmap. Maybe some of this will be touched upon but honestly I have zero hope for this issue anymore.
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It's no surprise that the strongest killers all have either insane chase or very good catchup. Blight, Dracula, Ghoul, Spirit, Hillbilly, all of them have ways to catch up to survivors that Shift+W or generally traverse the map quickly, and all of them are considered top tier. That's no coincidence. Nurse can't quite catch up as fast as most of these from a long distance but she has burst mobility, through wall travel, vertical mobility and insane chase potential so she more than makes up for it with that.
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I was seeing many cheaters when I was still bothering to play many matches a day and it has indeed gotten worse. It's interesting because before FNAF I was seeing many, after FNAF I saw few, but they've slowly begun to make a return. The game just isn't enjoyable at higher MMR right now in any way shape or form thanks to the recent pallet changes and subtle cheaters unless you're playing some top tier killer with a crazy build that can just brute force power through it all, which I don't enjoy.
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@Munky said:
This is just a perfect showcase of how many casual survivors there are in this game, complaining over nothing, destroying the game in the process. Cause all those casuals now go to 2v8 to do their quests etc, and suddenly you are left with all the decent survivors in 1v4 (cause they know better). Go figure!
OPs description was alrdy the case for me for the last year, I quit playing survivor cause its boring/easy, and quit playing killer cause… do I even need to explain? Play ghoul, everbody DC's. Play trapper, get destroyed. imo DBD is at a pivotal point in its history. if BHVR doesn't correct course fast, I fear the worst.
You have to cater to casuals because they bring in quite a lot of money. This game wouldn't exist without them. I just wish they could balance in such a way that the game still felt decent when playing against very good survivors even if you weren't playing a top tier killer.
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@Classic_Rando said:
BHVR should just get rid of endgame chat. It serves no purpose other than to give people a way to be toxic and hateful to each other.
I say make it an option you can choose to opt into if you want to. I'd opt out, ideally with a nice big icon next to my name in the post game screen that shows clearly that I have chat disabled, so people that want to whine and gloat in chat can clearly see that their nonsense falls on deaf ears. Give me a little GG button I can press instead if I had fun in the match that everyone can see that I pressed and leave it at that, 90% of post game chats are either quiet or just gg anyway.
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I'll say it every time the lobby is mentioned or discussed, pregame lobbies should be removed and it makes absolutely zero sense now that skill based matchmaking is in the game that players can purposefully leave a lobby where they are matched with similar skill opponents. The pregame lobby as a whole is a pure detriment to the game in my opinion.
It's like we have two systems, one is designed to match players in an attempt to get similarly skilled players into the game together, which is the skill based matchmaking. The other is designed to allow people to completely disregard and disrupt this exact system, which is the lobby. The lobby you are placed in before the match on a fundamental level ruins matchmaking by allowing players to leave for any reason whatsoever, which then means players have to wait even longer to get into a match. But the way matchmaking decides to fix this problem that the lobby system causes is to make matchmaking even less accurate to shove any random player into the abandoned lobby, which causes even more people to dodge, and even less accurate matches.
So you end up with the worst of both worlds. No real control over which lobby you join like a server browser or something, but also no quality matches because people can just leave lobbies at any time. Absurd. And that's not even mentioning all the wasted time that comes from having to sit and wait in lobbies as people join, leave, don't ready up, over and over.
I can't imagine how impossible it must feel to make a matchmaking system for a game when you can't even guarantee that the players you match together initially even get into the match together. Why do BHVR keep the lobby and make things difficult for themselves when they could remove it and make it both easier to matchmake people, and faster to get them into a match?
I'm very curious, if you guys could pick, wouldn't you prefer to just select your build, start searching, then get a popup for accepting the match, and go straight into the loading screen and start the match without the lobby even being there at all? No going into a lobby. No backfilling into a lobby you aren't meant to be in in the first place. No waiting for 2+ minutes as people leave and join lobbies, even though finding the lobby itself took 5 seconds. No insane skill disparities.
You'd just, queue up. Get a prompt, join into a match with evenly skilled players. Sure, maybe you'd have to queue for 2 minutes instead of 10 seconds. So what? It'd be worth it. I know I would prefer it to be like that instead of how it is now.
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@Pizzaman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018444#Comment_4018444
Hi friend, I did indeed read that, and that's why I said, downvotes aren't hate.
and it got VASTLY downvoted. I just don't understand the hate just for hates sake…
You got downvotes, and you associated them with hate, that's why you literally used the word "hate" after "VASTLY downvoted" (and I can also find occurrences of the word "hate" in your reply to me: "hateful", "hated on"). I think it's pretty clear. If things have no relation, we don't put them next to each other. If things actually have a relation, we put them back to back. It's a simple linguistic concept.
And just to make it crystal clear, I'm not arguing for or against downvotes with you. This is about you seemingly wanting to associate downvotes with hate. Votes express agreement or disagreement, not love or hate. Hate, that's just an interpretation, and I don't share that interpretation, even if it's just for the specific context of a post.
But you exactly proved my point that people will be mean just for the sake of it so thanks ig?
