Nebula
Nebula
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- Nebula
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@GroßusSchmiedus said:
I took a second look at the teaser.
If you reverse it its hard to hear, but i think i got a little something:
First audio: "SERVE HIM"
Second audio: "LETS US IN, LETS US IN"
I cant tell much of the other ones.
However the fact it reverse to as us and asks to be let in, and speaks in a strange human tone hints at a humanoid monster. I'd guess its a vampire because in folklore they cant enter without being invited, and usually follow a strict hierarchy which would explain "SERVE HIM".
But thats a stretch, im just glad we get an original monster again.
Could be but the blood moon teaser they just gave for the event next month would definitely make sense with a vampire
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646441#Comment_3646441
doesn't mean you wasted the time of 2 heals...
If they decide to fully heal again, that's actually exactly what it means. That's at minimum looking at around 40-45 seconds of wasted time for both survivors, adding up to 80-90 seconds in total, equivalent to a full gen's worth of time (and that's being generous as hell, assuming they immediately go back to healing instead of dispersing for 10-20 seconds). If the survivor was to heal himself, loses progress due to the killer interrupting, then heal again, that's over 40 seconds for that individual survivor. Assuming the other survivor that would have been healing them doesn't have to, that's over half a gen of progress they could get done in that time.
Time in this game is not universal, all survivors can use it differently and thus, must be thought about as so. It is not an "abstract" way of thinking about it, it is mathematically and logically backed. It is a waste of time to double up on gens or healing unless there's one gen left or the person cannot heal themselves. This is an indisputable fact.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646256#Comment_3646256
He's not going to get the buff he deserves if his kill rates are padded with free kills from end game.
Balance his power in endgame with that of other killers and buff his kit for during the trial.
I actually completely agree with this. Your point about Myers as well is very valid as well, some things are allowed to stay in the game because the community agrees that these killers are weak even though, in reality, these are the very things that are holding back more and better changes from them. bHVR sticks to their golden 60% kill rate and does very little evaluating outside of that. The killers that receive changes (for the most part) are the ones that are either below or above this benchmark. If Trappers kill rates are being inflated from having the ability to cakewalk through your average endgames, it's holding back actual, viable changes.
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He's just overtuned at the moment, plain and simple. Stop removing interesting interactions and viable counterplay to killers. There's absolutely no reason the cooldown add-ons should be in the game, they promote poor interactions between the survivor and killer. Making him miss with his chainsaw is no longer a benefit, it just extends the chase 5 seconds before you inevitably go down. Nothing feels worse in this game than just accepting that you have to die either due to very poor map layouts or overtuned anti-chase powers.
Add into this that almost everyone is running a similar build with him that typically includes a mix of Bamboozle, Enduring, Superior Anatomy, Fire Up, or Spirit Fury. Truly, what is the counterplay? Windows become pointless with Bamboozle, Superior Anatomy and/or Fire Up, hes right back on you in 2 seconds. Enduring and Spirit Fury are fantastic on him and unless you know it's coming, a free down. It's entirely map dependent. Some maps are absolutely terrible for him and some are absolutely unwinnable for survivors.
Also, what's the counterplay to him tailgating now? You make him miss on his chainsaw and guess what? Unless you're literally right next to a window or pallet, there is no viable counterplay that doesn't depend on the killer being bad with the power.
Stop taking away the interesting interactions in the game that give the game a fun push and pull. Right now with Billy, there's only pull, no push. In all due respect, it's decisions like these that make me wonder if there's any actual testing done, and instead, an over reliance on a community that can't agree on what the color red is. There's no way that Billy with double cooldown add-ons made it past playtesting and QA. There's literally just no way.
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@DefJukies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643980#Comment_3643980
"I don't think there is a single killer which benefits from using his power the entire match."
I'll start from the entire roster:
- Nurse
- Huntress
- Hag
- Clown
- Spirit
- Plague
- Demo
- Slinger
- Pyramidhead
- Blight
- Trickster
- Nemesis
- Cenobite
- Artist
- Wesker
- Knight
- Skull Merchant
- Chucky
"I don't think there is a SINGLE killer which benefits from using his power the entire match."
Literally not a single killer on this list uses their power the whole game like Billy besides Nurse....
