Neaxolotl
Neaxolotl
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- Neaxolotl
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Comments
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@AmpersandUnderscore said:
Where is the balance in this situation?
Same place as the balance in having a 60% kill rate and 40% escape rate.
It's almost like having hopeless matches and a game balance designed around your team losing more than the other team, also seems to have a direct impact on the player.
You only lose 1 times more in 10 matches compared to 50% KR, and game had 60%+ kill rate for vast majority of it's life span including older versions
Calling it "hopeless matches" is ridiculous statement
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@Shirtless_Myers said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924168#Comment_3924168
If Behavior were neutral, they wouldn't allow Nemesis to be 130%+ movement speed the entire match and wait days to weeks to kill switch it.
That only tells they are neutral because they didn't even killswitch boilover when it completely denied hooks and allowed survivors to take killers hostage with no mither
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923829#Comment_3923829
Man what happened, not that long ago it was the opposite.
Struggling Survivor: Game is unfair and Killers are too strong and maps aren't well designed and [Insert reason here]
Struggling Killer: Just really bad at the game, playing a weak Killer, or playing poorly, git gud.It's still same, even more so since survivor's side got 40% escape rate goal
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Strangely, statistics says otherwise…
Lower escape rate for both low and high MMR
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I doubt they thought too deeply in those changes tbh
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They are pretty weird, why do they keep shitting out UI changes no one ever asked for, and no one appreciate anyways? I never understand why
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Skillcheck or button mashing, both of those are pretty pointless and should be deleted
Those mechanics only matters for those who suicide on hook
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Banning in asymm games will not work for 99% of times, the reason it works in other PvP games is because both side takes same hit, you are missing the purpose of it
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@[Deleted User] said:
The Constant "in a hurry, and if you fail a loop your game is lost"
The need for "locked perks" perk slot 1 and 2 (sometimes 3) were locked for specific perks to have a chance.
The best thing i did in dbd were to quit as a killer main, im really enjoying the perk freedom i got as a survivor, and playing around with them and finding new synergies is fun.
Game has gone ridiculously faster due to nerfed gen regressions and buffed chase capability, not to say it's bad but one mistake can certainly cost much more
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You can remove tunneling by removing hook stages or hook itself
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923547#Comment_3923547
Yet if people didn't act like their lives were on the line to complete those challenges, there'd be less harm. Those like use no mither actively challenge people to use the perk "DBD hardmode" instead of one of their usual, and likely meta, perks. Hatch escapes can be done with 5 gens and open doors. Even the rescues one is likely an eventuality due to the nature of the game, but people want it done now.
Blame what you want, but we see it as a people problem.
People not going for their only ACTUAL progression that stays outside a match? literally impossible
The way it is made is flawed, broken and harmful, it's literally how it was working for real matches
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923225#Comment_3923225
Then there's the reasonable players who want an extra challenge/win condition/something different.
Don't blame the mechanic, blame the people.
I will absolutely blame challenges, but not exactly the mechanics
Tome challenges had plenty of ridiculous one that actively harms gameplay, such as "invigorate survivors as clown" or "do hatch escape" or "use no mither", all those extremely detrimental challenges were still born in tome system, so honestly I feel it's gone for good, also even something like "rescue survivors x times in a match" actively encourages players to race for rescue and cram in hooks, it was flawed system if we think about that
But then there is no guarantee they won't do same thing with new quest system so…
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He can still bodyblock but that's honestly ridiculously clunky, kinda feels similar to old twins due to "I know he can be strong but I can't stand playing him" feeling
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@SharonPancakes said:
Yeah they don't count DC's and killing on hook toward their 40% bullshit lie. You can't play this game solo, you lose constantly, hardly any impact on outcome on how you play. Game is a complete joke for solo q, get a SWF or stop playing.
80% sure they absolutely counts self-sacrifice, there is no way to differentiate those who suicide and those who just bad at the game…yet
and DCs aren't something that should be counted, if anything there is higher chance that'll actually reduce kill rates as killer leaving would immediately counts as 4e
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@XombieJoker said:
it's a 40% player base average, not a 40% you average. You are part of the 60%.