Also, would you care to explain how I "proved" your "point that people will be mean just for the sake of it"? Please quote the part where I was "mean". I only wrote one sentence anyway, so that should be very easy.
Just passionate about DBD
Passionate about
DBDthe forumand trying to remain positive in a really difficult community to be positive in apparently…
It's actually quite hard to always see just negative things, unless that's the personal modus operandi. So my recommendation would be, try not to always see "hate" in everything. It's unhealthy.
Here's a healthy 🍏 for you
Cheers
Not him but my issue with anonymous downvotes and upvotes on a forum like this is that there are indeed users that mainly upvote or downvote but never interact. And I think if the votes were made public, it would shine a light on who these users are, and you'd be able to identify who is agreeing or disagreeing with many posts without ever explaining why, even to simple posts that would be easy to voice an opinion on.
I also want to point out that a lot of people do actually use downvotes for more than just disagreeing, not everyone shared your viewpoint of them being purely used to disagree or agree with a post. Some simply use them to say "I like this post" or "I dislike this post". I don't think them being purely about agreeing is mentioned anywhere so what they mean is up to interpretation. Maybe interpreting them more positively or objectively is beneficial, but if everyone has different views of what downvotes mean then that leads to issues too.
For example, I've noticed that if someone has a post in a thread with many downvotes, and actually humours another opinion, a lot of people will keep downvoting them for that entire thread regardless of what they're writing, even if they're playing devil's advocate against their own argument. So if the person is expressing different opinions and exploring different viewpoints in teh same thread, shouldn't the amount of upvotes and downvotes they get vary? It's clear sometimes that there are people that go through threads to downvote everything they dislike without adding input. It's jarring to me and it doesn't improve the quality of the discussion, which is why I think deanonymizing votes could be eye opening, hold these people accountable and in my opinion lead to better forum culture.
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If I'm playing survivor and I get sacrificed, that's tunneling. And if I'm playing killer and the survivors escape, that's genrushing. Simple as that.
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It's a little brutal for posts to just get straight up ratio'd by downvotes when they're just sharing their opinion, often in inoffensive ways too. I kind of share the same sentiment that anonymous downvotes and upvotes doesn't promote a very healthy forum culture. It pretty much means if you're gonna go out fo your way to post, you either have to not care about downvotes at all and sort of not care what people think which isn't a great mindset for discussion, or just post things you already know people will agree with. I'd imagine it's not very encouraging for people that would like to share how they feel to see that people find their opinions bad or wrong without even getting any feedback on what exactly they said that was bad or wrong.
If downvotes should be completely removed or not, I don't know. I will say it's interesting to see what kind of posts are put down even if you can't see who is voting down, so it's a way to engage with posts without needing to go out of your way to write something, which I don't think is inherently a bad thing.
Making votes public would force people to take accountability and ownership of their votes, not just throw them out when someone is saying something they don't like without engaging with them at all. This is actually standard in a lot of other forums. It would make votes go from feeling like an anonymous mass of people judging your post to feeling like you're actually getting engagement from real forum members, which is a pretty big difference. It'd also shine a light on people that downvote lots of posts without ever adding to the discussion like you say.
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I like the buffs he just got. Played him a little yesterday and he seems at least better and more fun. It's gonna be really interesting to see how he will feel when they remove the turp cap on slaughtering strike completely. But I've yet to go against really good survivors, and I did notice he struggled on maps with a lot of safe tiles still.
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Ghostface is perfect.
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I think the first disconnect should result in a 24 hour ban, having two disconnects within your 20 match grace amount should give a 7 day ban, and the third disconnect within 20 matches permanently bans your account.
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@Abbzy said:
When killer doesnt do anything survivors are angry and frustrated and when he is doing his job too well and even tunnels to be more effiecent they are angry and hate him too, Im kinda begining to get confused here whats the problem, sure it can be annoying if you play for chases but its free escape with easy points in short time so I dont see that huge problem as you claim and tbh Im kinda sad I dont get killer match like this in 1/10 matches because its way better for chalanges like gens or getting out with hatch and etc. than normal game.
Why would anyone want to play against an AFK killer? And nothing says that the survivors complaining about a killer doing their job too well and survivors complaining a killer AFKing are the same survivors, so why even bundle those complaints together? I personally find it intensely boring to match against an AFK killer, what's the fun in that? A lot of players don't have challenges to complete or anything like that and don't care if they can get them done easy with an AFK killer, I'm willing to bet most survivors just want to play a regular match and AFK killers get in the way of that. Think of it like this, let's say HALF you matches was an AFK killer. That would ruin the game. That's why this kind of gameplay should be discouraged, because if everyone set up an AFK doctor bot overnight then you'd have a coinflip of getting into an actual match or an AFK bot match.
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@Roco45 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016315#Comment_4016315
80K playing on Steam alone and they can't utilize MMR, yea okay. Maybe it's because the player numbers are inflated with bots. When I play, I see the same accounts constantly as both Killer and Surv, even if I switch my role it's just the same people, as if there's only a pool of 30 people in my server region. I've played games with 5 server regions with a max of 5k people playing in total and have seen more varied accounts than I do in DBD.