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If there’s one thing that’s proven to be true in this game, it does not matter how much you nerf survivor or buff killer, some people will always try to make it a 3v1 as early as possible. There’s been numerous, numerous examples in the past of the community asking for something because it’s the reason either survivors genrush or killers tunnel, that change is made, and nothing changes.
As long as it’s easier to win with 3 survivors alive instead of 4, nothing will ever change. There will always be another excuse to get rid of somebody as early as possible. The goalposts have moved so much over the past few years on this issue it's actually ridiculously funny.
"Gen speeds are too fast! They should take longer and killers won't feel the need to tunnel", Gen speed increased by 50 seconds overall, and in reality probably closer to a whole 6th generator when adding regression into the mix. People still tunnel.
"Gen regression perks are too bad! Only Corrupt and Ruin are viable!" Jolt buffed, Pop buffed, Grim Embrace buffed, Pain Res, Dead Man's Switch, Overcharge, Call of Brine and Eruption meta happened. People still tunneled, more if anything.
"Survivor healing speeds are too fast! I can't apply enough pressure to stop survivors from cranking out gens!" Healing speed nerfed, Circle of Healing nerfed, medkits nerfed, sloppy butcher buffed, thanatophobia buffed, etc. People still tunneled.
"Survivors aren't healing anymore due to the nerf to healing, now they're only doing gens and not healing!" Kept tunneling.
"Toolboxes are too strong! They shave way too much time off gens, change those and people won't have to tunnel!" Toolboxes nerfed, BNP nerfed, scavenger destroyed before even making it to live. Nothing changed.
Let's be real, the community (including me) doesn't know what they want and don't know how to fix this game. It's been out 8 years, it's going to take a full on overhaul and a plethora of changes to fix the issue of tunneling. Every change this game has made has came with a different excuse as to why people continue to play the way they play. It's more than likely never going to change considering the scale of changes they would need to make, it would more than likely require them to take a content break and we've seen that they're not willing to do that. Everything else is a band-aid fix.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645825#Comment_3645825
If that was TRULY the case then comp would have WAY less restrictions but they still have roughly same since pre 6.1
Don’t use comp as an example for this games balance. You know that’s not what any of us are talking about. It’s a totally different game than the rest of us play, and unless you play it, you too.
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@Adaez said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645631#Comment_3645631
Genrush is still a thing, a lot of broken perk combos, the only thing survivors need are soloq information that's still lacking and secondary objectives.
Can you expand on what you mean by genrush? Because I don’t understand how people still think this?
Toolboxes are nerfed, BNPs are nerfed, prove thyself is inefficient unless at one gen, scavenger is garbage, Hyperfocus requires skill, reliant on RNG and no one runs it, deja vu is a healthy perk for the game, potential energy is ran by absolutely nobody, better together is garbage, gens take 90 seconds instead of 80, need I say more?
Gens are the only objective, so if your argument is that survivors splitting and doing them efficiently is genrushing then I don’t know what to tell you. Adding a secondary objective would do nothing but buff killer really, really hard. Killers won’t just suddenly change their playstyles, tunneling would still be prevalent and all the sudden most games would be over at 4 gens.
So what exactly is genrushing? It’s no different than tunneling or proxy camping, it’s just people playing efficiently. The games been out for almost 8 years, of course it’s going to be optimized.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645692#Comment_3645692
What "unsafe" pallets? Half the pallets just allow you to see the killer 90% of the time. The only unsafe pallets i see nowadays is the two on either side of the reception area on RPD. Garden got a "rework" which didn't do anything at all except remove the ultra safe truck in front of the house for a still very safe pallet. The gas heaven rework just made the loops more chainable and made main building more accessible. Blood lodge got a little better and don't get me started on the 2nd varients of the macmillan maps. 4 potential i loop spawns on Iron Works 2 alone.
There’s absolutely no way you believe this. I’ve seen you on these forums for way too long for me to actually believe you to think this.
If you do this is truly a case of there’s no way you ever play survivor. Take the rose colored glasses off. Survivor has not been the power role since 6.1.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645124#Comment_3645124
Honestly not that much of a trade off compared to now. Until maps are balanced then it would make a huge difference in that gap.
What do you mean by compared to now? What have survivors received besides hud changes and nerfs since 6.1?
Maps have been a problem since the inception of this game as well.
