Neaxolotl
Neaxolotl
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- Neaxolotl
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Isn't it "go next prevention" right at the QoL changes?
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@TheSaltySaloon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921507#Comment_3921507
I don’t even blame the guy for disconnecting. WhoTF wants to play against free hit Kaneki?
We tried our best without him and got nowhere. I basically gave myself to the killer so he could hook me and put me out of my misery but instead he decided to just meme with my downed body and other player.
I should just be forced to sit through this??You absolutely should blame the guy for disconnecting, because he is 100% responsible for broken match, memeing kaneki, and everything you got
Literally nothing you wrote has happened if he didn't dc at the start
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@LockerLurk said:
It's meant to handle the most annoying, griefing form of camping: facecamping. It's not meant to handle TACTICAL camping, which the Devs seem to feel is strategy and intended play - that is, the Devs seem to feel that SOME protection of contested hooks (to find Survivors) is part of the game for the Killer. Alongside removal of hook grabs, it really has entirely removed face camping as a tool, as it was 100% of the time used to grief and nothing else. Not even the weakest Killers in the game ever had to face camp, all it did was ruin the game for that one Survivor. If you really want to secure that one last kill this way that badly, it still exists, you can still do it - in the endgame and only in the endgame during collapse.
The AFC was never meant to remove checking and defending hooks to find new Survivors coming to unhook, as that's a form of Killer pressure. It was meant to combat and prevent a form of griefing, and it has done that extremely well, making the game better for everyone by removing a nuisance and teaching Killers how to pressure better around hooks instead of just facecamp. One of BHVR's good changes in recent years! What needs fixing now with it is stuff like ranged Killers and dash Killers abusing proxy camping, NOT to make it bigger. Because seriously, how many zipcodes is the Killer allowed to be away from the hook before Survivors think they are "no longer camping"?
I remember the time I used face camping alongside hook grab to almost guarantee adapt regardless of killers, good times
It was pretty strong, especially against those who aren't SWF, just grab once and game is practically over
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@xGodSendDeath said:
Teleporting hooks would be a bad idea because it would ruin some macro strategy for the killer. Like if there's a gen that's almost done at the same time I get a down, I'm hooking the survivor right next to it, kicking it (hopefully with pop) and I'm proxy camping to make sure I get fat regression recouping some of the time disadvantage I'm at
Does it even matter? just make every killers 4.8 in compensation, kill rate will be maintained
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921599#Comment_3921599
Sounds like the exact same thing that happens now.
Perhaps we should try to address why people hate the modern game instead of beating them over the head with punishments.
Maybe your region has plenty of bad people, In my region there is nowhere near as much DCs as penalty off
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The amount of monsters or bio-organic weapons RE has is honestly ridiculous, just not as flashy as what we have now
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@cesspoolechochamber said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921585#Comment_3921585
This might be the dumbest question ever. No one would play the game at all if you couldn't get away from the hook. Might as well make it 1 down and your dead.
Then hook doesn't have to exist at all, just make it so survivors disappear from maps and respawn after 30 seconds or something
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BHVR really should rename this feature to "anti bubba" instead of "anti face camp", amount of people misunderstanding the purpose is too much
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We have ridiculous abandon feature for survivors, might as well grant one for killers too
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you literally wrote very reason in your post
"first guy immediately saw it was a kaneki and noped out DC'ing immediately", yeah that's the EXACT reason why your match was miserable, and the reason why penalty must exist
I don't even understand why you managed to get a conclusion which is "dc penalty shouldn't exist"
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Oh no, we need to stop people from quitting, time to make penalty harsher and remove the self sacrifice!
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I'm honestly wondering what more they can do in qol updates
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I mean, we will get the "go next" prevention mechanics, what a great day we live in
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@Pit_Bull_Love said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921196#Comment_3921196
Yes, with healing perks and iron will… every. Effing. Time.
Hey devs, screwing over survivors isn't funny anymore.
Your right, literally just matched with them lmao
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Do no mither appears at chaos shuffle? I've never played one
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What's the point in seeing a drop in survivors abandoning? literally no one cares whether lost opponent replaced by bots or not
It's not like disconnection or self hook sacrifice, this feature doesn't harm anyone, so is memento
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921132#Comment_3921132
I think both you and OP here are correct.
It's frankly absurd to have MMR for new killers be partial to your best performing Killer. It's also nonsensical to ONLY have MMR for Survivors increase on escapes while it only increases/decreases on Killers based on kills - so Killers therefore always end up facing way harder battles later while Survivors always seem to get stuck with awful teammates. It feels really bad too that you lose MMR more slowly than you gain.