I don't think DBD has botted player numbers at all. If you look at steam charts it has a normal 24 hour wave of peak hours which any game with actual players has. Typically, games that incentivize botting or AFKing have very unnatural 24 hour waves, like TF2 or Unturned.
I believe the rationale for you often meet the same players is because DBD has a multitude of server regions, and a number of them are quite small. According to this website:
There are 12 active server regions for DBD at this current moment. If you're a good player you're likely in the top 5th percentiel of Matchmaking Rating, which from a few semi-official posts is indicated to be seems to be the players above the softcap. And while matchmaking is loose, it'll still prioritize getting you into players who are also at the softcap.So realistically, if there's are only a generalized approximation of 200-300 players in your region at your MMR that you will connect to within the lobby in occurrence of a suitable selection of players being found most of the time, these will be split between two queues, which will further increase the probability of matching against coequal players as a selection of players perform their gameplay almost exclusively on one side, meaning if you too perform the pluarility of your derbies within one prespecified role, although you designated that you indeed occur within both assignments, you will indubitably have a higher probability of matchmaking against said said subset of survivor players within said parameters.
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Not a fan of the slaughtering strike, though I guess it can work in a way even if it doesn't suit him. But he feels underwhelming, they took away several things that the old version had that the new one doesn't. I don't think he's very fun, and he certainly feels less like Myers, even if he may statistically be slightly stronger
- Instakilling off hook isn't possible anymore since there's a 5 or so second timer on death hook survivors where you can't grab and mori them. In fact the whole mori can be completely avoided by just jumping into a locker after you get unhooked as long as you have DS, which defeats its purpose of letting him bypass DS and stuff.
- Stalker mode is 105% while Tier 1 used to be 110% after the 8.4.0 buff, not sure why they nerfed that, even with the lunge range increase I feel he deserves 110% Stalker mode movespeed, 105% feels awful
- You can lose stalk progress, so approaching with Stalker mode and then activating Evil Incarnate isn't that viable, plus it has a transition time which makes ambushes even less effective. It can be played around but it feels punishing for no reason
- You don't keep any of the bonuses from Pursuer mode in Evil Incarnate mode aside from vault speed, but the Evil Incarnate vault speed is still slower than Tier 3 used to be. Why do you not keep the other bonuses? Powering up with your next "Tier" is integral to the feel of the character but other than slaughtering strike, Pursuer vs Evil Incarnate don't feel like a true powerup
- The slaughtering strike has a 6 second cooldown which means even if you try zoning someone and breaking a pallet with your power, survivors can often still get to another pallet before you can instadown them, especially with the pallet density update
- Evil Incarnate is only 40 seconds which feels terrible
I'm sure they'll buff some of these things but come on, what's with all the caveats and cooldowns and restrictions? It ruins the feel of the character.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016829#Comment_4016829
BHVR just recently added a new condition to abandoning which is getting slugged twice and picked up. Certainly a situation where losing a human player could affect the outcome.
Personally I feel like the abandon system didn't really solve the problem of survivors "going next" and I feel like the system has a whole has largely failed.
I don't think the abandon system was ever intended to fix going next, self unhook being removed was supposed to do that and I'd say it helped for a while but now people are DCing and giving up by running into the killer again.
But if abandons don't count as a survivor loss then that's absolutely baffling. I abandon every time the game is over, even if it saves me just 10 seconds, why not? The feature is there so we can all move on to the next match faster. No wonder matchmaking is a mess if this is how abandons are handled.
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Good idea. I personally want uncapped framerate for PC but with so much of the games physics being tied to frame rate I doubt it'll ever happen.
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Matchmaking is way too broad and prioritizes speed over accuracy to an extreme degree, and you flip flop between meeting super high skilled opponents that obliterate you and meeting pretty average players that aren't much of a challenge. Cheaters are on the rise again both subtle and blatant, but there doesn't seem to be any plans to implement even the most basic of server side authentication to prevent the most blatant, obvious cheats that would be considered absolutely ridiculous in any other big multiplayer game. Because matchmaking is so unreliable, playing anything other than very strong killers feels hopeless because you may end up against a reasonably decent team and have a good match, or you may end up against extremely strong survivors and get obliterated.
Same goes for survivor. Some games it's clear we're a bunch of experienced survivors against a relatively new killer and they can barely get a few hooks before everyone is out, while other times matches are just hopeless and it's clear that you're outmatched from the very start, and if you want any fun at all you just have to accept "Yep, at least 3 or 4 people are dying this match for sure, but maybe we can get a couple gens done. Maybe 3 gens done, that'd be great" because there's no real hope of actually escaping, and that's not a fun feeling. And again, the constant flip flopping between easy and hard matches just makes it worse.
Playing seriously feels hopeless because I've ran into several blatant, and some very clear subtle cheaters, but of course without any form of replay system you can never tell so you're just left feeling like "But that didn't make any sense. In my several thousand hours, that just felt off, but I can't prove it". It sucks. And inbetween decent but extemely tough high level matches, you'll still be matched against average players and just crush them which feels pointless. Playing casually doesn't work not only because maps are extremely rough for many mid tier killers, but also because if you reach a certain MMR threshold you'll still be matchmade against the top players and cheaters anyway, even if you barely get hooks or kills against them.
