Nebula
Nebula
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- Nebula
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@sharpef3rn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649487#Comment_3649487
I was more explaining how that response doesn't really address the main issue with my post.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649489#Comment_3649489
Lunar new year. Which I am now retracting my sentiment because although I was told it was DRAGONGIFT it is apparently DRAGONYEAR
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649505#Comment_3649505
I can understand because its the feeling that BHVR doesn't care. If you play the game on a super consistent basis to the point of having all tomes maxed out and your week long break encompasses the entire event for exclusive content, it feels like a slap in the face. Did they do it to attack you, no but you assume they knew that an event that short would screw over some of their normally very active players especially having it centered around a holiday. So not playing while you still feel angry towards the company seems legit
You asked why the event was so short, Peanits literally addressed that in the response I pasted. Just because the answers not what you want it to be doesn't mean it wasn't answered lol.
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100% agreed. It's the simplest change that would help the game that they're refusing to do for some reason.
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They've already upped the solo generator time by 10 seconds somewhat recently. Nobody wants to sit on a gen for 100+ seconds.
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Been playing a bunch of piano recently, really trying to learn a jazzy version of Redbone by Childish Gambino for the past few weeks.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649479#Comment_3649479
Actually, I do remember complaints about zoning, now that you mention it. Still, I wish they didn’t have to make him clunky and careless.
Absolutely, I feel the same way. I really wanted to main him and still play him quite often, but after that change I lost a lot of interest in him.
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@sharpef3rn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649464#Comment_3649464
Okay but literally the PTB is longer and doesnt have anything you could miss if you failed to participate. I honestly am okay with missing the modifier. I have a hard time following scratchmarks in normal games and losing the terror radius would make me cry. But I would have done the games for the tome stuff that is only available during the modifier. And that doesnt explain why the lunar new year code for the badge and banner is done less than a week after the new year but the charms and bp are still up. I am never gonna use one of those charms because I own 10000 but choosing between 5 banners I would like more options.
Why are you talking to me like I’m Peanits lol, if you wanna tag him go on the thread in my profile.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649458#Comment_3649458
i guess it was just BHVR being BHVR. With the recent Billy changes, there’s hope Sir Fredrick of Dreams and Cake Daddy getting improved by going back to their roots.
Nah it was 100% a very complained about problem of him being able to "zone for free". Watch some gameplay of release Pyramid Head and you'll see what I'm talking about. He put you in a position where there was no viable counterplay other than hoping the killer player was just bad and missed.
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This was Peanits response when I asked why the event was only 1 week last week:
"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!"
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This is a great and healthy change that actually promotes fair interactions between survivors and Billy. The cooldown add-ons and his base cooldown movement speed were severely overtuned and made it so making him miss with his chainsaw was almost negligent.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649437#Comment_3649437
What was the reason behind it? Was he just too hard to face for the average SoloQ survivor so they made him unappealing to play as like they did with Twins?
Essentially the same reason that Deathslingers ADS got nerfed. It was super easy to just put the sword down and immediately pick it back up and hit someone. There was almost no cool down at all after picking it back up like there is now. Absolutely free zoning and honestly should have been nerfed, it's just a shame though because a result of both of these nerfs (PH and Slinger) made them feel really clunky and annoying to play.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649430#Comment_3649430
While cake is more important, I will agree that his mechanics are clunky and need to be better fine tuned. I purchased him a while ago and tried him out for a few matches and he was just annoying to control so I dropped him.
He used to feel super smooth to use, it's super similar to how Deathslinger is now compared to how he used to be. Just smoother and more fluid to play.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649328#Comment_3649328
Nah now I just slug, camp and tunnel to win with Nurse. It’s boring. I could go for a more chase-oriented gameplan back then. Now, even with 15-20 second chases, gens fly.
If you’re doing all this with Nurse than I’m sorry but in the nicest way possible, get better. You’re playing pub matches, not competitive sweat lobbies.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649256#Comment_3649256
I was there pre 6.1. It was more fun. Especially considering that the devs took back all of the meaningful killer buffs in that patch.