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I honestly think every killer is just fine in this game mode (besides ranged), the survivors are at a pretty major disadvantage.
edit: wanted to throw in that I was having a lot of fun with Pyramid Head shooting through walls blindly at gens, they can’t hear your sword until it’s too late
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@anarchy753 said:
https://forums.bhvr.com/dead-by-daylight/discussion/404543/why-is-lights-out-only-limited-time
"Splitting queues isn't a problem."
Meanwhile; the 10 minute queue to play lights out on the first day.
Damn, are some people already experiencing that long of waits? I don’t think any of mine were longer than about 2 minutes last night.
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Please let it be like what Legions release trailer is, a mimic of survivors as killer is a really cool concept, but admittedly would be terrible against SWF which is why I think they originally changed Legion.
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@Peanits said:
This is our first modifier, so we're still experimenting to find what works best. There's a couple reasons why it's only available for a limited time, but a big one is to help get matches going in the modifier. If it were available permanently, there would eventually come a point where the novelty wears off for many people and they move on, leading to extremely long queue times for the few people who still want to play it. Like an event, we'd like for modifiers to be fun things that pop up from time to time that people are excited to take part in.
There will be more modifiers in the future, though, and it's not out of the question that popular modes could return in the future. Any feedback is welcome!
Thank you for the response! Definitely makes sense and I follow your guys’ logic on making it limited time.
My only suggestion for future modifiers like this is that one week is too short for something as fresh as this. There are a lot of people who don’t check socials or updates too regularly and might completely miss this event before it’s too late (or be out of town like @UndeddJester mentioned above). I hope for the future as these become more common and you guys gain your footing, they become a mainstay in the game. It would be fantastic to have consistent options for game modes (still praying on 2v8 🙏).
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@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644252#Comment_3644252
I never said the system shouldn‘t exist, in fact it's decent at preventing endless games, but it honestly shouldn‘t be active from the start. I think it should have less events (like 6) but only be active during the last gen to truly be an Anti-3-gen system.
Also let's be honest here, 5% is almost nothing, without any perks/items/great skillchecks that regression is repaired back in less than 4 seconds. Survivors lose more progress (and as such, time) when failing skill checks and we all know how little time it actually saves if the Survivors have any kind of gen-speed perks/items. Before the system I tested this while farming with Knight: I was constantly "kicking" a gen with a guard and 2 Survivors were repairing it during the cooldown, just in those few seconds they were out-repairing the damage to the gen (and Guards already did 5% damage).
Again, reaching the cap isn't the issue, it's being at a disadvantage during the last gen even if the Survivors 3-genned themselves and you regressed one gen too much as well as limiting certain perks. A 3-gen should be a difficult situation for the Survivors. Which is why activating the system at the end would only affect those situations.
I see your point, but IIRC the devs specifically said a big reason for this system being in place is to counter people holding three gens from the start of the match, and if that’s truly the case then it has to be active from the get-go. Could it be better? Absolutely. But it’s doing it’s job on that front.
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Although his update confused/concerned me in terms of bHVRs balance decisions (essentially giving him insta-saw back, the very reason he was nerfed in the first place) I am happy to see him more. He’s always been one of my favorites to play as and against.
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People tend to have pretty short memories in this game. Like people above stated anonymous mode is your best bet for avoiding people recognizing you, but just know (and I’m not trying to make you feel worse or anything) that there are a lot of people in this game who will do things similar to as you described.
A lot of people take their anger out from real life into this game and sometimes focusing a single person in game because of a perceived (slight), in this case good gameplay, can cause them to have tunnel vision and go strictly for an individual. It’s usually never anything personal, just people being people.
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@Crowman said:
Given that the entire gimmick is Dredge's power but with no items, perks, or offerings. I doubt many people will still want to play the mode by the end of the week after the novelty wears off.
I fully expect to see many complaints on the forums within the day about the issues of a new mode
That's inevitable. God himself could balance DbD and people would still complain.
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@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/404543/why-is-lights-out-only-limited-time
Wait really? Why?
Are they really creating fomo on game modes? What's next make it a feature you'll have to pay for?! sigh
*2v8 game mode sold separately*
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641304#Comment_3641304
What is there TO matchmake? Have you seen the playercounts? They're BARELY average when we had 20 events with tomes and 20 HUGE licenses back to back. The fact that we haven't peaked past RE means the old players are just gone almost universally.
This game is cooked because of 6.1.0 and changes onwards.
