Neaxolotl
Neaxolotl
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- Neaxolotl
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@AbsolutGrndZer0 said:
Because the reason for incentives is to pad the side that is currently having less players. So yes, the side with incentives is always going to take longer, as that's the very reason the incentives were introduced, to lessen the queue times.
I believe Having less players should results in faster matchmaking, at least that's what it is for killers
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Will it actually make a trapper S tier, I wonder
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@_Onyx_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707616#Comment_3707616
I'm not really referring to builds that make that make the character's power the most engaging and interactive for both sides. I'm talking about equipping perks that match a play style that that character excels at. For example, a mix of maybe one gen perk and then the rest are auras on Nurse and Huntress. Then you got a mix of maybe two gen perks and slug perks for Twins. A mix of one gen perk, intel and chase perks for Clown etc etc.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707689#Comment_3707689
You're right, default is a good way to learn the Killer's power. Then mix it up as you get better and more knowledgeable with them. You used Unknown as an example; so I will too, maybe include Monitor and Discordance, to be more sneaky and consistently accurate with UVX attacks from long range at gens or heals, combined with your Brutal Strength and a gen perk or your Devour Hope perhaps. I'm not saying this out of " the build could be better" or anything. I'm more in-keeping with my original comment about using a loadout that brings out the Killer's true strength while also being able to have win potential against the majority of Survivors.
That doesn't seems to be more effective than gen regression perks though, even from sweat perspective, full regression builds largely outweighs any specialized killer builds, especially when they nerf perk synergy like franklin's and hoarder with special items
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707666#Comment_3707666
People who main wesker, huntress or the popular killer of the week will never get the bonus. And for what? So that survivors can play vs the weak killers they enjoy? It's unfair and entitlement.
more like weaker killers get more bp so they can use more good addons? Idk
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@NekoGamerX said:
don't know but it happens to me a lot survivor match with 100% incentives takes me like 6 to 7 min when killers matching instant.
maybe because we only need 1 killer for 4 survivors
But I assume incentives take that into account, weird huh
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707683#Comment_3707683
Because most Killers prefer quick and easy games, and bleeding out is slow. If everyone dies instantly when all four are slugged, then that's a quick and easy win for the Killer.
But since slugging itself is a quick win when pulled off, wandering around and finding downed survivor isn't very slow compared to playing normal games, just hook them
Not to mention the fact bunch of killers having innate deerstalker, which should farther make them go for slugs
But they aren't popular, the reason is simple, it's hard to actually make it happen and takes lot of effort with mobile killer
Also, you are talking as if survivors aren't looking for quicker game ends, majority of them do when they are losing, it will help both party without actually making game any different beside mindset of extremely small subset of people
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707562#Comment_3707562
That is if tunneling does not play a major part in the kill rates. If tunneling leads to a significant drop in kill rates, something else will have to be done to pull it up again.
Buff Killers to be more oppressive in chase/reduce Survivor Counterplay? Remove resources on maps to make them more Killer sided? Introduce or buff more game stalling perks? Those would become the next thing to complain about after tunneling and slugging gets restricted.
An additional side effect of a reduction in Kill rates is a decrease in people who play Killer. This would lead to matchmaking becoming less strict cue more complaints of imbalanced matchups and even cosmetic sales would be slightly affected.Devs have to consider all the possible backlog of additional work that would surface solely from "fixing tunneling" and look at their schedule and decide when to slot it in. Given their track record, it would be far easier and more profitable to just introduce more anti tunnel Survivor perks rather than a basekit overhaul that people are advocating for.
or gens might take literally 3 minutes each, eventually
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707674#Comment_3707674
That would just entice Killers to go for four-man slugs even more, and make even easier games for them. They already rely on tunneling at five gens to accomplish this, so there's no way they wouldn't go for a four-man slug. In fact, I would argue that slugging everyone would be even easier than tunneling out a single Survivor.