See that’s something we can agree on. The game was more fun IMO pre 6.1, but if you’re going to talk about balance, especially that killer is “in its worst state”, you’re just objectively wrong, I’m sorry. You’re equating fun and balance together when that’s just not how it works. The game was more fun because there was a bunch of broken mechanics, not because it was more balanced.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649234#Comment_3649234
Deathslinger is much easier to hit with. He is my second main. I was getting survivor teams that would set up multiple turrets around the gens that were close together, and xeno can only hit one at a time. Not to mention turrets at loops, which I am forced to break mid chase, giving the survivors time to make the next safe tile. A killer power should never be in the survivors’ hands like that.
And no, none of the issues I originally mentioned have been addressed in a meaningful way. The killer wiping the weapon 2% percent faster isn’t at all impactful because the pallets are too densely put together.
Alright you’ve completely lost me. Xenos tail hitbox is objectively bigger than Deathslingers spear, there’s just no arguing that no matter how much you try.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649195#Comment_3649195
The issues I’m talking about have been around since I started playing. There is no learning or adapting to connected, safe tiles, second chance perks, and generally bad map design. DBD has core issues that, rather than being addressed, have been made worse. If you are the best chaser in the world, it will still take too long to down survivors before gens get done since they get a speed boost and have a thick concentration of pallets and tiles.
The issues you’re talking about are not even in the same stratosphere as they used to be. And your points about Xeno are exactly what you condemned about “lazy and entitled”.
Yes, survivors have counterplay to bringing her out of her crawl stance, but, there is counterplay if you literally just read her power description.
Xenos tail requiring pinpoint precision? Simply untrue, the only ranged power in the game that requires pinpoint precision is Deathslinger and maybe Trickster. Her tail hitbox is actually massive compared to the visual model, you would know this if you actually tried to use her for more than one game before coming on the forums and complaining.
Sound familiar?
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Also weren’t you commenting on a thread yesterday about how people that play this game are lazy and entitled and just come onto the forums to complain to nerf things before they even try to learn them?
Because you’re literally doing exactly that. You’re being a huge hypocrite.
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Dude come on, this is objectively untrue and you know it.
You’re for real going to sit here and say that it was easier for killer when actual infinites existed, god pallets everywhere, windows everywhere, chainable tiles, exhaustion perks that came back mid-chase, every survivor could DS you twice per game, heals could be done in 4 seconds by yourself, few killers with anti-loop powers or mobility powers, etc. I could literally go on for a page about what has improved for killer.
Killer is objectively in one of its easier states it’s ever been.
Also, Xenos tail is not that hard to hit, even on console, it’s no different than Nemesis’ whip, in fact it’s even easier to hit and it genuinely can feel oppressive. Deathslinger and Trickster are the only genuinely hard killers to aim with on console.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649127#Comment_3649127
They absolutely haven't. And we had a time where tunnelling was less common, due in large part to DS having a five second stun on it. BHVR then harshly nerfed that. BHVR has put in close to zero effort to deal with most of these issues. Negative effort, even, when it comes to tunnelling.
Literally. What has bHVR done to address tunneling since buffing OtR almost two years ago? It’s a topic that’s discussed and complained about literally every single day. They are quite literally the poster child for inaction in this regard.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649080#Comment_3649080
Yes but it also:
-Has no timer.
-Has no conspicuous modifier
Meaning it has way more flexibility than just being an anti-tunnel perk. Which also makes it one of the best anti-tunnel perks as a result.
Why would you use DS over DH as long as DS is so restrictive? I guess I'm just not seeing how buffing the stun will change anything.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649097#Comment_3649097
I'm not complaining I'm pointing out the problem with anti-tunnel perks and how they are poor band-aids to a larger problem and largely useless due to their restrictive nature and niche applications.
Dead Hard is the only anti-tunnel perk that has any flexibility.
I don't want BHVR's solution to tunneling to be equipping perks that are useless in a majority of situations like the anti facecamp meter.
I'd much prefer something substantial.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649124#Comment_3649124
I personally just have a dislike for perks that are too situational. Which is why I dislike anti-tunnel perks in general.