Games with exponentially smaller player counts than DbD are able to matchmake just fine. Player count isn't the issue here. There's more than likely between 50-75k players active at any point in the day, that's wayyyy higher than your average game, asymmetrical or not.
There's dozens of problems with the matchmaking system but I really think that playercount is one of the lowest things on that list.
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@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643809#Comment_3643809
It was a gamemode floated in BHVR's last survey. IIRC the gist of it was that each team would have 4 survivors and 1 killer. Each team would be fighting to have the most generator progress while the other teams killer tries they best to disrupt them. I assume winning meant having them most gen completion before the match time ran out.
I loved this concept and I think it would create interesting gameplay while still being easy to balance within the framework of dbd's current system.
I also loved VIP where the game is over if the obsession dies and the rest of the survivors are tasked with trying to protect them as long as possible.
That's interesting for sure, but just not sure how that 5v5 mode would work in practice, it seems like it would take more effort and resources to do correctly compared to the 2v8 mode, but could be completely wrong here. It does seem like it'd be very fun though. I do really like the VIP option though, that seems very enjoyable and very little effort from their part.
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Loot boxes are a very legally gray area, I think it'd be super unlikely that they implement these. They already jump through hoops to make sure the game isn't censored or pulled in certain areas.
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643709#Comment_3643709
FTP + Buckle Up would like to have a word with you-
In all seriousness though the concerns people had with the new gen system when it comes to Surge and Eruption are still showing to be completely valid so far. And not even that, but this "anti-3 gen system" isn't really doing much because Skull Merchants are still able to hold 3 gens despite the changes albeit not as powerful yet still able to stall the game out for a while with the right gen spawns and such(and as a Skull Merchant main I can confirm this). At this point they just need to exclude perk procs from the new gen system since, as of rn, the main perks for holding a 3 gen as Skull Merchant is just simply Overcharge and Call Of Brine which don't even have perk procs. They just get applied to a gen that you kick which is different.
Just my opinion but if you're hitting 8 regression events on a single gen, you're either hyper-fixating or stomping them, even with surge and pain res proccing. 8 regression events is a lot and will more than likely equate to a full gen of time. Not to mention that surge is kind of just a cherry on top perk anyway, you have to have it add to the regression counter or else there's no point of having the change. Regression events moving from 2.5% per kick to 5% is a flat buff outright, you have to make regression events relevant or else there's no point.
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@Skitten56 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643752#Comment_3643752
I can respect that. I mean for your sake, if it didn't use up too many of BHVRs resources for other gamemodes I have no problem with them having it as an occasional game mode. I just wouldn't want them to pick 2v8 over other gamemodes if we can only have a few.
Can you expand on the 5v5 game mode you were talking about? I don't really understand how that would work. So you'd have two matches occurring at the same time and each match would be fighting to finish first, get more points, hooks, etc.? Would they be on the same map or just two separate games?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643777#Comment_3643777
I agree about the hyperfixation with a 60% kill rate. I'd like to see the idea of the power role revised. They seem to get too caught up in being asymmetrical and lose sight of the PVP aspect. It's not less of a power role if kill rates are closer to 50%. The single player still has the ability to defeat 4. That is a power role. It's a PVP game, not a power fantasy.
It feels contrived when matchmaking seems designed to target a kill rate. That's backwards. Matchmaking should be accurate and the kill rate should happen naturally as a function of that. Matchmaking shouldn't be used as cover for balance issues. And that's what it feels like is happening in many matches. It often feels like your own gameplay has zero bearing on the outcome on survivor.
Completely agree, there's no point in having a SBMM system if you are forcing outcomes instead of allowing them to happen naturally. If they simply allowed the system to work naturally, they could actually get a clear view of what killers are struggling and which are outperforming on average. More meaningful balance decisions could be made and there would be less disconnect between the playerbase and the developers.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643748#Comment_3643748
I don't think it changes much, to be honest.
You can join an empty lobby, watch the four survivors joining and still have an extremely unbalanced game where one side is clearly better than the other.
The system itself doesn't work, and I think that is the issue.
Very fair, there are definitely multiple issues at play when it comes to their SBMM. I think a part of the issue is that they hyperfixate a little too much on trying to make sure their kill rates are at 60%. Foregoing proper balance in every match to make sure they stay near or at that benchmark. You'll win 3-4 in a row in a certain role just for them to almost guarantee you get stomped in your next match or two to bring you back down. It's a perceived balance, not truly balance. Most games with MMR you will find you have about a 50/50 shot to win every game, DbD, not so much.