Content is sparse and while they say it's to fix bugs, we've had some incredibly buggy, seemingly rushed releases regardless. It feels like the game is in a state of maintenance rather than growth or even stable improvement which is crazy to say when there's so much that could still be improved and BHVR is such a big company.
Of course I still love this game and there's no game out there that scratches the same itch, but there's just not too much to be excited about right now. I play a match or two every few days, but can't bring myself to play any more than that. It just isn't enjoyable enough of an experience to bother.
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I wouldn't mind killer being able to abandon under certain circumstances during the EGC when a game is clearly over, would save a lot of time and frustration. The feature is there to let people leave a match when it is decisively over with no way to recover, right? I'd say all four survivors being right at the exit gate and the killer having zero way to stop them from escaping anymore fits the bill perfectly for that condition.
Sure a killer can push the survivors out, but why should they have to, the game is effectively over and there's absolutely nothing the killer can do to win, so why not let them abandon instead of jumping through this weird time wasting ritual of hitting people that are tbagging an inch from the escape zone, potentially on two different gates? If the killer wants to show up and nod and hit you so you leave they can do that, letting them abandon would just be an option for people that aren't interested in doing that.
But if killer were to be able to abandon during EGC in some circumstances, I don't think the trial should immediately end because that can mess with things like gate escapes, adepts, hatch challenges, etc for the survivors. Instead the killer character should stop and go AFK and loses collision, and survivors can see an icon that the killer has abandoned.
The only excuse for staying at gates is when you're solo and you're not sure if your teammates are safe in the other exit gate area yet. I would like it is survivors could see each others auras if they were all in exit gate zones, even across the map. Or they had some icon that indicated that they were in the exit gate zone. Something like that to make it easier to see if everyone is safe so you can leave.
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The elevation was about the only somewhat interesting thing about the void, I'm not a fan of the new void layout now that it's missing. Quicker pallet breaks are nice though.
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Challenges like this that rely on the opponent doing something unusual that you have no control over always suck, but the most annoying part is that you seemingly need to complete every challenge to get all the rewards now for events and weeklies. At least you had to do that with the weekly challenges last rift to get the badge and banners. I bet this halloween event is the same way.
So now, annoying challenges like this are even more annoying since you actually have to complete them if you want to get your rewards, even if they're mostly out of your control.
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I'd say if any player in the match misses a skillcheck, the match should be free to abandon. It's only fair, the game is pretty much over at that point.
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I'd rather they remove pregame lobbies completely and improve matchmaking/mmr instead. Give me an accept match button once other players have been found and take me straight to loading. Pregame lobbies only encourage dodging while wasting time, and dodging means backfills, which leads to more waiting and worse matchmaking since the system prioritizes speed when filling a backfill slot.
At least if there's no lobbies then it should in theory be way, way easier to matchmake properly based on skill, since you know people wouldn't dodge a lobby that's fairly matched just because it looks intimidating, and then let some poor sod backfill into it and get stomped.
Since there's killer specific MMR now, you should be able to play your casual killers against casuals and strongest killers against strong teams at least in theory.
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@Kerkvlerk said:
I honestly don’t get why everyone’s so upset about the changes. Sure, the previous rifts went a lot faster, but this one doesn’t really feel bad either. Since the rift released I’ve only been playing around 3 matches a day (so about 30–45 minutes), and I’m already at Rift level 88 with still 30 days left to go.The milestones also dont give anything besides a few bloodpoints. So I’m just wondering, why are people so annoyed by this?
I dislike that you now have to rely so heavily on dailies to max out your rift. The milestones used to give 10 scaling up to 100 fragments per tier, 38 levels total. Now they give 17 total if you even manage to max them out, making you rely heavily on the dailies to complete the rift. It's a big difference for players that don't want to play every single day but instead play the game in bursts at a time, it feels pretty FOMO to make the dailies so crucial to level up.
The improved dailies are welcome, but they nerfed both the fragment gain and requirements to the milestones so hard that completing the rift at your own pace feels impossible, especially with how harsh the new requirements are for the milestones. The only reason I was able to get to max tier is by ensuring I played every single day to get the overimportant dailies in, otherwise I probably wouldn't make it.
I'm really hoping they both fix the milestone requirements to be more reasonable and make the rift fragment rewards scale properly with these milestones next rift.
Also needing to complete every single weekly challenge to get the final weekly challenge reward is frustrating, though I managed.
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Weak and hated
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Gladly, but the fact that lobbies are still a thing completely ruins matchmaking in the first place. Why even matchmake people if someone can just dodge the lobby for any reason, and some random backfill joins completely outside of the MMR range they're supposed to be in and ruins everything? Pregame lobby should be removed if BHVR want matchmaking to actually be improved.
Just have your perks and everything lock in the moment you queue up, then you get a popup to accept your match like in other big multiplayer games. No more backfill, way, way easier to tweak for the devs. Lobbies are an outdated relic that don't work with skill based matchmaking.
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I've got a lot of thoughts on this so I'll just dump them all like I tend to do, but in the end, I just don't think BHVR cares. Until shareholders or the press or whoever they're afraid of gets an idea of how bad it is and it makes them look bad, I don't think they're going to change anything.