Why not just make it linear and based on some other metric? I'll never understand…What's special about escapes? when killers kill, they won't escape, when they won't, they escape, I don't see kills any different from escapes
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921166#Comment_3921166
For sure though, you're describing rare edge cases and ignoring why the feature exists: to stop 4-minute bleedouts where no one can play.
You still have full control at the gate — powers, speed, decisions. Slugged survivors don’t.
Bots only exist because people were forced to sit there doing nothing. You want to equate 15 seconds of action to several minutes of forced downtime, I say is not the same.
Why are you keep repeating exact same statement which has been already proven wrong? that doesn't lead you anywhere
Forum doesn't really have a victory condition of "last reply wins", either
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maybe some region has 50/50 escape and kill rates while in your region it's like 15% and 85%, lul
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921151#Comment_3921151
We’ve kind of gone in a circle here, or you're just ignoring half the problem with slugging. It’s not just about time, it’s about gameplay.
Being slugged means you can’t play, can’t move, and can be stuck for minutes. That’s not the same as a 15-second animation.
Or taking 15 seconds to go push people out.
You move at full speed, still can attack, still have your power. The only change is you cant defend generators.
Survivors, you just sit there on the ground waiting.
They arent equal.If you're going to argue they’re equal, you have to actually address that gameplay gap not just say “well it takes 15 seconds either way.”
Like why is it so important to watch a 15 second animation?
The abandon feature happens when the last person is downed/hooked.
I feel, with your 15 seconds idea here, you are describing a vacuum where its just one person down and they immediately get out. The other 1-3 players have been sitting there for a minute or more.
unlikewise you could get a kill at the exit gates, happens ALL of the time. Not just perk based either.You are playing an entirely different game if you can't move while being slugged
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@SaltyNooty said:
https://forums.bhvr.com/dead-by-daylight/discussion/444177/killer-abandon
I hate how this whole comment section is like 70% of an echo chamber and 30% actual decent opinions.
This idea isn't even really an idea, it seems more like a temper tantrum from an entitled killer main who JUST got out of a terrible match. So, I'll break it down to you in a way that's easy to understand as to why this is a Terrible idea.
1. The game isn't over until all 4 survivors are either put on a shirt, sacrificed to the black thing in the sky, or out of the exit gate.
2. There are whole perks made for EGC and when All Gens are finished which can EASILY, EASILY, turn a match around for anyone if a survivor makes a bad play or a killer puts enough pressure. Here, I'll name a few just further prove my point.
- NOED: Yes, I know, everyone hates this hex, I do too, but not only is a noob stomper but it works very well with ALOT of killers.
- No Way Out: An incredibly good perk that blocks exit gates for a while, giving you more time to secure a kill, & Notifies you when a survivor touches exit gates.
- None are Free: A perk that synergizes WAY too well with No Way Out and makes it IMPOSSIBLE to loop for all survivors for 64 Seconds.
- Blood Warden: You get to see the auras of all survivors and can block it for 60 second if you can get a hook (Literally all of Freddy's perks are good for EGC, why are we acting he wasn't hated for a reason?)
3. It wouldn't be remotely fair since, in the scenario you're suggesting, once EG's are opening you can just abandon match, preventing survivors from actually gaining the BP of escaping. (This excludes those toxic survivors who decide to T-Bag at gates because they can — Though, a good blood warden will change their attitude when they all end up dead lol.)There are whole bunch of perks that help survivors from slugging, and turns the entire games around, but regardless they got an abandon feature only because "it's annoying"
I don't understand any difference in wanting to skip the EGC because "it's annoying", be it 15 seconds, 2 minutes, 4 minutes, it's all same, purely an waste of time only to appease sore winners
I don't even understand what's so "entitled" in your eye, because it's literally saying same thing as people who asked for survivor abandon feature, "annoying, boring, no counter, waste of time"
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921127#Comment_3921127
One situation you are forced to wait for minutes (why the update happened)
The other situation you are not.
Lets make sure we dont get the two situations twisted here.
There is a clear problem with one of them(design)
And a completely different problem with the other (emotional)Either way you can't do anything meaningful, it's just a waste of time in either case, I don't see any difference between two
If anything, the fact you are forced to do actions is much worse when end result is same anyways
But you do you, I guess
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921077#Comment_3921077
- There’s a big difference between the survivor Abandon feature and what’s being asked for on the killer side.