If that's the case, why aren't they doing this right now every game
I don't understand what kind of reasoning is behind your opinion, there is no strategical difference in adding that feature, just removing last slog for everyone
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Why don't we just instantly sacrifice those survivors like last survivors on hook, it'll be the same results and way faster for everyone
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@Ohyakno said:
Killers are not there to facilitate your fun or to be set dressing for you to play with. They're actual human beings, given the same weight as anyone else playing the game. Your solutions only never benefit you and folks that don't play popular killers at the detriment of everyone else.
I think anyone will happily take free BP bonus tho
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707645#Comment_3707645
It'll make it more attractive because Survivors have fewer places to run.
having fewer places to run hardly matters when hard tunneling, they can't go anywhere anyway
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707624#Comment_3707624
What.
Am I being trolled right now?
Ah sorry, I didn't understand that you weren't asked for explanation or anything, it's sometime hard to understand what others are trying to say
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706942#Comment_3706942
The problem there is that hooks create pressure by (usually) getting atleast 1 survivor off the gens to grab the other. That pressure is needed atleast for those not running 4 slowdowns till sundown.
For the topic: We prefer the suggestion of that survivors get 1 try at the swing with an alternative punishment like broken for X time or something.
Then add like 20% speed penalty to all survivors while someone is respawning, if all we want to fix is gameplay problem we really don't think about balancing
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We can rework her thousands more times and she will have highest kill rates no matter what, only counter to skull merchant is a removal of self sacrifice
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The habit of killing old perks and bringing new perks meta through "meta shakeup" results in extremely small set of perks being used all the time even though it's rotating, ultimately they has to go for pure "buff" instead of "overhaul" or "shakeup", otherwise variety will stays as bad as now
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@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668882#Comment_3668882
Some people are still stuck in the past when even the developers would say "do gens".
Even without acknowledging these perks, anyone who plays enough understands that maps have shrunk (giving the killer even less map area to cover) loops have become more unsafe, further making this playstyle more attractive for players. It's a shame that we have only a handful of perks to combat this playstyle, because we are practically forced to play like we're gen ticks in order to give the other 3 people a chance.Maps being shrunk will make tunneling less attractive to players, because tunneling doesn't benefit from maps being easy to pressure
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@SchizoMethhead said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707610#Comment_3707610
i dont have 3 friends and my absolute best at killer doesnt compare with the swfs i have been playing against
It feels hopeless at first but they aren't as invulnerable as it looks, eventually you should be able to win fair amount of times
You really need to get good perks though and it'll take a lot of grind
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707613#Comment_3707613
what even is this
It's a simple logic, they can't do tunneling and defend gens at same time because there is only one killer
so if they decide to chase other survivors/defend gens they aren't tunneling, and if they decide to camp/proxy camp around hooks just trading hooks will grants free win to survivors thanks to immense pressure-less time they gave
Lack of teamwork will not be an excuse for pure skill issue like this
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clown without bleach bottle, he does work, but without it his lethality will be reduced by like 50%
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Sorry but adrenaline nerf will not affect solo survivors in slightest, because oftentimes they don't even make it to endgame
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@_Onyx_ said:
I think it's also to do with the attitudes and mentality of the players too.
What I mean by this is, players find a loadout that works universally on all Killers, and spam it. Without trying to figure out alternative loadouts and play styles that work for that specific character better and more consistently.
Survivors do the same though. They see that second chances and otherwise-named 'invincibility builds' are ultra strong and can be used in multiple different ways (defensively, offensively, and distractingly) and stick to that without ever changing.
but even if people love using many different perks, any "fun" builds will be absolutely demolished by sweat squad anyways, forcing them to use full stacked gen slowdown builds
There really is no fun in a game where it ends before any of your perk gets the value, there is no choice but to use something that ACTUALLY does work
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We really should think about the fact it's literally impossible to tunnnel survivor out at 5 gens UNLESS survivors decide to unhook him
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@SchizoMethhead said:
but what can i do because both roles are almost unplayable at this point and for completely opposite reasons i do only solo queue and i understand that brings on its own problems but this ######### is ridiculous.
There really is nothing you can do, getting 3 friends or being lord sweatington with killer, that's the only way
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@jmwjmw27 said:
lol @ everyone saying "but I use an equalizer for this reason" or "but gaming gear", not understanding the argument.