I've personally been keeping the chat closed recently and just played, never bothering with post game interactions. It's been alright. The games have been so ridiculously sweaty and sweaty players are the most vile in post game chat so nothing of value lost really. Some players take the game so personally it's unreal.
If BHVR wanted to make chat less terrible and much more manageable for themselves too, they could do it like this:
- Add an setting to completely disable lobby and postgame chat in the options, requiring a full restart to put in effect so you can't turn it on or off at will, you have to commit to it. This would also add a "no chat" icon to your name in post game screen, maybe even pregame lobby. Exactly how console players have it, no chat window whatsoever. This would also be helpful for players with chat, because they could see which players can actually see their messages. Console players without chat would obviously have this "no chat" icon, as would muted players, which I'll get to.
- Make chat opt out by default, so you have to go into the settings to enable post game chat and pregame lobby chat. Most players wouldn't bother turning it on, even on Epic Games or Steam, because of how toxic it is. It would quickly become a thing of the past and good riddance. If people wanted post game interactions, they could leave their Steam profiles open so people can comment there, or just leave post game chat enabled and hope they find someone else who's bothered to do so as well
- Add chat bans, or "mutes" that are separate from game bans. Right now, the only punishment BHVR can give to someone being vile in postgame chat is a game ban, which even I think is too harsh. It doesn't make sense to ban someone from the game completely just because they act terrible on chat. But if you add a separate ban for chat, it would lower the threshhold for what BHVR can punish toxic chatters for significantly. Exactly what would cause a ban would be up to them. They could even add some clear guidelines as like an info box next to the chat window, just so people understood what could get them chat banned.
- As a little bonus, add a "GG" button for players that they can click if they enjoyed the match. Clicking this would show everyone you said GG, and everyone except yourself gets 3k extra bloodpoints, like you're gifting everyone else in the lobby some points because you enjoyed playing against them. You could also see who else used their GG button. Maybe you could have some stats that tracked how many GGs you get in your matches, how many matches you say GG yourself, some percentages, etc. If you're in a party, it only counts as one GG for the whole party for obvious reasons. Kind of like the commend systems in Dota, League where you can give other players some props after the game
With this, there would just be less post game chat interactions since fewer people would be using chat, and fewer people that did use chat would use it in games where everyone else had it disabled. Thus less stuff for BHVR to have to moderate in the first place. Plus, the GG button would be a small positive thing where you can choose to reward other players if you enjoyed playing against them.
If you wanted more social interactions, you could still add others either on the platform you're playing on if they're on the same platform, or even directly through DBD if they're not anon and have friend invites on. Or just keep your chat enabled. So the social aspect would still be there. Of course people would still add you on your platform to talk #########, but at that point you just have to tweak your settings on that platform. Still don't get why console players don't get anon mode, must suck for them.
Hell, if they wanted DBD to be more of a party game, BHVR could actually add voice chat to DBD too, but only for players in the same party, not solos. This seems like a no-brainer to me. Wouldn't it be cool to have a game with a console player, add them, get in a party with them and be able to talk to them over voice chat, all within DBD? Of course though this would need to be moderated kinda strictly so survivors wouldn't add people to harrass them in a party since they couldn't talk to them through chat.
I feel like the chat issue is almost entirely solvable by giving the players more options, and clearly signalling to toxic chatters that are mad after a game that "Hey, nobody has the stupid chat enabled, nobody wants to talk to you, shut up and deal with it instead of lashing out like a child." For now I just don't bother with chat at least on killer. It's worthless to me and there's no friends to be made unless you're playing survivor anyway.
- Add an setting to completely disable lobby and postgame chat in the options, requiring a full restart to put in effect so you can't turn it on or off at will, you have to commit to it. This would also add a "no chat" icon to your name in post game screen, maybe even pregame lobby. Exactly how console players have it, no chat window whatsoever. This would also be helpful for players with chat, because they could see which players can actually see their messages. Console players without chat would obviously have this "no chat" icon, as would muted players, which I'll get to.
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I don't mind fog vials in concept and I do think they should have charges instead of being rechargable, but if they're gonna have only two charges they need to be much harder to track survivors through. I'm sure they'll find a middle ground eventually but come on, at least make it like 4 charges while the vials are as weak as they are now.
Meanwhile, maps and keys I haven't seen a single survivor use since the update. They have extremely limited use case, and they still have charges. If anything, maps and keys should be the item to have a cooldown but no charges. And let maps track objects again like generators or totems. Why was that removed? Detectives Hunch + a map would be almost viable if they made maps and able to track objects, and have say 30 second cooldown or something, but infinite uses. All they do is show pallets/windows, etc. Still way weaker to bring than a strong medkit or toolbox.
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@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3983372#Comment_3983372
Yellow bottle aside, he got almost nothing but nerfs though. The reload buffs aren't even close to make up for what they did to his purple bottles and his addons.
