Avatar

MrPeanutbutter

MrPeanutbutter

About

Username
MrPeanutbutter
Joined
Visits
0
Last Active
—

Comments

  • I play both sides and when I play killer I’ve found tunneling to be the most effective way to deal with SWF squads. Most of the time they will all try to body block and/or hook sabo, taking them all off gens and slowing the game way down to my advantage. Why would I stop doing this?

  • @Zokenay said:

    Maps are god awful (and they didnt even bother to fix Red Forest, only made it prettier), our perks for gen regression keep getting nerfed into uselessness, survivors get to keep BNPs and their gen rush perks (even getting new ones...) as well as the Commodious Toolbox, on top of Green Medkits, Dead Hard is still obnoxious, etc.

    Its just stressful, specially after the Solo Q buff, which while needed, it made playing killer considerably harder, since the solo teams became more competent cause of it.

    Doesnt help that the new killer looks like an utter failure in nearly all aspects... from design, to lore, to power, to her mori and even her perks.

    If i dont bring like 2 or even 3 gen perks, i often ended up losing multiple gens in a row, and depending on the killer i might lose them before i even get one or two hooks.

    And people wonder why tunneling became so prevalent now, its cause its mandatory against any competent team to get a decent chance of winning.

    Idk, thats just how it feels now.

    I’m a casual killer player and I feel the same way. A lot of matches are not fun. Try to dodge SWF teams and also trying playing during off-peak hours if you can when SWF teams are not as prevalent. I’ve found matches to be much more chill if you’re not playing during peak teams when it’s mostly sweaty SWF teams.

  • @leviivel said:

    I just wanna say, this chapter IS NOT RUSHED. stop crying that it isn’t some robot. This chapter definitely has flaws yes. But it feels like the lot of you are just crying over such small stuff.

    1. this killer was not meant to be predator, BHVR is not gonna do heavy work on a license that they haven’t even fully secured, even if they were working on a predator chapter and it was pulled, it wouldn’t have been at the stage where this chapter would have to get completely rushed. If a license really got pulled that late, the license holders would get their own legal problems.
    2. the power is not rushed, Ya’ll just complaining it’s weak. The power isn’t even “badly designed”. A bad power design is something like pig, buffing her is extremely hard cause, even small changes can make her very strong. Meanwhile, skull merchant, making small changes for her wouldn’t immediately break her. ALSO, you guys are saying this is rushed but, the power works very well and fluid, weak yes, but not rushed.
    3. her lore, yes, I agree it’s mediocre, if not bad. I like what they tried with all the manga stuff, but it’s way too simple and doesn’t explore her getting into robotics and building and all that stuff (unless, she meant to be a literal capitalist villain and she doesn’t even build her own stuff, but that would go against the map and trailer so idk).
    4. her Mori, yeah that’s complete trash no excuse there lol.
    5. the lack of new map: BHVR LEGIT STATED IN THE ANNIVERSARY BROADCAST THAT WERE ONLY GONNA BE 2 NEW MAPS WHY THE HELL ARE YOU EVEN SURPRISED? not to mention, maps take a while to build from scratch, and, shelter woods gets updated + 2 maps are getting reworked, so there’s still something in that department.

    finally, just wanted to mention this chapter has 2 survivors and one of the longer length CGI trailers. I get you may not like “sexy girl”, but the fact people think this whole chapter is horny bait is so sad.

    nobody complained about Vittorio being the most BLATANT case of horny bait, but as soon as this one female character who isn’t even blatantly advertised as being sexy (COUGH COUGH Vittorio). I don’t dislike Vittorio either, but there’s some MASSIVE hypocrisy going around in the community right now.

    please stop complaining because the killer’s visual design isn’t in your liking, not every character design you will like.

    When they’re cranking out 4 new chapters a year, they are all rushed. That’s why we have bugs galore and half-baked killers with every new chapter. BHVR are prioritizing quantity over quality and it shows.

  • @stvnhthr said:

    I've got 8 friends to get DBD (even bought it for two people) so I would have someone to play with. They all lasted about two weeks because they said it is not a fun game for new players.