60% losing 100% of times, while 40% winning 100% times
-every ######### PvP games
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Everything is toxic and everything is not depends on perspective
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923204#Comment_3923204
Well that's strange, my coins haven't been expired since forever, perhaps it has to do with acquiring it through battlepass or somethingSo if I'm reading the law correctly (which goes off a translation, I'm not a lawyer, and I'm just skimming):
Japan's Payment Services Act is meant to regulate financial transactions and prepaid services (putting money into one thing then to use it for another thing). Numerous exceptions apply, such as bus passes, but Virtual Currencies are specifically named as subject to the act.
Now the idea is to protect consumers (though like laws in lots of countries it might accomplish the opposite). The law also has provisions that if the business ceases operations, they need to refund customers for existing virtual currency, though I suspect that is harder in practice than in reality. (compared to most countries where a company could shut down immediately and you'd be left with a lawsuit over fraud)
Its not that the law mandates virtual currencies expire at six months, however if the currency lasted longer than that it would make BHVR and their customers subject to a lot of reporting requirements that neither likely wants to deal with.
As for your cells, if you never paid for it, it's not an issue. As I said its not about all virtual currency, just those that have been paid for.
So I suppose maybe rift cells could not have expiration date? wish it to be changed like that
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I think you need some bots for bunch of tome challenges… oh wait
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@crogers271 said:
Doing some quick googling I see this is true for Helldivers and Bethesda games as well, so it definitely seems to be true. I also see people on Apex forums complaining about expiring currency in the Japan region, but I've never played the game so I don't know more about that.
Seems that if the currency exceeds six months Japan's taxing authorities need to be involved, so companies avoid that by having the currency expire (which seems to be the goal of the legislation).
Well that's strange, my coins haven't been expired since forever, perhaps it has to do with acquiring it through battlepass or something
@JPLongstreet said:
Do those laws have anything to do with how the auroc cells are acquired? Maybe it matters in Japan if it's bought through the game's store or not? Or if they come from the rift?
Maybe, but this game will grants expiration date regardless of acquisition method
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922754#Comment_3922754
To be clear, are we accusing BHVR of lying and its not actually against Japanese law, or are we accusing these other games companies of breaking Japanese law?
Cause the difference is quite important... and the details of the law are also quite important, because I don't think we can reasonably ask BHVR to break the law in those countries, even if the law isn't enforced.
More like I'm thinking there would be whatever method to not break the law while achieving practically similar goal as auric cells, not saying they are lying or breaking the law
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@Blueberry said:
I'm not sure why they're so hesitant to give heavy buffs to all the low tier m1's to get more people to play them.
The thing is lower tier M1 killers won't have as much performance fluctuation as other mechanical skill based killers, so buffing them can make them suddenly unwinnable (not exactly but think about skull merchant), they are kinda hard to balance
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922860#Comment_3922860
they probably wont kill switch him since hes a new killer + hes licensed
They almostnever killswitch anything unless it outright crashes the game, they didn't even used killswitch to disable boil over when there was many unhookable exploit
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@Twiggsy said:
Since Legion recent cooldown buffs legions have been using these short cooldowns to vault windows and pallets cancel and get hits before survivors can react or make enough distance even more so paired with iri button.
Iri button should be reworked to be similar to be like Kaneki iri to require it to get 2 to 3 frenzy hits before pallets can be destroyed.
I think if survivors can't react within like 2 seconds, any other killers would have 98% kill rate
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@Twiggsy said:
M1 killers are just no longer sustainable by themselves they have to have built Mobility and Anti-loop to survive
The fact almost (if not literally) every newer killers have both mobility and anti-loop really tells the truth
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922718#Comment_3922718
is this… not a problem too? if killer's expectation is to feel unrewarding, is that not an issue?
Except killer's expectation isn't to feel unrewarding? I don't get why you thought so
You just being good or your opponent being bad doesn't really make it a killer problem, really
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It's been like this since forever
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@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922751#Comment_3922751
That's absurd!!! Do you have any communications about them saying why this is the case?
As I said already, their reasoning was "japan law", so fair amount of request to change it has been denied, but I don't believe that is accurate when any other games has similar paid only currency, paid/in-game earned currency, and outright alternative to real money without any expiration date at all
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@Callahan9116 said:
How long is the expiration date?