Some very sweaty spirit players use programs that load in all DBD sounds and specifically equalize out everything so that they can hear footsteps and breathing. They even specifically target the relevant survivors in their match, so they will load in say, dwight claudette meg and bill audio to their equalizer program to target those sounds and remove everything else. This isn't some generic noise filter.
but again, I believe it can be done with external sound hardware too? making it no different from gaming gear
cheating, not bannable, and the best way to fix this problem is to stop using sounds for balancing
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It's not even about MMR, just that you can't match with 4 man SWFs as a solo survivor
And matchmaking is just bad, reducing MMR wouldn't even help you
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707108#Comment_3707108
So your telling me your fine constantly facing Pop,Corrupt and Pain Res. Well your opinion not mine.
It's the best meta we ever had for sure, there is no way to deny it
@humanbeing1704 said:
I fear another meta shakeup will just be the same 6 perks being but different ones this time
It'll always be like that, we have four perk slot, and that will be reserved for the best no matter what
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Because current meta really is not problematic in any way at all
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If people decide to sweat it out, it wouldn't be a fun mode
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If we think about solo survivor experience, game has been thousands miles better than the past, majority of extremely obnoxious things has been fixed
So I don't believe game will die at all
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Of course it feels impossible, because it is objectively impossible
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@HexHuntressThighs said:
Removing the 4% won’t change much. If a survivor wants out they’ll run up to the killer after being unhooked and go down again. This happens very frequently to me as a Huntress main if I down people too fast or hit a gap shot. And I do oblige and kill them immediately because they want out of the game so why not? Better than them getting angry and exploding gens/ dropping all the pallets. Proxy camping would be solved either as the distance for the cage relocation is 8 meters. And 1/4 the roster can comfortably camp 16 meters away.
It does change much, if easy method to go way out is removed, the amount of leaving players will decrease
You'll understand this if you have played a game with DC penalty off, the amount of throwing was not even comparable
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Should've been an aura perk so it can be abused on nurse
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706959#Comment_3706959
That's totally fair, and in an ideal world it wouldn't be the way it is (and as someone with a hearing deficit I feel the impact of that design element more than most), but it is. And that being the case, some folks picking and choosing what sounds are prominent or vice versa is clearly not fair play, which is the question being posed here.
It's like people who listen to music but complain when they struggle because they make that choice; the game is what it is, and we have to account for it. But trying to change how it works in the player end isn't they way.
BHVR's general use of sound design is obviously an issue, but also a more high level discussion.
But then the issue is: is using gaming headset cheating? because that's exactly what "choosing what sounds are prominent" is
And honestly I would say yes, just that no one can find/punish them
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@100PercentBPMain said:
Devs allow Spirit to be countered by her own chase music, this noise pollution is intentional. Messing with the audio is clearly a problem.
If we can't have custom skins, why is it OK to have custom audio? Why do I have to suffer but PC players can just pick and choose their own solutions as they see fit? Who gets to draw the line?
I think hardware equalizer is still a thing? not like I recommend it or anything but probably not just a "PC players" thing
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706948#Comment_3706948
Yeah, but hearing deficits don't differentiate between most types of sounds, so I don't think we can use the fact that some people (myself included) don't hear as well as others to dismiss the question.
If you are running software to do things like essentially slapping a reverse Iron Will on survs, or amplifying the sound of the TR, muffling ambient noise that interfere with sounds you'd like to hear, etc., that's pretty clearly cheating to me.
I can't count the number of times I've been straining to listen for certain sounds and wished they were louder (or that other sounds masking them were quieter or present at all), but actually getting that wish wouldn't be fair or intended.
I'm not dismissing anything, I'm just stating my opinion, I don't think using sound design so atrocious for balancing is good or healthy, and gaming industry in general should stop doing that kind of game design
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706927#Comment_3706927
I answered average as you only gave two options. My answer of not balancing for comp, but for fun, would be healthier. I appreciate the long post and explanations. Im sure itll help someone out.