I'd say he was moreso sidegraded. He got reload buffs, but you can't just ignore the 1 second yellow activation and 2% more haste on yellows, that's big. Meanwhile, his purples got kind of gutted. So now he's about as strong as he used to be, but instead of only spamming purples the whole game because yellows were bad, he now spams yellows the whole game because purples are bad. He still struggles in the same ways as before if survivors just prerun, slam gens, die in corners and don't try to loop too much. Prerunning is still strong against him despite the haste buffs.
I wish they could just find a middle ground. If they really wanted to make Clown players use both bottles, why not separate the bottle counts so he gets say 3-4 yellows, 3-4 purples, and reloads them all at once? But at the same time, they give him back his strong purple bottles. He gets the best of both worlds, but has to manage his bottles better than before. Strong yellows, strong purples, but he's incentivized to use both types, or else he'll find himself reloading constantly. Something like that.
In the end I don't think he's the kind of character anyone will ever truly enjoy playing against with how he just kind of wins loops and tiles with very little counterplay through big speed differences, as long as the Clown player uses their bottles right.
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That would just lead to toxicity. Head On should show the aura of the locker you're in when it's ready anyway.
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@Hanuka5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981975#Comment_3981975
I agree with most of your points but not with this one:
For now, if you're bothered by post game chat I'd just keep it closed, or just immediately press continue, unless you want to check their builds and profiles or something.
Yes this works but its kinda the same advice if you tell a woman "if you dont want to get groped, just dont go into the disco" The problem is that if you have a unmoderated chat like this where it has no consequences you basicly are creating a toxicity spiral. Because humans are social animals if somebody is mean to you it drags you down.
They found in studys that even if the other participant knows that they are only insulting him because of the study it still drags you down.
I don't know if that's comparable. It's not like in real life where someone is mean face-to-face and you pretty much have to stand up for yourself. It's also not the same because nobody can force you to keep chat open, while someone can absolutely force you to confront them in real life, at least to an extent. It's just anonymous people on the internet hurling insults, people you'll never meet again. Plus you can just remove their messages with a button. Why engage with that unless you enjoy the toxicity? I'd say it's more like deliberately choosing to go to a store or club or something where everyone's incredibly rude, when you could just walk past it and not bother with it.
I've tried reporting people that are just blatantly rude in post game chat but I never get any notification that something happened, I don't enjoy it, so why bother with it, that's my view. I'm here to play the game, not to argue whose better at it after we've finished the match. I don't even really have anything to say anyway other than maybe a gg but meh. Who cares. Leave it and move on to the next match I say.
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@I_Cant_Loop said:
Is this a regional problem? What region do you play in? It’s been a very long time since I’ve seen a blatant cheater - I play in US eastern time zone. Maybe cheaters only come out really late at night after I’m sleeping?
Not OP but I play after midnight sometimes. That's also when the matches are sweatiest and most normal players go to bed, but like OP I've been meeting blatant cheaters regularly since the walking dead update dropped playing those hours.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980685#Comment_3980685
They don't even need a replay system.
The fact that their game can't look at a player and say "oh look, this person crossed the entire map instantly, or finished a gen instantly, or the killer killed people before they even loaded in, and realize thats a problem, is a problem. They should detect those type of things, immediately end the game, and then file a report on their end.
Yes, bugs can happen, but if someone is doing this type of thing every game, seems like a prime candidate for a ban, either they are cheating, or they are exploiting some massive bug, and are cheating. If it happens once or twice, sure whatever, could just be a bug, but if they do it game after game, its a problem.
And that's just the obvious ones. How hard is it to do some simple math?
- "Oh look, this survivor is running at 105% movement speed, and there are no perks in play that could affect movement speed" and it happens every game
- "Oh look, this killer somehow has 20 perks equipped"
- "Oh look, this generator was completed in 80 seconds by one survivor and there were no perks, or toolboxes in play"
Like, fine, don't use this as a ban detector directly, but use it as a "maybe cheating occured, lets end the match now and flag it for BHVR to investigate later"
Absolute facts being spoken. It's depressing because DBD by nature is the kind of game where even if a player in the lobby were to be cheating to a degree which could be expected from an online game like this, like, auto dead hard, map hacks, can see everyones perks, etc. Even with someone cheating like that it would still be a pretty playable experience because so much of your strength in DBD is based on knowledge, macro, 50/50 mindgames of whether the killer commits to the swing or not, understanding the game. It doesn't matter if you have wallhack if the killer catches you in a bad position with no pallets, you'll get hit anyway. You can't cheat a 50/50 mindgame on an open tile if the tile isn't safe. But you can absolutely subtle speedhack to so the killer never catches up, no matter how much worse you are at the game.
If the game was programmed properly with cheating in mind from the beginning, the server would outright reject a client that starts sending info like "Oh, this survivor is moving at twice the speed right now without any perks or anything in play by the way" and the game would go on like normal and just ignore this attempted cheating without letting it work. It simply wouldn't be possible to cheat such fundamental things. Wallhacks, sure, that's harder to prevent.
But like you say there's just zero server side validation on anything which makes the most insane cheats possible. Just sad. And if they did have a replay system, then that would immediately and instantly reveal cheaters in the replay and make reporting them so, so much easier because of all the literally impossible things they are able to do. And wouldn't require anyone to manually record game footage and upload it which is just ridiculous, most games have a match ID system with a replay attached and a "recent matches" history you can look through if you want to manually report cheating which would be ten times easier than expecting players to have a recording ready.