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@UndeddJester said:
Testing the waters I guess.
I'm bummed cause Ima miss the whole thing... so I would like to see a month long extension 😅
Man that's a bummer, hopefully they extend it or bring it back soon (or just make it permanent lol), I always love when they shake the game up.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642923#Comment_3642923
My experience too. I tracked my games for almost a year, and some weeks I'd have a like 35% escape rate and other weeks I'd have 10%. When people criticise SBMM, those sorts of discrepancies are what they're referring to. It often feels like your games are either all or nothing.
Yup, this is problem that's stood out the most to me. The games balanced too much for that 60% kill rate they try to shoot for. Unlike in most any other game with MMR, where every game you have about a 50/50 chance of winning. This game swings hard, most games you have about a 80/20 or a 20/80 chance of winning or losing, making the matchmaking seem extremely fickle and confusing. In my experience if I escape 3-4 games in a row / 4k 3-4 games in a row, I'll get humbled hard the next couple matches with either super skilled killers or survivors in matches that feel outright unwinnable.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643292#Comment_3643292
In all mode, 2v8 is my least favorite. I cant image 2 killers tunnel 1 by 1 and the other survivors rush Gens before their time come.
Someone else suggested this idea, a 5v5 mode. 1 side has 4 survivors and a killer. Objective is to complete their team's Gens and kill other team's survivors.
I can image the scene where a survivor in team A body block another one in team B so killer A can make a kill. Or body block a flashlight save ect..
I think this game mode would be extremely enjoyable and fresh for the game. Balanced? Probably not, but at the end of the day who cares, it would be super enjoyable to play killer with a friend. It's not something that would hurt the game if they at the very least tried it. There's dumb side-games in almost every modern video game, DbD could most definitely use one like this. Not to mention it's been one of the most requested things I've seen in my 6 years of playing.
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@Chaosrider said:
We dont need new game modes, we need a proper game.
The games almost 8 years old, its wayyy overdue for new and fresh game modes. Adding something like a 2v8 would be the best decision they've made in years, balanced or not. A lot of people want to play killer with their friends and go back to a time where everything's not ultra-optimized and meta.
It's quite shocking it's taken this long for the games first new game-mode to finally release. Correct me if I'm wrong but the youtube videos that show off 2v8's always seem to be the most viewed DbD videos on the platform.
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I think one of the biggest and most prevalent issues surrounding matchmaking is lobby dodging. As long as this persists and they prioritize quickness over fair matchmaking, the system will never work properly. I believe they should hide names and prestiges from the killer in the lobby and either some sort of disincentive to dodging or even remove the option all-together (not sure if this is even possible, people will just quit out the app, which is why disincentivizing is the more logical solution). But as long as lobby dodging is a thing (and it frequently happens) matchmaking will never work properly.
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@pseudechis said:
If you have to start your thought with “this probably isn’t true” then it probably isn’t true.
No BHVR are unlikely to be intentionally screwing up their game in order to drum up conversation about it.
Exactly, they are trying their best to keep the game fresh and enjoyable, and OP just like you stated, they can't make everyone happy. This is an asymmetrical game, both sides have very different issues and mentalities, this is truly a case of not being able to please everyone. Anytime they make a positive, quality of life change to one side, the other is usually feeling left out and think that the devs favor one role over the other, when in reality they are simply trying to please their playerbase. Not everything in life has some hidden conspiracy under it.
@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643703#Comment_3643703
If people complain, they care. When they stop complaining, the game is most likely in a very bad spot. People are not made for happyness. They need the chaos, errors and faults. It is all psychological, and the trick is to not overdo it. BHVR is always on the edge of this, and since the game is still breaving, they have not oversteped this thin line.
On top of this all, as the OP said, when they complain, they spread those complains around the world. Youtube for example is a strong medium, and complaining about stuff in DBD is one of the most frequent things people do.
Or imagine every perk would be perfectly ballanced. There is no room to discuss or ask for buffs ect.