Yes tunnelling is a problem (to some.)
Yes equipping anti-tunnel perks will alleviate this to some degree. But most of the time you will be playing with three perks, which great, that means you didn't get tunneled. But why do players have to sacrifice a perk slot to fix a fundamental game issue? The cost is too steep. That's why I prefer perks to have flexibility and prefer BHVR to add basekit features.
Killers should be kept in mind too naturally.
I totally get what your saying, Dead Hard is a very versatile perk when activated and can be used for many different situations, but I do think that DS with a 5 second stun timer is a much better deterrent to tunneling than Dead Hard is. You have to respect DS with a 5 second stun as you can either wait out the minute timer, which obviously takes a minute of time (and risking unbreakable) or eat the stun and potentially lose over a minute of time to that survivor. Dead Hard on the other hand can be easily countered once the killer knows you have it (granted, you typically will get one good use out of it per game), but DS is something that you have to respect when it has an actual meaningful stun timer.
Totally situational of course, and they're both great perks when they work, but I do think in the majority of scenarios, DS pre-nerf is the preferable choice if you truly want to deter tunneling from being such a viable strategy.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649053#Comment_3649053
It was feared because it was overpowered.
Buffing it to four seconds won't make it feared again and it's too restrictive to see common use.
It suffers the same problem that OTR suffers in that you only get organic use 10% of the time and the other 90% of the time you have to make stupid plays to try and force value. Perks should not be this conditional and that's why Dead Hard will continue to be a superior anti-tunnel perk than both of them.
Perks should give the player agency.
Dead Hard is extremely conditional now though, no? Only activating twice, requiring you to be hooked, and incompatible with OtR or when you are in deep wound sounds pretty conditional to me.
And I really do think that buffing DS to the point where you can actually extend chases again with it would be rather feared by a lot of players. I see people on here all the time talking about how 30 seconds can be the make or break difference between a win and a loss. Extending DS's stun timer and extending chases with it would absolutely waste at the very least 30 seconds to a minute and can very well be that difference in the game.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649039#Comment_3649039
I think 4s stun and 4s with no power (doesn't drain power) would be a reasonable fix, it doesn't punish m1 killers too much and gives a second before ranged and mobile characters a big more wait time but not too bad, I just don't like 5s because more time spent with no input against it just feels bad
I think that would be a very fair trade off, good idea.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649039#Comment_3649039
A perk to counter tunneling really won't accomplish anything. But if we have to buff the perk a duration increase won't do anything either.
If anything the buff it needs is 4 seconds + removal of conspicuous action modifier but make conspicuous actions a lot slower while the perk is active and reduce duration to like 20 seconds.
Now the perk won't be free gen progress like it was pre-nerfs but now it also won't force you to do nothing for the entire timer and will have value regardless if you get tunneled or not.
I honestly completely disagree with your points.
- Buffing the duration will absolutely do something. 3 seconds of stun which in reality is only 1.7 seconds due to the time it takes to get off the shoulder is absolutely meaningless, and unless you're right next to a pallet or window when you went down, a complete waste of a perk slot with no meaningful distance to be made. Buffing the duration of the stun to at the very least 4 seconds (I think it should be 5) would allow you to at the very least make it to the next closest loop.
- The removal of the conspicuous action modifier makes no sense. DS is an anti-tunnel perk. If you have the time to stop and do generators or heal somebody else, you're not being tunneled (a vast majority of the time at the very least).
- Removing the conspicuous action modifier takes away a component of DS that gives survivors autonomy over how to use it and use their time. If you want to hold it for the full 60 seconds to try to get value or are scared of going down again quickly, either get healed by a teammate or position yourself in a strong spot to give yourself a better chance. If you feel safe, then hop on a gen or heal somebody else, etc. There's no need to remove something that promotes strategic decision making.