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I've felt the same way for a while. Postgame chat is practically unmoderated unless you say very specific slurs, threats or illegal things. Sure, you can hide it, but everyone knows you can technically see it. I'd like the devs to take a serious look at post game chat and figure something out other than "Just hide it" to how toxic it is, especially in higher skill games or with more sweaty players.
I've written this in many posts on the forum already but I think people would be less toxic if it was possible to completely disable endgame chat, and any player with chat disabled had an icon on the postgame screen where it clearly showed that they don't have chat enabled, so there's no point in lashing out at them as they can't read it. That "no chat" icon would be helpful to see whose on console vs epic games store too. And it would lead to less chat to moderate for BHVR since there would be less chat in general. If you wanted to communicate with someone that has chat disabled, no worries, just add them in DBD and invite them to a party, or add them on their platform of choice unless they're anon mode.
For now, if you're bothered by post game chat I'd just keep it closed, or just immediately press continue, unless you want to check their builds and profiles or something. I find there isn't all that much to discuss, it's not like you can queue up with the survivors you match against if you're playing killer. Also, I that think the game having no chat bans and only having game bans is bad, because that means the only action BHVR can take against toxic chat is a full on game ban, which is too drastic to me. Every big online game I know has separate bans for game bans and chat bans. You should be allowed to play even though you're extremely toxic every single post game chat, but ideally you shouldn't be allowed to engage in chat at all if you can't behave. Honestly though, people could say whatever they wanted in post game chat for all I care as long as I could disable the feature completely and everyone could see I had it disabled, but for now just hiding it and moving on is the next best thing.
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I play after midnight sometimes and the amount of cheaters I've met after the walking dead update has skyrocketed. I'm not sure if it's because they tightened matchmaking or my MMR has gone up closer to the hard cap or what but they're not a rare find anymore, I find some in almost every game session if a play enough matches. I'm talking completely preventing unhooks by blocking the hook prompt, lagswitching so you can't pick them up, ragehacking their speed so you can't catch them even when you have haste and they have nothing…
I don't even blame the devs for not being able to fix auto dead hard and wallhacks and info cheats where you can see where everyone in the match is and stuff, that stuff is almost impossible to prevent these days with how advanced cheats have become in all online games. But why on earth does this game not have more server side validation? Why can a survivor just suddenly speed up and the server goes "Yeah that makes sense" without even validating anything? Teleport across the map for a flashlight save, things like that, that just shouldn't be possible in any way shape or form. And I mention teleport because I specifically had Infectious Fright equipped, got a down, but hey, no scream, pick up, boom, player with flashlight appears without a single perk to prevent screaming. It's ridiculous.
Why can you give yourself BP, cosmetics, anything you want to your account and join in a match with these items in the first place? You can'd to that in any other large online game, like Fortnite or League. Do they not keep a database for each player and validate that what the player is bringing is something they actually own? This goes for BP as well, this game is always online from the moment you start it to the moment you close it and you're booted to the main menu if you lose connection, but somehow, someone's BP, items, addons, etc, can't be validated and checked against what the server has stored to prevent people from giving themselves any items or addons or cosmetics they want?
It just baffles me how these things are possible in a game of this size and with such a large team behind it. I get that anti cheat isn't easy but cheating at this level being possible in a game this big is not defensible. I just wish they would take it seriously and create a team that could look at DBDs network code from the ground up and figure out how to implement proper server side validation to prevent at least the nastiest, strongest cheats. Hire someone if needed. Maybe it doesn't affect enough players for them to care and the code is too old and complicated to fix. It just feels so hopeless to play against this stuff regularly.
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Dailies were buffed from 45 rift fragments to 100 if you do all of them, since they added another daily, but as you say, the rift fragments you get from milestones were nerfed, going from about 38 levels to about 19 levels if you do them all. And I just don't get why. And this is after they made them take longer to finish. Like I can understand increasing the amounts needed to finish the milestones. A lot of dedicated players probably got those milestones in the first 2 weeks of the rift. But why nerf the rift fragments you get after making the challenges take longer?
I'm sure they got stats that loads of players reached past level 100, well past it in fact. But that doesn't justify nerfing the rift gains from the milestones, that just feels like they're trying to force players to rely on dailies instead of playing when they feel like it. Just leaves a bad impression.
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@ShanoaLegendaryPlz said:
Anyone notice they nerfed all 3 of leatherface's perks? Barbeque used to have the extra bp incentive, knockout used to help killers avoid hooking the entire game, and now franklins cant empty the one guy's brown medkit he couldve used to heal himself later
I mean the BBQ change was needed and it doesn't affect gameplay. It was silly that you had to buy a DLC character to basically halve the grind as killer. Knock Out was problematic for solos while SWF could easily play around it so I don't mind it getting nerfed, but this Franklins nerf was uncalled for. Sure the perk was a bit annoying but what ways does the killer have left to deal with the most powerful items now?