While yes, it's true that some people thrive under chaos, don't go making the assumption that everyone is like this. A lot of people value enjoyment and pleasure, especially with something like a video game, where most people use it for a form of escapism from their daily lives. And yes, discussion videos are a strong medium for this game, but they are more niche and viewed by people who are actively in the community. The videos that get the most views and bring people into the game are gameplay videos of people messing around and having fun with the game, you can't have these if your playerbase and by extension content creators are unhappy with the game, it shows in their work when they're not enjoying themselves.
And there's always room for balance discussions, no game in history has ever been perfectly balanced, this is purely a pipe dream, especially for an asymmetrical game. If there's one thing I've learned in life, there will always be a contrarian, no matter how perfect things are or appear to be. You can never truly make everyone happy.
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@scoser said:
If you're getting that much benefit out of jolt, then you're already winning regardless of whether you've hit the regression limit or not.
Exactly this. If you’re regressing a single gen 8 times, you’ve already wasted at the very least 40 seconds of their time and realistically more than likely over a full gen of time. You’re already winning / won at that point. Not to mention you saying jolt as the culprit which requires you to down them in the first place. This seems like a steamroll of a match and the gen blocking more than likely had zero effect on the match.
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Yeah usually I’d die on a hill for a perk like Background Player, I’ve always thought it was super fun and was excited to see they buffed it when I came back. Yet I managed to get a pallet save the other day that should have 100% been impossible even with the perk on. I agree that 200% for 5 seconds is a little too much and should probably be reverted.
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@xEa said:
I've had this thought recently that might sound VERY far-fetched and 100% could be wrong, but it's a thought I had nonetheless. Is there a possibility that BVHR is purposely messing up balancing in Dead By Daylight?
I am pretty sure they do it on purpose. Creating or buffing strong perks like Made for this or Grim Embrace which are CLEARLY overpowered only surf the purpose to shake up the meta, give people stuff to complain and simple keep the game relevant.
While I agree that they release certain perks and changes to shake up the meta, I don’t think this is at all to “give people stuff to complain” about. There’s been people on the forums for years that were begging them to shake the meta up and when they finally do it, it’s seen as a conspiracy? They’re simply trying to keep the game fresh, not spark controversy.
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@WolfyWood said:
There's no big conspiracy.
Lack of competition = no incentive for higher ups to pressure developers to do meaningful balancing = a bunch of nonsensical changes and bare minimum adjustments for PR metrics.
I'm sure some of the gameplay devs care(?), but their hands are probably tied.
I think it’s exactly this. bHVR has gotten big enough now to the point where I can almost guarantee that a lot of decisions are taken out of the hands of the people that understand the game the most. They’re probably just given a checklist of things to do at the start of every week, and suggestions more than likely have to move a couple rings up the ladder before they’re implemented.
I don’t think there’s a big conspiracy here. Like people above stated, it’s easier and more cost efficient for businesses to retain their customer base, not reach out to new ones, and the best way to retain your playerbase is a positive user experience. There’s no way they’re intentionally making what they would view as bad decisions.
At the end of the day, everyone here are humans, and we’re all flawed and make mistakes. This game going on 8 years strong is proof enough that they care about the game and want to see it succeed, they’ve made a lot of positive changes in the past year.
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@Leachy_Jr said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643394#Comment_3643394
He reminds me of alien, having such a cool concept but is ruined by a clunky, uninteresting power. Unlike alien though, his power can be fixed with simple number changes which I'm surprised they havent done yet.
Yeah they seem to get stuck to their schedule and make little room for smaller quality of life improvements. Slingers a killer that’s been overlooked for a while now and it’s a shame since like you said, he only needs slight number tweaks to bring him back to balance.
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Yeah slingers definitely due for at the very least an add on pass. His reload add ons should be base kit, and his ADS could definitely stand to be buffed. He’s too fun to be in a mediocre state.
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@humanbeing1704 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643278#Comment_3643278
Oh yeah usually people bait out a grab out of a locker exit to do them still
there’s a strategy to do a lunge instead and you typically down the person instead
Makes sense, it was with a random teammate who was getting hard tunneled for like 5 minutes straight lol. He was super solid so I was really confused when he intentionally fast vaulted into a locker and slowly got out right in front of the killer hahaha
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@OrangeBear said:
You get blind immunity when searching a locker with a survivor, however, you do NOT get this when grabbing a survivor exiting or entering a locker which leads people to believe it's not working.