Edit: Wanted to throw in that DS was 100% a viable deterrent to tunneling in it's previous states. It was a perk that was feared by many killers and many people just decided to go after somebody else rather than risk getting DS'd and wasting 30 seconds of their time.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649006#Comment_3649006
its not it would just be funny if they made it like that based on fumbling the stbfl changes, 4s stun is fine though
Lol I get you, 4s would definitely be a welcome change, but I still do think that it should be 5 especially with how many mobility and ranged killers there are now. Any change to DS would be an improvement though. The game needs a hard anti-tunnel perk back in prevalence right now.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649002#Comment_3649002
It is probably going back to 5s, as it should. 4s isn't enough, and we no longer have to take Enduring into consideration.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649013#Comment_3649013
You can also make an argument for survivors having more resources to work with if the killer wanted them out of the game ASAP.
There is plenty of food for thought here, yes. But in terms of perks, I don't think any of them had a bigger impact on tunneling than DS and BBQ.
Completely agree. The loss / nerfs with DS and BBQ were definitely huge factors in the viability and prevalence of tunneling. Two perks that should both be reverted to previous versions.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648986#Comment_3648986
Its gonna be pretty funny when ds is only buffed to 4s but requires the survivor to actually do something to earn it
Why is DS something you have to earn? It should simply be reverted back to 5 seconds of stun and require you to not do a conspicuous action like it currently does.
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Absolutely, and it concerns me how many people are outright saying no.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648436#Comment_3648436
It does not take 1000 hours to learn dbd. The gameplay is linear, with the only unique gameplay being certain killer powers. It took me 500 max, and I’m a slow learner. And I stand by what I said. People are far more willing to cry on the forum than to actually learn how to play against something that’s different. Unfortunately, BHVR usually listens to them.
By the date on your profile you started playing the game when it had minimal content. I started in 2019 so I didn’t have too much to learn and got new information in increments. If you started anytime after 2021-2022 you’re coming into a fully fleshed out game that’s had an abundance of content, you’re not accounting for the information overload that’s presented to new/newer players.
- 30+ killers and all their different powers
- 100+ perks on both sides
- 40+ maps that all play differently
- 2 completely different roles and how to play both sides
- Counterplay to 30+ unique killers with some that you may not encounter for hundreds of hours of game time
Your perspective is skewed and you’re not being rational. Your personal experiences don’t equate to mass audiences. I’ll say it again, Sadako and her counterplay have changed numerous times just in the last year, you absolutely cannot logically expect people to have a grasp on how to counter her already, not to mention that’s she extremely unique compared to the rest of her cast in terms of counterplay.
Edit: Wanted to add that it absolutely takes over a 1000 hours to get a full grasp of this game, I’ve seen it first hand with multiple of my friends that play this.
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- The majority of the playerbase don't check patch notes.
- Sadako has changed multiple, multiple times and so has her counterplay.
- There's 30+ killers all with unique counterplays (for the most part).
- Sadako is a rare killer to see in comparison to the rest of the cast.
Lazy and entitled is a really weird way to describe a problem that has almost nothing to do with that. There is so much information for new players to learn in this game. Maps, killer powers, killer counterplay, perks, strategies, etc.
It literally takes roughly 1000-2000 hours to actually learn this game, and you'd call that lazy and entitled? You have a skewed perspective.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648399#Comment_3648399
I want your games. 😶
My games are definitely shorter. Simply because survivor efficiency is at an all time high and regression perks aren't quite as good as they used to be. Old Ruin + old Undying was arguably the strongest slowdown meta ever (either that or 6.1.0 slowdown).
Typically I see more survivors with items to increase their efficiency and sometimes perks to help them get through gens even faster. When I think back to "the good old days" before 6.1.0 the survivors focused more on outlasting the killer than pushing through as fast as possible. DH, BT, DS and Unbreakable were the most used perks back then and they prolonged chases quite a bit but didn't speed up the game. Items weren't as prevalent as they are now either (probably because they were also a lot more expensive).
In theory games could be completed a lot faster back then but the meta was slowdown for both sides (gen slowdown and chase / kill slowdown), which meant longer games overall. I think I only ever saw one depip squad.
Very valid points, and there’s definitely a chance that I’m allowing nostalgia to bias me towards older patches. You’re definitely correct about efficiency becoming way more apparent, and games definitely feel way more streamlined in that sense.