- Survivor Abandon exists because sometimes the game was literally taken hostage, they’re slugged with no way to recover, and the killer is just wasting everyone’s time. That’s a design issue that needed a fix.
- But when the exit gates are powered and survivors are standing there teabagging, the killer isn’t powerless. You have complete control. You can walk up, swing, body block, or just let them leave and end the match.
- If you're choosing to stand there and watch it, or hide afk in some part of the match, that’s not the game holding you hostage, that’s just you holding yourself hostage.
- One situation traps players in place with no way out. The other is just someone refusing action because their pride got poked.
No idea why there is bullets all over my post but okay then…
Slugged survivors also have complete control, they just can't do anything meaningful, exactly same as most killers at gate
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Meh, we have few of 70% killers and few 50% survivors, it's kinda balancing each others out on average
Probably not an issue
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Effect isn't weak but definitely doesn't need two condition, just make it a plain hex perk or go wild and remove the hex part
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Even off the record soft counters aura reading
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@Rokku_Rorru said:
People are probably sick of Blight and Nurse and Kaneki etc. Not that it's justifiable but the game is a balance nightmare rn
Like did you know the killer can spam a button to lag the fps to negate saves when picking up a survivor? Stuff like that which should have been fixed an age ago. Tired…There is enough amount of killer cheaters and survivor cheaters, tying it to either side seems weird
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It's the one of easiest thing voice comms can communicate, I don't really understand why it's not visible
It's not really like the auras as it doesn't even take any skill
Or alternatively, they can simply hide the gauge for hooked survivor, this way they won't be so frustrated
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Oh wait, really? my bad, sorry about that
still don't really understand the point of showing "win lose draw" in that if that's the case
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921096#Comment_3921096
Mandy has already said MMR is separate from it.
There is a graph somewhere that shows survivor abandoning makes it a tie, go find it
mandy confirmed an issue about endgame screen, I highly doubt we are talking about it
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921071#Comment_3921071
What does that have to do with the Abandonment feature? Have we really reached peak DBD where we want fairness and balance in a stupid feature? I can't wait until all the new players from FNAF experience a taste of this playerbase.
Do you even know what you are talking about? the win, lose, and draw absolutely WILL affect how MMR works, because the term "win, loss and a tie" only matters in context of MMR
If people who lost would be able to keep/raise the MMR ( which is current abandon feature), it will make their games harder and harder indefinitely and generates complaints, and if people who win can somehow lower MMR, they absolutely will abuse those to repeatedly hard-stomp most casual playerbases
Like what's up with all those people misunderstanding simple concept like this? I don't get it
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@_Demidrol said:
This isn't right. Once all generators are repaired, it's only the second of the three stages of the game. There's a huge number of builds designed specifically for this stage. And if you want to end the match faster, you can open the gates yourself — that will trigger the endgame collapse timer.
4 minutes and you're free.
Then just don't abandon? it's in killer's hand, realistically speaking there is no point in EGC when you don't have any perks to help it
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Is it even OP in today's standard, which is nerfed slowdown and much faster game pace overall?
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921025#Comment_3921025
He can't down with it at all. (Well, except at vaults? Vaults sometimes get unique treatment to stop potential abuse or something, I think.) People have done nothing but complain since he came out (which is something I did touch on in my response). And his dash can be very precise on PC, but on console the auto-aim is basically a requirement to land a hit on a survivor and there's no chance at the kind of precision a player can get with a mouse. Trying to play Kaneki felt messy, I didn't enjoy how it felt so random as to whether or not I'd grab on to a piece of the environment that the icon said I could grab on to. And how these things play out on console is very important to me. I don't trust anything BHVR added to Nemesis would work well on console. Every time they talk about updating killers, I fear this is the patch where they'll take away his strafe and leave me having to find a new killer to play as.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921027#Comment_3921027
Well, I never said it'd be OP. I said BHVR would tinker with it to no end and it'd suck on console… which I specified is where I am, so I'm biased against the killer I main having a dash ability added.
In some ways, mobility on him would be nice. But it very likely would be hard to control on console. Instead of mobility, his zombies are his map pressure; they don't get messed up by console issues, so I'd personally prefer BHVR fix the zombies.
Well sorry "op" part isn't for your reply, but rather about title of this post, "will nemesis be OP with dash", which is no
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@TragicSolitude said:
His tentacle whip counts as a long-range ability (I think), plus he's got the two zombies.
Is there any killer with a long range ability who has a dash attack? I think it's usually/always one or the other.