6 months, not even an year
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@KatsuhxP said:
They have a date on which they expire? How long does this take? Literally didn't see it ever and I'm playing since sometime 2021 xD
It's country specific I think, and it's rather short
The thing is, BHVR said japan law disallow currency to stay forever in games, but nearly every single one of other games in japan has paid currency, yet none of those have any expiration date like that, there must be some misconception
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There really is nothing that tells he got overbuffed, feeling unrewarding and winning many times isn't anything special to strong killer so it's merely a personal experience
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Honestly even old pentimento was super easy to counter, too much nerf for a mediocre perk
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@lord_of_dogs said:
If that is true it’s a big problem. They should buff the weaker killers to the same level of the stronger ones.Honestly this, killer power has been powercrept and survivor is also balanced according to it, some strong killers still stands but majority of normal killers are laughably bad
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921806#Comment_3921806
Yeah, but the promised "prevention" is just a disincentive that is intended to detect the person who is "going next" and punishing them by removing a grade. But honestly, I don't think this is going to be very effective. It relies on the system automatically detecting and punishing someone who is giving up, which I honestly don't expect to be accurate. Plus, it will do nothing to people who don't care about grades.
This "go next prevention" is just a band-aid fix. It atempts something complicated while ignoring the most necessary fix that is REMOVING the survivor ability to bypass the DC penalty while also preventing a bot from staying in their place.
But considering how long it took for the devs to remove hook grabs, who knows how long that will take.
True, I honestly don't understand why they took the much complicated route, maybe they want to get rid of the entire thing (intentionally working for killer) rather than fixing a single problem
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@Gandor said:
If you don't address the reasons behind the epidemic, you will trade self-kills for standing under hook (in better case) or actively sabotaging survivors (in worst case - e.g. by throwing all the pallets and body blocking other survivors).
Sure, go next prevention would get rid of some offenders (via DC penalty/less games, they deciding to continue play normally, or by them abandoning DBD altogether), but I really wonder if the end result would actually be more desirable over current state.
Then former still takes DC penalty according to their writing, while latter simply gets a well deserved ban, so still much better than absolute free sabotaging they can do for now, as self-sacrifice is WORST case of sabotaging survivors
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@toxik_survivor said:
Uh...so just 4% forever until you get it? 🥹😭
Make it 0.4% and I think it's legit balanced, lol
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@Suei said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921953#Comment_3921953
Because sometimes there are challenges for the end game phase
Just implement killer bot, problem fixed
Pretty sure no one cares whether opponent is human or bots at that point
or just remove those challenges, not like people love those
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Honestly It's rather ridiculous this game forces killers to hear footsteps and breaths and repair noise which is so small and makes people to up the volume, all while keeping every ######### sounds super loud (especially explosions), almost as if game want to destroy your hearing capability
Gaming industry in general really should stop relying on sounds unless it's absolute necessary, and even then people will abuse equalizer/tuned speakers to gain advantages anyways
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Yes but no, gameplay wise it shouldn't exist but ultimately the purpose of this mode is to not take the game too seriously, I doubt we should balance it in any way
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Honestly, I feel most killers in dbd is meant to be "incomplete" in a way, even though they are strong enough to be a big threat
So kinda complicated about this
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@Yoshirama said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921955#Comment_3921955
No, survivors are really burned, especially since Kaneki arrives. They need to fix those issues and then the go next prevention, because at that point they really will not have any excuse to not play.
They aren't, those who has excuses to not play should not play the game at all, as long as they are queing up no one believes they "don't want to play"
And on top of it, your logic allows those griefers to bend the game for their will by holding the entire games hostage through penalty free griefing, first people should stop griefing, and only then their opinions will matter
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@Spaceboi_Scaphandre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921952#Comment_3921952
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921943#Comment_3921943
Explain to me how a killer who is base killer speed and has a killer power with five charges and zero downside compared to the rest of the roster "does not need a nerf." Even compared to the other dash killers he is way high on the totem pole in power. Wesker has only two charges (three during 2v8.) Kaneki only has 2-3 charges and can't down with his power. Chucky only has one dash charge. And all three of those killers got nerfs or are being called for nerfs. Yet Blight is still the same as he's been since he released in 2020
And no, increasing his terror radius and nerfing his addons didn't do anything, as the terror radius and addons was not what made him strong, but how far and fast he could dash, on top of just having a good basekit when not dashing. He doesn't even need addons to be good as his basekit is top tier on his own. His addons only made the rich get richer.