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@Xernoton said:
Probably due to a lot of people feeling insecure about their abilities and also the overall pace of the game (both of which go hand in hand). Matches are faster than ever and some people think they can only compete with full slowdown. 4 slowdown perks isn't the best thing you can use though. Especially since the good ones only work when you get a down / hook.
That's always the problem when people rely too much on one thing only. They are all the more vulnerable to everything else, which leads to them losing and as a result doubling down on that.
Interesting perspective, my personal, anecdotal experience has been that my matches are definitely on the longer side over the past year and a half. Adding 50 base seconds to overall generator completion time on top of the many regression perks that have been buffed and the nerfs to BNP's make it pretty apparent to me that my games are lasting longer than they used to. And to add even more to that the new kick system is essentially a flat buff in the vast majority of games as 5% per kick and no gen tapping is a direct buff towards killer. I have yet to play in a game on either side where the 8 regression events have been hit on either side.
People used to literally be able to complete gens by themselves in like 30 seconds, you can't really get anywhere close to that anymore.
Again, this is just my personal experience but I would say that on average if my matches used to be around 8-10 minutes in the past, they're on average around 10-14 minutes now.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648353#Comment_3648353
If you quit the game then why are you still here? Its like going to a baby shower just to tell everyone how much you hate kids
That's not at all what they implied or said, and your analogy doesn't work either. It would be more like going to a baby shower after deciding not to have kids yourself, there's absolutely nothing wrong with that.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648321#Comment_3648321
Ive gone basically a month without this happening, and if it has then I dont remember it because Im not gonna get personally offended by a kid going "gg ez" or say some other generic insult in an chat that I know I can disable if it makes me that upset.
I very rarely get these as well (funnily, I get more playing survivor than killer) but I've been going with the "kill them with kindness" route and it's pretty funny to either see people completely 180 and try to say something nice, or just get more frustrated that they didn't get the salty response they wanted.
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@I_Tunnel said:
Part of it is because playing Killer is horrid:
- You do badly? Insults and ridicule.
- You do well? Insults, threats, and ridicule.
- You 4K? Insults, threats, and ridicule. Get accused of breaking some insipid 'rule' Survivors made up. (Seriously, I got accused of 'proxy camping' and 'tunneling' because I walked away from the hook, only to have the person rescued 5 seconds later. Having seen no one else; I returned to the hook. Where the unhooked proceeded to bodyblock me, then accuse me of 'tunneling' because I downed them and re-hooked them.) Also get told whatever Killer, perks, or map were used is 'crutch' and 'for noobs', and how you only won because of the hated Killer/perks/map.
- You don't give hatch? Expect to be called a 'sweat' and how 'you don't need to try for the 4K'. (Though I've never seen a Survivor give me a kill if they are about to 4E. Apparently only Killers can try too hard. 🙄).
It makes playing Killer a thankless job more than a fun game. Sometimes, I feel like the Survivors I play against see Killers as NPCs that exist for their fun instead of a human being trying to have fun & win, same as them.
I would recommend turning either your messages off, or disabling the end game chat. Play how you want to play and find your own enjoyment with that.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648318#Comment_3648318
Sure, absolutely. The people and feelings you’re talking about are also another reason. 100% agree.
It's definitely a mix of a bunch of things. People quit games for a myriad of reasons, it's super hard to pinpoint a single thing for why people want to stop playing, as it can often be a mix of a bunch of different reasons and feelings.
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What are you talking about? There are only a few very niche scenarios and perk setups that allow survivors to move faster than killers, and it literally requires survivors to handhold each other.
Killers base movement speed varies between 4.4 m/s and 4.6 m/s compared to survivors 4.0 m/s. 10% and 15% faster than survivors movement speed.
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@HerInfernalMajesty said:
Honestly I think the answer is an ugly truth. I think people are leaving because their favorite broken mechanic cannot be exploited anymore. It is unfortunately a part of human nature to dominate your enemy (carte blanche when you have the anonymity of the internet) and a lot of the broken mechanics in the game allowed you to do precisely that.