    What would you do to help new players have a fun experience? I think maybe the first 20 games for new players should be a "training wheel" experience. Where they get to see the killer's perks so they can see why the play is so radically different and why survivors perks don't work like described (it is confusing when they have a perk but the abilities are not functional because the killer's perks always trump survivor's perks. I would even give them a different base build while they are learning, like free self care, unbreakable, and decisive strike.)

    DBD has morphed into a game with too steep a learning curve for new players to stick around. Every new killer with new perks just makes the game more complicated and less fun for new folks.

    For starters, it would help if the couldn’t be matched against semi-pro players with thousands of hours. The current SBMM system doesn’t prevent new players from being matched against semi-pros, especially during peak hours.

  • @Thusly_Boned said:

    To go quality over quantity?

    I have long been very forgiving and positive about new releases, and have been a fan of content that hasn't been the most popular.

    That said, this new chapter feels more like a rushed placeholder than fully designed content, for a myriad of reasons that are being discussed in detail. It's paper thin.

    With both the killer and survivor rosters already robust and only getting bigger, would it make sense to reduce the number of annual releases? It has often been proposed to skip a chapter in favor of "game health" updates, but I am thinking just permanently reducing to 2-3 new chapters a year simply to spend more time on them.

    I look at this chapter as something we absolutely didn't need; releasing content for the sake of it.

    Yes. The game is getting more and more overwhelming for new players because of the ever growing number of killers that they have to learn to play as and/or against. Even as an experienced player it would be nice to have a few months break where I am not having to learn the intricacies of a brand new killer just as I am starting to get used to the last released killer.

  • @Sometimes_Sage said:

    I said it before and I will say it again, it is down right appalling that BHVR allowed the community to degrade to its current state and isn't even acknowledging the problem, let alone doing anything to fix it.

    What is “the problem” and what do you suggest to fix it? Everything the OP mentioned is within the game rules.

  • @TheWheelOfCheese said:

    Honestly, the best advice I have is just to report people for anything like that, whether or not it's technically against the rules. Clog up the report system until the devs actually address the problem. If you don't make it inconvenient for the devs to deal with, they have literally no incentive to even spend one ounce of their energy trying to address the problematic players they have created by their apathy.

    No, this is terrible advice. BHVR have explicitly said to NOT report things that are not reportable. Nothing the OP said is reportable or against game rules. Anyone who intentionally clogs up the reporting system with this garbage should be banned.

    The best advice is to stop playing the game if it upsets you that much. You will be far happier if you stop putting yourself in these situations and find something that you enjoy to spend your time on instead.

  • The chat filter is so stupid. Just either get rid of the filter or get rid of the chat function altogether.

  • Same here - PC on Steam

  • @Blueberry said:

    I do judge them.

    The amount of players that are boosted solely by the fact of being in a swf is quite high. It's playing a version of the game that while allowed, is not balanced around.

    Not saying they shouldn't get to play with their friends, but it is in fact an "unfair" advantage and a substantial one at that. If I'm in a swf I have no right to complain about tunneling or anything.

    I was going to basically say the same thing :) I agree 100%

  • @Phasmamain said:

    The people who are crying over this nerf are the same people who can’t do well without eruption simple as

    And before you bring the “But what about dead hard?” Yes that perk is equally a crutch but you do understand it’s possible to discuss different perks by themselves

    True, but the frustration about DH not being addressed while seemingly every strong/frequently used killer perk gets nerfed hard is very legitimate.

  • @FuDo said:

    I've returned to start playing the game after a long time and I was usually playing killer and still do but nowadays playing killer is not fun, it is just frustrating. Trying to play fun or chill is almost impossible. I try to play chill but survivors don't let me. T-bag after every quick action, blind for every break pallet, waiting and t-bagging on exit until you down them or timer hits almost 0, and worst of all t-bagging on hatch (yes this is worse, one Meg t-bagged me for 10 min nonstop, not joking). Even if they don't do any of these there are a lot of gen rushers, boons on every corner of maps, pallets after pallets and windows (this is the main reason why killers like trapper or Freddy are bad) and when killers made a mistake survivors make a distance to catch up again but when survivors made a mistake they just press 'e'. I understand Devs don't want their game to become a competitive game but making killers and buffing survivors is not the right way. I thought maybe it is just me, maybe I play badly (but what is for matchmaking) but there are lots of killer main who thinks that way. (for the record "Eruption" and 3-gen meta is boring af)

    I play both sides but if queue times are quick for survivor I will almost always choose survivor (and I play solo queue). Killer is fun from time to time but I won’t play during peak times because of how frequently I get matched with SWF bully squads that are far above my skill level. I don’t expect to have a “chill” match because the nature of the killer role doesn’t allow for that, but I at least expect to be able to play matches that aren’t constant frustration due to the imbalance of SWF on comms.