Newer killers tend to have pretty much all of it, anti-loop, projectile, and mobility
So no, giving nemesis dash won't be OP, probably somewhere around mid A tier
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Let's be real, a thing should have a counter, especially when it's so severe as saving
This thing cannot be strong because of fundamental design
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@imabakedpot8o said:
Isn't it supposed to be a slug prevention thing? like to sway killers away from 4 man slugging? it makes sense to me. earn your win like everyone else in the game and dont' just try and cheese it by going for 4 man slugs! also does it matter? you get your bloodpoints which is the only thing this game offers for winning
It's not slug prevention thing, and on top of it, what is the benefit of staying AWAY from slugging?
By slugging survivors killers can keep MMR low while winning all they want, which makes it EVEN MORE EASIER to repeatedly slug for win, if anything, this thing encourage killers to slug lot more to avoid SWAT SQUAD swfs
You are just like plenty other people here, misunderstanding the whole point of MMR and somehow misunderstanding this issue is about player feel rather than matchmaking
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@AngelOfHope2017 said:
I think there should be a disconnection penalty for all abandon situations. However, I understand why the abandon system is in place. There are killers who are not yet skilled enough to win games without slugging. This is to prevent slugging all 4 players to win. This change needed to happen. It will also force those less skilled killers to learn how to win without slugging.
Maybe the solution is that if a player abandons, that they are not "gone", instead they are replaced with a bot that is in the same state they were when they left?
Whether you like it or not, slugging everyone is a win without any question, it's not like hatch escape
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@AngelOfHope2017 said:
Solution: Hook survivors instead of slugging. I don't mean this in a rude or disrespectful way. However, if I can win killer games without slugging (as a survivor main), I am positive you (as a killer main) can win games without slugging. I believe in you!
Entirely missing the point, the problem isn't killer losing or winning it doesn't matter, but rather survivor keeping MMR in obviously lost match
This thing is effectively killing MMR system for no apparent reason
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Yeah like what is even the point? if survivors can't lose MMR through most blatant loss like this, they gonna keep matching against killers who are way way above their skill levels, it's not gonna do good
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Probably they doesn't have enough workload to actually fix all the haste/hindered perks, I think
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We can easily say optimize this optimize that, but at this point I don't even understand the exact problems
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@Cassiopeiae said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918022#Comment_3918022
fr what does it even matter
It matters because if an excessive twins slugger somehow manages to "lose" games while also forcing a loss for all survivors by slugging them down and waiting for like 100 seconds, it'll give negative MMR for super sweaty killers like that, allowing them to repeatedly match with least capable of all the survivors
Basically, if people can "win" while losing MMR, they can abuse those mechanics to absolutely bulldoze and damage lower tier/casual players, which kills the entire point of MMR and game itself
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@Caiman said:
The better question is why is blocking the exit gate a part of his power in the first place.
Because every killer should have some sort of gate blocking with power, simple as
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Dbd isn't a casual game, be it a killer or survivor, all you can do here is one of: simply getting good, take a friend or two, stop caring about wins, or outright stop playing
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@Archael said:
They do leave corpses afaik. They disappear tho, most probably when surv leaves the endgame screen. But I can be wrong.
Permanent corpses would be fun tho... I can't make pile of corpses :(
What I mean by this is they should somehow leave a mori corpse even when killer sacrificed them through hooking, it can spawn from nothing, or maybe shadow of the killer may perform the mori animation, I don't really care how
Just thought it'd be neat if first death in the each match left a unique corpse akin to the memento corpse for that entire match, kinda improving "oh #########" feeling of the survivors when they saw those corpses
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We really should rework old moris, most newer mori tend to have unique corpses (like some have holes, some will reveal internal organs, and all such) too, so at least older ones deserves to have one also
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I didn't even understand the point of nerfing those meh perks?
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@Anti051 said:
Something like that would be okay if pallets/windows weren't so interconnected. Right now safeties are so close together and so plentiful that they basically form a safety highway, especially if you know exactly where to run next with WoO. Against the weaker killers, by the time enough of a deadzone is created for it to matter, the gens are already finished with plenty of resources to spare (hence the reason that comp strat is just predrop everything). At the moment, WoO reduces the danger of being chased by a respectable amount and should at least require a perk slot (an activation condition and time limit wouldn't hurt either).
That's more of a map issue than WoO issue tbh
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I'd say nearly every aura perks should be basekit with toned down or not toned down versions, pretty much all the swfs are coordinated enough to not have any of those anyways