I personally think that DBD was (and still sometimes is) a personal cruelty simulator for some people to express their more base instincts. Cheap and broken mechanics are heavily abused by players regardless of what side you are playing on. Now that these are being fixed I think people who enjoyed this aspect moved on to different places that have easier ways to dominate opponents.
It’s always about control. Cheap exploitable mechanics give control. Fixing cheap exploitable mechanics takes away control. So people go to where they have more control. And what do you know there are people who love to have control over other people.
I think this is one of the many reasons why some people may be leaving DBD.
While I can see this point and agree that some people are definitely like this, I think a bigger reason for people leaving is feeling that they have no control over the outcome of matches, especially in solo queue. I don't think this is a domination thing or anything, I simply think it's players feeling a lack of skill expression. I think a lot of people are led to the feeling of "what's the point", because you can literally play the perfect match and have absolutely no autonomy for how the match plays out. Bad teammates, someone getting tunneled out right away, etc. It sucks to feel like you have zero control over how the match plays out and I think that's a major turnoff for a lot of people.
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@Coffeecrashing said:
This is just another tier list that’s not relevant for the vast majority of the players. Nurse is not S tier for most players, and isn’t even S tier for the top 5%.
Why do we even bother having tier lists for 6000+ hour comp games, that use special comp rules, and aren't even remotely like public DBD matches?
Nurse being hard to play is the biggest lie in the DbD community. I’m on console and absolutely steamroll lobbies with her. It takes like 10 games to get blink timing down and then you just need a general knowledge of how to play her (blink to corners then adjust) and bam, you 4k 95% of lobbies.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648302#Comment_3648302
They mean that those two survivors were off generators to heal- the idea being, they spend potential generator time to gain the benefit of that survivor being healthy.
You interrupted the heal, meaning the generator time wasn't spent, it was wasted. Since they were spending both survivor's potential generator time to begin with, that means 20 total seconds of potential generator time was invested without payoff. Ergo, 20 seconds wasted.
I don't fully agree with this perspective but it also isn't completely incoherent.
To add on to this too, it doesn't even have to be generator time, but it's simply time in general. Time that could spent literally doing anything. Running for hook saves, running the killer, doing totems, etc. Generators are just used as an example of efficiency with said time.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648283#Comment_3648283
fair enough
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648285#Comment_3648285
sorry. reality does not comply with what you're saying. try again.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648289#Comment_3648289
nope. they weren't on gens. I would have negated healing time.
also, literal second thing I said 👇️
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646131#Comment_3646131
you all are making this so unnecessarily hard for some reason...
I don't know what else to say at this point, that's just exactly how it works, time is not a flat concept, you cannot treat it as such. I guess we just agree to disagree.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647911#Comment_3647911
really pulling the entire alphabet for no reason...
what I said applied to 1 thing. if something happens to 2 things at the same time, what do you think applies? could it be, what I said, twice?
You're either getting way too caught up in semantics, or you're not understanding all of our points.
Your logic is not tracking and is not the reality of how this actually plays out. If you interrupt 2 people healing 10 seconds into the heal, you did not simply waste a flat 10 seconds of time, you wasted 10 seconds for each of the survivors, 10 seconds that could have been used on different actions, such as individually doing two generators for 10 seconds each.
You're getting stuck on some sort of wording because it seems like you understand this, but are getting lost in translation somewhere.
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Also wanted to add that I think a huge reason for having such predictable matches is that their philosophy on benchmarking a 60% win rate for killers absolutely destroys any semblance of matchmaking or real balance changes. You can literally tell if you "won" 2-3 games in a row, that you're simply going to lose your next game due to the game deciding you need to lose to "even out" your win-rate.
This games matchmaking feels extremely inorganic and forced and that makes for a terrible experience as you can literally tell if you're going to win or not from the lobby, and 90% of the time, you're right.
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Balanced doesn't always equate to fun. The game might be the most balanced it's been in a long time (possibly ever), but it seems that most people agree that it's not in a very enjoyable state, especially for solo queue players.