  • @ironblade said:

    sorry but you can't change my mind. After countless hook camps, 4ks and sweat, killers are by far the most overpowered. even good SWF loses to a decent killer because all they have to pick is meta and they're gucci. reconsider the killer outcry and accept the facts

    No

  • @versacefeng said:

    Truthfully I don’t care but I’d also wanna move on to the next game. So I kill everyone as fast as I can.

    Same here except I usually give last survivor hatch if there is a hook suicide. Just want to move on to the next match as quickly as possible.

  • @Rickprado said:

    Hi! Hope everyone is doing fine.

    So, i'm here to talk about boons. I think much have been said about it, but i still feel it can be an overwhelming perk in certain maps, especially in stronger one (Like Raccon Police Department, The Game or Eerye of Crows). Even with the killer having the possibility to snuff out the totem, survivors can easily light it up in another place, like near a completed generator.

    I think boons should be a one-time use perk: when the killer snuff out the totem, the perk remains inactive for the remainer of the match. This could make the perk a more strategic one for healing, instead of a free medkit for everyone in the team.

    Whats your thoughts on the current state of boons? How you guys have been dealing with the boons?

    I play both sides about equally and from the killers perspective I think boons are fine. In fact, the only one that isn’t terrible is CoH and since it was nerfed I don’t find it to be a problem. The suggestion to make it one-time use would essentially kill all boons perks as nobody would ever use them.

  • @leviivel said:

    big day it’s been on forums since the eruption nerf was announced. The perk absolutely needed nerfs or changes, but the current (proposed, it can still be updated) change basically nukes its viability. Completely getting rid of any consistency it had.

    my take on a nerf for it would be removing the incapacitated, instead giving it an entity block on the gen at a 5-10 second duration (allowing it to be more consistent against SWF on comms) and giving it a longer cooldown (around 60 to 90 second mark.)

    i’d like to hear you guy’s opinions on how should be changed or if you think it’s still viable (because now it just feels like a weaker jolt).

    There have already been a ton of good suggestions on this forum, but the devs ignored all of them.

  • DH is untouchable because the devs know they will lose a lot of survivor players (who supply most of the revenue) if they nerf it any further. The last “nerf” really was not a nerf at all, especially for decent players who can time it consistently (or the cheaters who use auto DH). It’s still a free second chance, no different than what it was before.

  • Gotta love the tiny twigs that somehow have the stopping power of a massive tree trunk

  • @fussy said:

    It surprises me how you seem to be trying to hear the community, but you always try to do it your own way, much worse than the community suggests.

    So many ways have been suggested on this forum as to how this perk could be fixed so that it remains useful, but becomes healthier. 

    I personally don't give a f about Eruption, because I've never played with it, but I hate this trend:

    >weak perk

    >we have improved it, the percentage was too safe, now there should be more desire to take it

    >you know what? Remember when the perk was weak? This is bullshit, see how you can make it even worse now

    Do you guys only see black and white? Sometimes you can do something in between, you know

    You’re absolutely right. Every time a change is made in response to community feedback, it seems like the devs go out of their way to make sure the change is as disconnected from the community feedback as possible.

    I don’t know if it’s due to arrogance or an attitude of “we have to do things our own way” or what, but totally agree that it seems like if there are 4 options for how to make a change and everyone in the community is asking for option #1, 2 or 3 because option #4 is the worst, the devs will always pick option #4.