@Ryuhi said:
They're still in the game, kinda. If you grab someone as they're getting in or out of the locker, you can still be blinded, just not when they're hiding inside.
Ah, this is exactly what happened. Was super confused in the moment lol, went for it just to say I could have gotten it 6 months ago hahaha
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643040#Comment_3643040
Really? I feel like it has gotten a little better overall. It's still a lot whenever something new is added to the game but for the most part I think it's better than 2 years ago, when I joined the forums.
The us vs. them discussions definitely seem to have decreased in number.
I’d agree. 2-4 years ago you’d pretty much only see us vs. them type of posts. A consistent barrage of “Which side is better” posts followed by “you only play one side”. I feel it’s definitely at the very least gotten a little better on that front. But forums are forums, you’re always going to see complaints, especially when both sides require completely different mentalities and play styles.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642933#Comment_3642933
"Why is killing aka the only objective killers have left bad?"
This argument is pretty weak. Both sides only have one main objective and increasing efficiency forces the other side to follow suit. If I were to tunnel at 5 gens, then the survivors would lose every single game, if they played chill and went for chests and totems. If I were to play chill and play against people that finish the 5 gens in less than 5 minutes, then of course I won't be able to compete either.
The funny thing about healing is that it barely slowed the game at all. Survivors could realistically heal themselves quicker than a killer could injure them. Multiple times per match with no set up needed. That's why medkits had to be nerfed. Medkits are still good. Just not as broken as they were.
The game is in a pretty good spot when both sides play similar. But when one extreme meets another, for example a 10k hours hard tunneling Nurse main with 4 regression perks meets 4 casual solo players, then it's really not fun. Which is why the extremes need to be looked at. On both sides. You can't have killers spreading hooks and playing chill when the gens are done in 5 minutes tops and you can't have survivors that play chill when killers tunnel from the get go either.
Exactly this. It’s simply an arms race and a perpetuating cycle. I assume for the most part most players want and try for chill games. They play people who run super meta perks and strategies, learn that they have to run meta to counter those, then run into somebody who wants to play chill and destroy them, leading to that person running meta perks and strategies, etc…
Its like the cycle of trauma, but in this case it takes more than an individual to break the cycle.
This isn’t a “killer bad” or “survivor bad” problem, it’s simply a game design and human psychology one. Super hard to overcome, especially when certain perks and strategies are so much more efficient. Competitiveness is a pretty innate instinct in most people.
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Yeah he’s sadly been in a terrible state due to nerfs and power creep. I miss old Freddy honestly, yeah he was worse but at least he was unique and fun (subjective).
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@mikewelk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642428#Comment_3642428
Overreact? I'll hate her even when the trend dies until something is done about her lack of skill expression. I simply don't enjoy facing a killer where every person maining them plays the exact same. I escape against them from time to time but it doesn't even feel rewarding because of how bad the experience was.
I feel this. There’s a couple killers that I feel this can apply to. Knight and Wraith being the main two that pop in my head.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642424#Comment_3642424
No way close. People just like to overreact on her and hating on her is still trendy.
Yeah I was under the impression she got nerfed since I stopped playing (back in August I think?). As long as she can’t literally hold games hostage for 30+ minutes that’s at the very least an improvement. Can’t say I fully agree with the new regression mechanics being a solution to three genning though, feels a bit like a cop out.
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@mikewelk said:
Just wait until you get a Snooze Merchant and that break will be extended
Still just as bad as she was in the summer?
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Just my honest thoughts, feels like Billy is undoubtedly top 3, the new alien map has a super tight 3 gen (that’s objective) and the new Macmillan maps feel empty (I guess you could argue that). What’s the issue?
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@Exarion said:
So 19/20 survivors play with MFT and hate that it's useless against blight, and then they post this. I see (:
You really can’t have a discourse about the game anymore without getting people like this…
Go make your own discussion about this, stop trying to derail everything with MfT, this literally has nothing to do with it.
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@Killing_Time said:
Why do you guys wish a killer gets the original Billy addon pass treatment? It's bad enough we only have like 3 killers out of 30 that can even stay on par at high MMR. We already lost core gen defense perks.
MFT literally makes playing m1 a nightmare in itself but every survivor is ok with it. Blight is fine.
Blight has the second best base kit in the game and the best add ons in the game, you can’t have both. He’ll be completely fine if they just tune his busted add ons.