Map design is the biggest issue in the game IMO, simply due to either the plethora of resources or the exact opposite. Some maps literally spawn with like 9 pallets and half of them are super unsafe, some spawn with 20 and over half of them are super safe. It puts you in a position as a player where you almost know the result of the game before it even starts, sometimes you just have to accept that you lost from the get-go and that's a terrible feeling as a player.
Add on top of this that a lot of killer releases have been following the trend of heavy anti-loop tactics, often putting survivors in positions of "damned if you do, damned if you don't". Losing a sense of agency that a player has over the game and allows for very little skill expression as a survivor.
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I'm not joking when I say that this might be the most entitled post I've seen on this forum in 4 years.
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Care to expand? I’m genuinely curious as to your reasoning, and I’m honestly not following your logic at all.
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I’ve definitely been enjoying it, but I can see it losing its luster for me due to how rough solo queue can be for it.
Killer has definitely been more enjoyable for me though.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647049#Comment_3647049
I've met killer mains before who said they don't use them because they consider it toxic. Its like fatalities in Mortal Kombat. You don't have to do them but a lot of people do them to bad mouth their opponent.
I think this sentiment also comes from a time where people would run Iri Mori’s and just tunnel people off first hook and kill them instantly.
Mori’s used to be stupidly OP, same with keys.
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Sadako has changed like 3 times since her release including her core mechanics for how you should play against her. There’s 30+ killers in the game all with unique counterplay (for the most part), add that on top of the fact that you see Sadako once in a blue moon and bam, people don’t know how to play against her.
It shouldn’t be shocking at all. If you’re on the forums, odds are you know more about the game mechanics than 90% of the playerbase. Most people don’t care to keep up with patch notes, they just play for enjoyment.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646474#Comment_3646474
NOT AT THE TIME OF INTERRUPTION!
do I really need to spell it out?
Sorry, but I guess so. I don’t really see your point.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646372#Comment_3646372
I agree with your overall point, but I think it's important to be as accurate as possible in these conversations - there was not a healing speed nerf, that change didn't make it off the PTB. It's also worth mentioning that the massively fast self heal speed was a problem that affected every killer, not just tunnelling ones, that warranted changing without that implied cause. By which I mean, it wasn't part of this cycle, it was just a normal balance change for its own sake.
I also don't think toolboxes were nerfed? Wasn't the last change to them that the skill check chance was buffed?
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To the wider topic, I think this somewhat misunderstands both problems. Genrushing won't be addressed until the tools that enable it are changed - this change seems to assume that genrushing is just survivors being on generators as a priority, but if that's what we consider genrushing, the term has no meaning. Genrushing, in my book, is bringing the strongest possible tools (always a toolbox, plus one of two sets of supporting perks; either Hyperfocus/Stake Out, or something like Streetwise and Built To Last) and cranking out generators as fast as possible. Rework toolboxes and the problem vanishes-- not that it's a particularly big problem right now, to be clear.
Similarly, tunnelling is something people do because it's easy, not because the alternative is too weak. You can make not tunnelling as strong as you like - and BHVR have been making pretty hefty changes in that regard - and tunnelling will still happen unless the tools to punish it are potent enough that it stops seeming like the easiest shortcut to value.
You’re totally right about the healing nerfs, I forgot that got patched before it went live, and honestly I’m not sure about toolboxes, I rarely ever used or use them, but I was definitely under the impression they were nerfed (at the very least commodious definitely was). And you’re right about the healing speed affecting every killer, but I was more so using that as I remember at the time of healing being stupid fast, a lot of people were saying that was the main contributing factor as to why they tunneled. Don’t want to give them a chance to heal quickly.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646372#Comment_3646372
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.
Not with the idea i presented. Thats the point. If a killer would only focus on this one survivor, gen speed will go up fast so survivors will actually, even in 3v1 have a very good chance to dominate the killer.
I totally get that and really do like your idea. I think it would definitely benefit the game if a system like that was in place, but like Rulebreaker stated right above, people will still tunnel anyways and I think it would still be prominent enough that it would be a major complaint.