If you don't balance for comp, that'll be extremely unfun games, even more egregious version of current dbd: who tries best will curbstomp every matches 24/7
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@Dustin said:
- Game uses sounds for balancing
- It's third party software not everyone has access to that can give an advantage based on the description
For DBD where sound is used for balancing yes it's blatantly cheating. It's almost comparable to stretched res where people said it was just for looks but it affected gameplay.But still, balancing around sounds are weird when we talk about accessibility every day
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Just respawn survivors after set amount of time, like 30 seconds, do that two times and survivors will die next time
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3706665#Comment_3706665
Maybe, maybe not.
I'm perfectly fine with seeing people DC, some people seem to take it too personal
"personal" huh? it's objectively hurting the game, because this is the online game which is more or less meant to be played with humans
Not to mention the fact every players must press "ready" to join a match, which means "I'm ready for playing out a game to the end"
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It's a soloq buff because people stop wasting a slot and makes more gens done
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705489#Comment_3705489
30-35% is probably the real average when you account for games with DCs. All I know is that it must be significant if they keep excluding matches with a DC from the stats. Anything below that feels too low. It's too low regardless and I don't think this is type of balancing is sustainable long term if you are trying to grow the game. Look at how fast the numbers are dropping after the bloodpoint event ended. I think there is a clear lack of interest in the base game currently. Numbers can only be propped up with events for so long.
Was there a time number DIDN'T drop significantly after the events?
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@Pulsar said:
You gotta ask the question.
If proxy camping puts the player into similar unwinnable scenarios, then when is it getting addressed.
It doesn't put players into similar unwinnable scenarios, that's just a skill issue
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Isn't it a problem in support and system than DC penalty or anything
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It is as this is third party, but I'd say hearing elitism in gaming is stupid and should be removed anyway
But ultimately, what is the difference between using "gaming optimized" headphone with speaker biased toward specific sound and simply emulating that through software? I don't see one really
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If opponent is efficient, winning is most important
if opponent is inefficient to the point I can even go for 12hooks, win or lose doesn't really matter
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@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705546#Comment_3705546
Solo survivors make up like 80%+ of the player base, and less than 5% were shown to be 4-man SWfs. The rest is divided between 2 and 3 man teams. So there is no need to be crying about coordinated teams winning when they are by far the exception and not the rule. Every killer who doesn't 4k 100% of the time loves to run up in here complaining that "all they get are SWFs" but that is not even remotely close to reality.
No one is crying or complaining or anything, it's literally just stating you are being ridiculous with your numbers
If half of 80% has 10% escape rate, that is 40% of all survivors having 10% escape rate, and if that's the case rest of 60% playerbase MUST have 50%+ escape rate to even achieve 70% killrate statistics
And if it's lower than half, calling them "most" will be an overstatement, so pick one: most having 10% while rest having ridiculously high escape rate, or most having reasonable rate
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@rha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705557#Comment_3705557
What do you mean by "MMR system does work"?
When I would say "MMR does work" I would mean that it assigns all players to their proper MMR and if someone has higher MMR/lower MMR than me then he's better/worse than me, at least within a small margin of error. You'll have a hard time convincing me that MMR is functional in that sense, though.
If you mean "it exists and computes numbers in the way some designer specified it" then yeah, it does work.
If a killer or survivor has more escape/kills than other killer or survivor, they ARE absolutely better for pretty much all of the time
So yeah, it does work, soft cap is a thing but more or less it's a soft cap
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Calling his chainsaw "instant" is extreme overstatement
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MMR system does work, matchmaking doesn't
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Of course someone will complain about anything eventually, what's so strange here
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@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705492#Comment_3705492
Lol, for starters no survivors have a 90% escape rate. And duo's are definitely not running up out of every match. Since every single killer has an at or above 60% kill rate there is no way survivors are running around in here with a 90% escape rate, your math is not mathing bro. If this is personal experience you are referencing, I suppose watch the tutorial and get some practice in.
So why do you think most solo que players, which can easily be more than 50% of entire survivor playerbase, can have 10% escape rates
it really doesn't makes sense really, pick one between "majority having really bad rate" and "SWFs are also losing", it's impossible to have both