I wouldn't be complaining about him if it wasn't for how awful the rest of the killer roster feels to use in comparison to Blight, and with everyone calling for Kaneki to get nerfed yet Blight is just fine?! Make it make sense!
You just doesn't seems to know his power, he has bunch of downside, and believing blight hasn't gotten nerf is literally objectively incorrect
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At that point just sell addons with BP, probably for like 2x-5x price of bloodweb price depends on rarity
Trade/conversion seems rather unneeded complication for the goal
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@Yoshirama said:
we need to next prevention, but first they need to fix the causes of it, aka tunneling and camping… and some fixes to some maps and killers (some anime boy) then we can talk about the go next prevention
Absolutely not, there is no way to differentiate people who absolutely just "go next" for slightest reason that no one cares, and people who actually don't feel like playing the game, things that should happen "first" is definitely go next prevention, that may or may not reduce player count, and in those cases we can look at "root cause" that causes player counts to get lower
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Might as well just say "delete blight", some would agree still
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Honestly I don't see any reason to not allow killers to leave after EGC rather than survivors waiting at the gate? healthy survivors have zero risk to stay outside of gate anyways
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Hooks aren't actually closer than past, like at all
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@Nicholas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921848#Comment_3921848
Every game in the world has a quick and easy way to disconnect, so that's definitely not the issue.
GN is about compelling people to stay in the match, the penalty serves as a deterrent. That's the whole point, to discourage people from leaving, which is another way of saying trying to keep them in the match. My point still stands: until you ascertain the why, people will find new ways to circumvent whatever system is introduced. DC penalties were supposed to remedy this issue, so players have pursued other means of achieving that goal. It'll be the same here.
You are literally objectively wrong, pretty much any PvP games in this world basically forces players to stay and play for an entire match, or take DC penalty, probably some battle royale games and 1v1 games like streetfighter allows you to "go next", but they really are rather an exception
Be it csgo, lol, dota, r6s, valorant, marvel rivals, any of the serious team-based games forces you to stay on a match
on dbd, they can literally just leave the match for absolute free without any penalty, it's different
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@Jadelysta said:
I wish they would look into WHY theres a "Go Next Epidemic" and make changes based on that. Nobody really knows exactly what is ahead for the go next prevention, but i know player counts will suffer on the survivor side even more than they are now.
Well, they must first remove the "go next" to properly assess the "weight" of those issues, which will then be shown in player count
If it's actually as big problem as some claims to be, it would be addressed with no question
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@Prometheus1092 said:
I'm all for the anti go next, can't wait for it to be honest. But I do wonder what people will do. Will they just sit in the corner all match doing nothing because they know they can't go next? (Anti hiding might prevent that tho). Will they actually try to play the match? Will they take the DC penalty? I mean even when I tombstone first survivor like 2min into the match, I've had crazy amount of people just DC mid mori. Why? They rather take the penalty than sit through a few seconds of a mori, so wouldn't they do the same with matches they don't want to play?
I think maybe if the 4% was removed killers wouldn't slug the 3rd survivor to prevent hatch... I know if I'm playing killer and I want the 4k I'm not going to chance them killing themselves faster than I can find the last player.
Interestingly as survivor I have had so many complaints from my team because I was 3rd survivor on hook, first hook state and the last survivor complains I didn't kill myself to give them hatch. Hell no, I'm hooked I want saving. Don't save me? Your choice... Hope you can stay alive on your own longer than it takes my hook timer to run out. It's almost expected that 3rd survivor just ends their match by killing themselves to give last the hatch.
It will be interesting to see the anti go next tho, how it will be implemented, what the conditions will be, the consequences, what impact it will have if any on the wider gameplay.
Oftentimes all they want is easiest route, they won't afk in corner because it's boring and waste of time, and they won't hook suicide/run into killers as that will harm them, may perform some complicated griefing but that gonna get ban anyways
Basically, I'm 100% sure 60 or even 80% of survivors who previously done "go next" will just plays the game out instead, as that's the easiest way to end the game for majority
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@Blueberry said:
Remove the 4%, it shouldn't exist. The 4% is primarily used right now as just a way to DC without the penalty.
Yeah honestly, if they gonna penalize them anyway with DC penalty, I don't understand why it even exists
It's a trap