  • @deckyr said:

    you take a perk that needs some help, buff it too much, and then nerf it beyond where it was when it started.

    this has happened to thana, and now it's happening to eruption. why? why make eruption worse than the version of it that you yourselves already decided was too weak, and buffed?

    what is wrong with moving eruption to 8% of total, and instead of pacifying survivors, it either blocks the generator or inflicts deep wound on injured survivors within 5 meters of the gen?

    blocked generator is the same as pacification, but guaranteed. then you can tune the numbers to not be so swingy and discriminatory towards solos vs swfs.

    deep wound is the same as pacification, but the survivors decide when to mend, and can counterplay by healing up.

    either one is better than aura reading, which is an effect i don't need when my next 10 seconds are going to be picking up the survivor i Just Downed and then carrying them over to a hook. of all the times to have an info perk activate, i desperately don't need it to activate immediately after downing somebody, i would like it to activate while i'm looking for a new target.

    just. it's really disappointing to see you guys make the same mistakes over and over again, and it's frustrating to have to deal with the consequences of those mistakes for maybe a year before they get walked back, if they ever do.

    just look at thana. it was fine. then it was buffed. then it was too strong, so it got nerfed beyond where it was before, and now noone can use it except plague. is it eruption's turn now? i'm not even sure what the aura reading is going to do or be useful for, to be honest. slugging? i still have a guy to put on the hook at my feet, after all.

    please just, take our feedback into account. i'm not even asking for you not to make mistakes, just please listen to us this time. we told you eruption was too strong and would be a problem, now we're telling you it's going to be too weak and unuseable. please trust us.

    Yeah, I’m yet another player who wanted Eruption to be nerfed but think that BHVR went way too far and nuked it into oblivion. As OP said, this is becoming a recurring pattern and it’s pretty inexplicable.

  • @BougieBlackChick said:

    I know they keep saying they working on cheating and they can’t say what they’re doing but that they banned a lot of cheaters. Great.

    My issue is the reporting system. When you report a cheater you have to file an in game report which flags the match but then you have to submit a ticket with video evidence. If you’re not a streamer and/or you don’t record all your matches just on the off chance that you’ll have a cheater in your match.. then basically reporting does nothing. The hacker just gets away.

    Why is the burden on us the player to record all of our matches in order for BHVR to catch cheaters? This is the only game I’ve played thus far that requires this level of work from the playerbase to find and remove people who are cheating and hacking. What’s the point of EAC?

    Correct me if I’m wrong because maybe I don’t understand, but I’ve never had to record every match of other games I play just in case I need to report a hacker/cheater. What are other game devs doing to combat this issue that BHVR isn’t?

    What is their motivation to do this? Plenty of people are playing the game and spending money on it despite the supposed numbers of cheaters (I personally have no seen an obvious cheater in a long time).

    There is no incentive for BHVR to spend a ton of time and resources on this unless people are quitting the game because of it, which largely is not happening.

  • Half of the items in the bloodwebs are useless. It’s not just the event offerings. You should also be complaining about all the other useless crap that you have to spend bloodpoints on.

  • I have noticed that max queue times are nowhere near as long as they used to be. It’s very obvious that the SBMM system just says “F it” after you wait for a couple minutes and just matches you with whoever is next in line regardless of anyone’s MMR

  • @dspaceman20 said:

    Me personally I hope for another original chapter. They are better to me as it expands the universe and lore.

    I really hope ther are new perks to change the meta and a new boon perk. I feel they are forgotten about.

    What do you think?

    Boon: Reverse Ruin. All generators not currently being repaired automatically repair themselves at 100/150/200% speed

  • @LibidinousPsyche said:

    I kind of feel disappointed that I went ahead and went through the blood web and unlocking as many tickets and ect for each survivor just to find out that you can't use them now. So, Pretty much I wasted more blood points than I gained LOL. I figured at least what you had accumulated would still be usable until you ran out even after the event. You should get something for them in return, they should have a recycle or something. I mean You couldn't progress through the web with out picking these up anyways on some branches. They should have just gave you a couple free tickets each day you logged in instead of using points to unlock them..

    Let’s be honest - at least half of the items and offerings are useless. Having a whole lot of one more useless offering is barely noticeable in the gigantic pile of garbage that is my inventory

  • @TheWheelOfCheese said:

    In solo queue, Pinhead. There's always a Meghead that beelines for the box and goes down with it.