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I could go on a tirade about DDOSing and even cheating in general in DBD right now, but seriously, why is this possible? This is a problem in normal matches too, by the way. I've had several matches just drop the moment I'm about to win and my internet is always completely stable, never ever happens when I'm losing. And streamers sometimes experience the same thing. It's pretty glaringly obvious that any player in a match can crash the server and make it "not count". Pretty sure they can crash any specific players connection as well instead of crashing the whole match, but I'm not quite sure about that one.
Hopefully something is done about this after this stream.
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What I don't get is, why not make the fog vials a little stronger, but have limited uses, but make maps and keys usable as many times are you want but with a cooldown? Why is it the other way around? If fog vials are to be usable constantly, then they have to be a little easy to see through, otherwise they'd just be too infuriating to play against.
But if you make them too easy to see through, they don't even do anything. Meanwhile, I don't think I've seen a single player that brought the new maps and keys, why would you? They're limited use and literally just let you read survivor auras or pallet/window auras, respectively, not even both in the same item. That's not remotely viable. Why bring that over any other item?
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I agree. This is gonna be a bit of a long post cause I have a lot of thoughts about hatch, since it's part of so many matches where the killer snowballs and gets many kills before gens are done.
Does anyone actually enjoy the part of the game when there's several gens left and only 1 survivor alive? It's just a boring 50/50 between who finds hatch first, then another boring 50/50 between which gate the survivor stealths near and if the gates are far enough away from each other to get an escape. Sure there's some stealth and tactics involved but the gameplay just isn't very interesting on either side to me. Obviously we need hatch so the game doesn't become completely hopeless for the last survivor if the survivor team lost badly, but having hatch auto close would be great.
In my opinion, hatch should auto close after 60 seconds, but this should only happen if there are still gens remaining, of course. But both the killer and the survivor gain the ability to abandon once hatch is closed before gens are done. I bet a lot of killers would just abandon once hatch was closed because who cares about a 4k over a 3k? The killer got a 3k before the gens were done, the killer won. And if they wanted the 4k, they could choose to stay and play for it like normal.
This would solidify a 3k as a "win", and if the killer chooses to abandon, it would leave behind an AFK bot of the killer that just stands there so the survivor can take the exit gate and leave. When hatch is closed the survivor could just abandon too if they don't care about the escape and would rather just get into another match. And if the survivor abandons, then obviously the killer can choose to either hunt the bot down which should be easy enough or just abandon themselves, saving plenty of time for both sides.
Hatch auto closing would also prevent the weird ego play from either side where the killer stands on top of hatch and forces the survivor to do gens, or the survivor stands on hatch and forces the killer to watch them leave, both of which waste everyone's time and are frustrating. Or the ego play where the survivor just hides somewhere so the killer doesn't "catch" them if the gates are too close after the killer has closed hatch. Hatch closing by itself being killer or survivor sided is debatable, because if gates are strong, the last survivor could play around the hatch auto closing and commit to one of the gates and get it before the killer can get there.
I think it would speed up the most boring part of the game to have it like this, remove obnoxious stalemates while still keeping the final survivor hatch/gate gameplay for the players that want to engage with it, which I can see would be fun for newer players that are still immersed in DBD as a horror game.
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@Jargonator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977696#Comment_3977696
did... did you read my post? I said that banning killers is a bad idea, and they should just have accessibility options...
No, you said either adding an accessibility option or not facing them, and I'm addressing them both, saying that your idea for accessibility is fine and your idea for completely avoiding a killer in matchmaking is not. I don't see where the problem with my post is.
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This would destroy matchmaking, and everyone would just pick the most popular or powerful killers to ban, leading to insane queue times and unbalanced matches.
Although for accessibility reasons I agree, but it's better to solve those at the root. Why not add settings that change Plagues visual and sound effects to like lava, or something? That could work, doesn't matter if it's a little silly if it makes them playable against for someone who struggles with nausea against her or something. As for Clown, do you still have issues? They reduced the visual effect of the purple bottles so strongly already I thought this one wasn't a problem anymore.
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A Tryks legendary for Sable would go hard, probably sell pretty well too
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Yeah, they can. I don't know if they can disconnect a specific player, but they can absolutely cause the whole match to crash at least. Hopefully BHVR will have some real measures against cheaters coming up, but there isn't anything about it in the QoL roadmap. Server side validation, I don't know, I just feel like in a game as big as DBD which is multiplayer only, it shouldn't be possible to do the things that cheaters can do right now. It's like the server doesn't question what the client sends to it at all. This isn't the case in 99% of other huge multiplayer only games, which is why teleporting around the map and instantly killing the whole enemy team isn't possible in something like CS, Valorant, League or Dota, but completely possible in DBD. Although DDOS like you mention can happen in those games as well, so maybe that's even more difficult to fix. Something's gotta change.
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I think Kanekis injure doesn't count as a "hit" in chase, so it doesn't count toward the chaser emblem, even if you take someone from healthy to injured with it. If it did count you'd probably get your pip.
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Nah, BHVR haven't really gutted any recent licensed killers outside of Chucky. Dracula is still very strong, Vecna is decent and got some buffs. Kaneki is still strong despite the nerfs. Maybe they'll tone him down but I don't think they'll destroy him or gut him.