    Same. Seems like whenever you hear the Pinhead gong there’s at least one immediate DC. Pinhead should only be allowed to get matched against 4 man SWF squads

  • Pig. Booping the snoot always seems to melt Pig’s heart

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337806#Comment_3337806

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337948#Comment_3337948

    My point is that wiggling does so little that there's no point for it to be a skill check mechanic. The only situations wiggling does do anything at all, especially with the current system, is if the killer is backpacking you or, funnily enough, to not use it in hopes you get hatch.

    Skill checks on gens prevent explosions, which in turn prevents the killer from getting vital information. Same with healing skill checks. Plus, getting a Great Skill Check slightly accelerates the process. Perks and add-ons interact with these skill checks by making them bigger, smaller, more or less frequent...

    Skill checks on second hook prevents you from prematurely dying.

    Wiggling really doesn't do anything but slightly pushing the killer to the right or the left. In 10000 matches you can hit all your skill checks perfectly and at most you can get one killer stuck on a door maybe once and perhaps that can grant you an escape. There's a slight chance that one killer in those 10000 matches may greed or backpack you and the wiggle system may come in handy.

    Out of the perks that affect wiggling, none affect the skill check size (that I know of, at least). All seem to affect the time wiggling or the push the killer feels.

    So, if wiggle skill checks are going to have such a little effect, then automate the process. Make Boil Over automatically apply more progress when the killer drops from a certain height and also the bigger push. Make Break Out speed up the process. Just don't make the process manual because it feels like the game is giving you hope that what you're doing is meaningful but in reality it's just a timed process.

    You're not going to hit a couple of Great skill checks in a row and suddenly push the killer so hard that will make them turn and stop them for half a second. The effects of wiggling rely almost entirely on the killer's and your team mates' choices. None of the skill checks you hit do anything meaningful enough to have it be a skill check minigame instead of an automated process with a "Press Space to stop struggling" option.

    As it is, it would be the same as if second hook skill checks just gave you points and missed skill checks didn't accelerate the process. At that point, might as well just not have the entire mechanic and just passively get points anyway, because what you do isn't really doing anything regardless.

    Not true at all. I’ve had tons of matches as both killer and survivor where the wiggle mechanic came into to play pretty significantly. Teammates working together to body block, killer taking a risk trying to get to a scourge hook or basement, sabo squads, hook dead zones after someone gets sacrificed. Wiggle mechanic is a big element of the game in my experience

  • @Exxodus21 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337811#Comment_3337811

    Neither Sprint Burst nor Lithe are anywhere near as powerful as DH. If they were, those are the perks survivors would use.

    exactly. you never see 4 SBs or 4 Lithes in a match. You see 4 DHs in a match *all the time*. Let’s stop and think about why this is the case

  • @Xernoton said:

    I've played this game for 2 years now and I was never really fond of slowdown. My survivor matches felt awful going against it and as a killer I've always enjoyed the chase more than anything and brought aura perks or gimmicky builds instead. These past few days however my win rate dropped dramatically. In the last 10 games I got exactly 7 kills with an average game time of 6 minutes. Did the survivors just play well? Can't tell. I didn't really have any interaction with them.

    The last game was a 4k that I managed to get because I decided to screw it all and instead of my usual builds bring CoB, Overcharge, Eruption and STBFL on Doctor and even that only worked out because I camped a 3 gen. The survivors didn't have fun and me neither because instead of chasing I had to prioritize gen kicking above all else just so I wouldn't lose against their preset loadout again. One green medkit with extra charges and Styptic Agent, 2 commodious toolboxes with extra charges and BNP and another yellow toolbox with extra charges, as well as Prove Thyself and a map offering for Ormond (at least it wasn't Garden of Pain). This isn't even special anymore. It's just the default mode now. I can't say I blame them though because you get so many of these.

    Before anyone says: "Skill issue." Maybe it is a skill issue. I can't tell. I had very few interactions with these survivors, so I don't even know. Maybe they were absolutely insane but from the few chases I had it didn't look like that.

    My question for you is: How has your experience over the last few days been? Did it feel more balanced? Were your matches as short as mine?

    Just camp and tunnel. It will take one or two (sometime all three) other survivors off gens and is an incredibly effective slowdown tactic. Of course you’ll get tons of salt in endgame chat but many survivors don’t seem to care if you as the killer don’t have a fun match.

  • @FMG15 said:

    Killers are not fearing DS anymore. That's because it's rare nowadays and pretty weak. You can't use it agressively anymore without having to worried to get downed 10 seconds later. It has lost it's strength. I know it was intended to be back to 3 seconds as soon as Enduring didn't affect every stun anymore (though it took them a lot of time to nerf it back to 3 seconds). But honestly it wasn't overpowered. Only the fact that it was active in endgame was problematic. But they nerfed that aspect as well. Survivors should have a way to punish a killer from reckless tunneling off the hook.

    So my idea is to make the current DS basekit and buff the perks stun duration to 5 seconds. And it will still be deactivated in endgame so it won't be a free jail out perk.

    Fine. Give killers basekit Eruption and we’ll call it an even trade

  • @Blinckx said:

    Can this obscenity be removed from the game? It's a map that has no logic, playing it as a killer is just a huge waste of time! There are a million pallets all powerful, vault upon vault, tile upon tile, the dimensions are so immense, at least two buildings similar to a shack in addition to the main building and the shack of course, the red color also makes it difficult to see just the auras or the scratch marks, the generators are all far from each other and even just being able to defend two of them is a problem. This map is shameful in terms of balance, how is it possible that it is still active?

    I just had a game there, there were SEVEN PALLETS one next the other, two of them ON THE SAME TILE

    SEVEN ! Oh and then a god window and the shack of course

    Agree - this map is pure misery as killer. It’s hard to believe that in development someone tested this out playing as killer and thought “hey, this is pretty good!”

  • 2/3 kill rate seems about right to me, but I think BHVR aims to be closer to 60% to keep survivors happy because they make up a majority of the revenue base. Lower than 60% and killers start giving up and you get much longer queue times.

  • @Desteriaa said:

    As a person who enjoys killer a little more than survivor I find it ridiculous that other killer mains are complaining about a perk that was already nerfed. I’ve seen a lot of controversial discourse about this perk

    from really big content creators such as otzdarva saying that they shouldn’t have to waste ten seconds waiting it out and that it shouldn’t give a second health state. I just find that to be very hypocritical considering we have so many killer perks that give the exposed status effect aka takes away an health state. Ex: Noed, Starstruck, make your choice, Rancor, and hubris. Eruption stops survivors from doing anything for 25 seconds. Dead hard is one of the only second chance perks survivors have and killers have so many. As a killer who frequently uses it is a second chance perk that have saved me many times in public matches and not survivor perk compares to that.

    I play each side about equally and I don’t think it’s as bad as old DH. The only thing I hate it when survivors are suspiciously accurate with their timing every single time you hit them and it’s pretty clear they are using auto DH. Unfortunately no way to prove it so no point in wasting time trying to report.

  • @moraleking said:

    It’s very sad to see this game dying. Within the past 6 months all BHVR has focused on is making DBD very easy for killers while making surviving basically impossible for survivors. The excuses I hear for this 4v1 pvp game is astounding. F13 is a 1v7, with weapons, stunners, multiple escape options and even a kill the killer choice. Yet there are so many crybabies about a 4v1 with no weapons, kill the killer choice, very few stun or escape options. Maps are smaller and always buffed to please the killer, flashlights dead (no longer possible to blind even at pallets) and I guarantee that soon we won’t be able to blind killers while they’re picking up a teammate!

    im constantly hearing killers STILL cry about DH, even though it takes skill to use now, after it being nerfed to the ground, yet these same cry baby killers that BHVR is listening to, are running every aura reading perk, eruption, CoB, Pain Resonance, etc. killers crying they have to wait 10 seconds to outlast Bt/DH, but survivors have to wait 30 seconds+ while the gen regression builds are in play.

    killer speeds and cooldowns increased while survivors speed and cooldowns decreased. ie, killer will recover faster from a missed swing before a survivor can even unhook a teammate and get away. Killers are faster but they give us crappy pallets to play.

    and speaking of pallet/vaulting play: they are useless in game now. It’s so cute that when a killer is breaking a pallet now, no more blinding bc boohoo! And when a killer has begun the hooking process, no saving! Bc booohooo! But when survivors start the vault or window process, guess who’s getting a down?!?! The killer, even if you’re across the pallet! If they started the swing animation, it’s a wrap. And it’s BS!!!!!

    “iTs a SKiLl IsSUe” - please! It takes ZERO skill to play killer now. With the OP perks and speed boost and “server” being favored towards killer, all survivors mentality is now is to get as many points in a match before dying.

    “BUt KiLLerS POiNt Is tO KiLl” okayyyy????? And what do you think survivors point is?!?! You can get an escape 1 out of 10 matches. Pathetic. But killers can get a guaranteed 10/10 match victories.

    BHVR allows killers or now slug, camp, tunnel survivors now that killer emblems are now based on kills ie 1 kill-bronze 2- silver etc. yet there is still not built in unbreakable for the slugging????

    BHVR is sneaky with all their shadow buffs and needs that that leave out of their patch notes.

    and don’t even get me started on the crappy hot boxes they made bigger for killers ie mastermind and his special power. This also plays into the crappy servers! Servers have gone down the toilet over the past year.

    andnthe favoritism towards killers and their maps is insane! Every time I get a huntress, it’s always in a wide open map! Ie coldwind.

    but everyone looks the other way bc OOOHH COSMETICS! Which have also become very cheep since the ghost face rift. This current rift (vitorrio) is so cheap and basic. Not worth the $10 anymore.

    if BHVR wants their game dead then they should just say that!

    I’ve been playing this game since 2018, over 3k hours in the game and I’m so disappointed in where the game is headed. Game is trash now, I’d rather have 2018 DBD back again at this point.

    milk return when they actually TRY to balance the game for survivors and killers, not one side over the other.

    hate it or like it, this is the state of DBD.

    Is Sluzzy back?

  • Although I think the OP’s post is a very one-sided view of the recent survivor buffs, there is definitely something to be said about the impact it has clearly had on the killer to survivor ratio. I regularly see killer role incentive at +100% during daytime hours when that was never the case in the past. The current player count on Steam has not jumped significantly, so it’s hard to believe this is due to a large influx of survivor player jumping back into the game and killer numbers staying stable. I think it’s mostly due to more survivor players coming back in AND fewer killer players. Unfortunately BHVR will never give us the killer to survivor ratio stats.

    It will be interesting to see if BHVR buffs killers in the near future because to see a lack of killer players during these non-peak hours is clearly a sign of an imbalance problem.

  • @Valaryyn said:

    As a mostly solo player, I have to say the solo buffs are pretty great. I like being able to tell what's happening in the match, up to a point.

    However, I do feel like seeing generator progress is maybe too much information. It kind of takes away from the air of mystery of the game and gives me information for free that I needed good game sense for before.

    I'm not even necessarily saying that visible generator progress is overpowered, since swfs do get all that for free; I just think the visual indicator turns the game even more into gen rush simulator without the extra bit of uncertainty.

    Does anyone else feel the same way?

    They may have taken some mystery away but they also took a lot of misery away

  • This is apparently reportable, but you have to go through the tedious process of recording the game and then reporting and then hope that the offending players will be punished which is a big “maybe”.

    This is incredibly frustrating because the devs are putting all the burden on the players to address the problem rather than just fixing their game. There is an easy solution that can be included as part of the game mechanics: if survivors as a team don’t touch gens for a certain period of time, start revealing locations to killer.

  • @soulfire22 said:

    3 matches in a row now to where the killer gets his hands on me and then refuses to leave the area of the hook. i can watch paint dry i can stare at the clock i can do literally anything and get the same result as i do playing the game in its current state, and unfortunately that leads me to come to the conclusion that until this is fixed i might as well just not play for the time being.

    If tunneling is happening every game, just don’t get caught first

  • @ironblade said:

    They planned an entire roadmap, they shared news, they promised and delivered. They made SoloQ much better now with the new HUD that they worked so hard on and they surprised us with Maurice skin and william birkin for blight. Why are you hating on them even though they deliver good patches?

    This is still the game I play the most and there’s no competitor that comes close. My complaints about the game and the devs are minor relative to the enjoyment I get from playing.

    My biggest complaint is the amount of time and resources that get spent on things that don’t seem to be aligned with what the community are asking for and taking forever to implement. Man it would have been nice to have the dead hard nerf and the solo queue info buffs years ago when people started asking for these changes.

    Lack of transparency is annoying at times too. I wish the devs would just admit that the SBMM system really doesn’t work at all because we all know from experience that this is the case.

  • Well now it’s been switched to Crotus Prenn every single match, so at least you don’t have to play Garden of Joy anymore.

    If you play killer you might as well stop for a while until the 90% selection rate for Crotus Prenn goes away unless you enjoy dealing with broken main building loops and broken killer shack/jungle gym loops

  • @Funkduz said:

    Hey guys. Been playing maybe a couple years now. Won’t say I’m a pro but im definitely not the dude hiding in closets or crouched in the corner the whole game. Currently my survival rate sits at 26.92%. What changes have some of you veteran survivors done to see some improvements on your survival rate? I only play soloq as nobody i know plays this game. And the learning curve is so high that anyone that I’ve gotten to try, gives up after a few matches. What perks do you guys favor and how can i extend chases or outright escape from them?

    How do you know your survival rate? Is there a way to check it in the game?

  • @CrowVortex said:

    Apparently Maurice is more important than fixing gamebreaking unplayable Twins bugs since late November, Who would've thought.

    You have a good point here. It’s definitely frustrating to see work being done on things that don’t affect gameplay at all while there are still serious bugs that severely affect the game experience for certain players. I’m sure there are different teams at BHVR that work on these things, but it’s still not a good look for them.

  • @Gamall said:

    https://us.v-cdn.net/6030815/uploads/6T6YHL05DJY9/image.png

    In the days following the patch update RPD seems to have a weird gen spawn spot. One of them is nearby one of the gate as always, but the gen on the stairs has been transported in the centrary hall literally less than 10 footsteps from the other one.

    Ok, the map has been made smaller and reworked so we know that there is no space enough for gens to be far enough apart but come on, no way this is supposed to be an intended feature.

    I played RPD as killer a few times today and the survivors had no chance with that gen setup. Devs broke the game again

  • @JustWhimsical said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330260#Comment_3330260

    The new update broke so many things. Like today my friend suddenly got adrenaline heal even though the killer was using terminus, and I just had my first run-in with bugged lullaby. I don't know how all these different things broke. So many things would need to be kill switched lol.

    Spaghetti code strikes again

  • @BabyCameron10 said:

    The things I would do to play one more game on that map. The atmosphere was great and the map wasn’t excessively large. Yes, It was difficult to escape on that map as survivor but the map’s eerie vibes and uniqueness were worth it.

    I hope one day I could play on that map once more.

    https://us.v-cdn.net/6030815/uploads/G4MYWDY7EX1A/8006e331-a76f-4769-afd2-e09f26946bb4.png

    Truly a beautiful chapter overall :’)

    I hated that map like poison. Hawkins going away was a major improvement for the game and I hope it stays gone forever.

  • Yeah you’ll likely never use them all, but that’s the case with most items, add-ons and offerings in your inventory. Mostly useless garbage

  • I agree 100%. It’s a shame that it took so long to implement this change that we’ve been asking for for years.

  • @lemonsway said:

    Those icons are extremely powerful in the hands of decent players. Knowing when someone else is being chased is way too good information.

    I get it you want to give SoloQ something to make up for SWF existing but ABSOLUTLY FREE POWERFUL INFO IS A HUGE MISTAKE!

    Less people will play killer now, so you can expect expect even more tunneling and camping.

    Info that players don't have to work for or have any sort of awareness!? YIKES!

    “Absolutely free powerful info is a huge mistake” - this is why killers have been complaining about SWF ever since it became an option in the game.

    As long as SWF is in the game (which will be for as long as the game is around - it ain’t going away), it’s extremely unfair to have solo queue be at such a disadvantage. All this update did was give solo queue players some (not all!) of the same info that SWF players get for free. Let’s see what happens to escape rates and adjust the killer side accordingly.

  • As long as it’s a hex perk, it will remain mostly useless if you’re playing survivors with even a little bit experience in the game. They often spawn in plain sight (sometimes right next to gens) and will be gone within the first 90 seconds of the game.

1 … 5 6 7 8 9 … 30