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NewPlayer100102

NewPlayer100102

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  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541789#Comment_3541789

    He was bugged and OBJECTIVELY, was not appropriately punished for missing attacks.

    He is still an A-tier Killer. People hear nerf and freak the ######### out. I've seen it happen for five years.

    That is fine.

    The game is complex, his bugged instance was making him perform well, at the time. I would assume part of that was his interaction with survivor looping habits, and that would have worked out over time as they adapted.

    But now, Its very different.

    I won't argue over subjective rankings like A or D tier. I will say that a lot of "W" and little to no looking back and chases are too long.

    His ability to transvers the map mitigates this somewhat, but you still have to chase people, and they do not have to loop.

    I'm going to spend somedays playing him because I think he looks neat.

    But I know its not a good use of time.

  • @Pulsar said:

    Oh no! How awful! They fixed a bug that was making a Killer perform incorrectly, how will you ever survive?

    They will stop playing with this killer.

    I don't really want to be in an idiot fight over this but...

    He played well before the adjustment.

    After 10 or so games today, he plays a lot less well, for a lot of reasons.

    After selling the item, I'd expect some serious discussion and testing before making major changes.

  • So this was a bad change.

    I tried 4 killer and one survivor where I faced/used Alien.

    Its an M1 killer with meh mobility most of the time, unless the survivor takes you to a loop that you can tail over. Which is fun, but you're waiting on a player that wants to loop specific things to play with the skill. Its also not intuitive to learn because of how badly hitboxes are matched to their physical objects.

    It does work really well if survivors tea-bag at pallets or windows, so it does have that going on.

    His POV is also absurdly low when in his power and makes ground cover maps terrible to play on.

    Not in his power he's so tall... You can't miss his direction of motion.

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541545#Comment_3541545

    Except all of these glitches let you die in 2-4 minutes...

    The locker glitch can hold the game hostage for an hour.

    The survivor mains have lost their mind...

    1 in a hundred games have I had a killer abuse a broken thing.

    Over the weekend, during my time zone prime time. Every SWF was playing with that glitch. Every game devolved into me staring at a locker, it was funny at first, ten games later it wasn't.

  • @TheHag27 said:

    Cool… so kill switching Flashlights was kinda useless because they found a new way to locker Exploit…

    Killers that ignore this Exploit

    Artist, PyramidHead,

    Killers that can do something but kinda have to „work“ for it

    Huntress, Deathslinger, Trickster and Victor all have to see a bit of the survivor

    and Wesker he has to kind of flick correctly.

    Im just asking myself why tf they do this like come on play the game…

    Check out Twitch.

    Trolling killers IS the game for a lot of them.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540830#Comment_3540830

    pre-drop pallets is smart survivor play. hold-w is just also part of playing survivor well. the pallet are not useless. they're mindgame tools instead safe-zones. xeno is how every m1 killer should be.

    I find him fun to face.

    But, I never really enjoyed using my smaller hitbox to gain ground in loops.

    His turret mechanic is also fun, from both sides.

    I do wish they would tone down his hands blocking his view effect.

  • @Thusly_Boned said:

    Honestly, doesn't really make much difference to me. I never use them as a surv as they are weak, and as a killer they are so easy to counter maybe 1 in 50 flashlight save attempts actually work, so I don't really care.

    Plus, survs waste so much time following each other around waiting for a save chance they'll either blow or not even really get because the killer isn't stupid.

    If you perma-killswitched flashlights, survs would just start running more powerful items and wasting less of their time, so no, I don't agree with OP.

    OR...

    Maybe the developers might balance the game around the time line that survivors can blow through gens when they have tool boxes + addons AND the motivation to do so.

  • Maybe, you're picking up someone else's dodged lobby?

  • Well...

    The survivors that group up, perk for it and coordinate it seem to be having fun.

    So I'm forced to assume Behavior endorses this approach, and will support it going forward.

  • @Xernoton said:

    I was held hostage by a group that exploited this glitch earlier. Good times.

    Makes you question, if you should play basement Bubba. Because apparently Bubba can hit people that use this glitch.

    I was also held hostage by a SWF using this new tech.

    Why don't they just temporarily remove flashlights?

  • There is a build to support it now.

    Its been more popular than MFT in my killer games today!

    Looks like they reshuffled the meta!

  • If anyone at Behavior is reading:

    Try to consider the experience of your average user. They pay for some content, maybe a killer they connect with. They play the game and encounter near every survivor team intentionally making use of this broken mechanic. Once the player does a little research they discover you have both a killswitch to stop this and that you are aware of the issue.

    Please for your own economic health, send someone into the office to killswitch flashlights(assuming they are the only tool to trigger this).

  • I saw it on a killer game played next to me.

    Took 5 minutes to figure out how to make use of it.

    OFC they won't ban people for using it, too many will troll with it all weekend.

    They need to ban people for using it, short ban.

    Its really annoying, and completely ruins the match.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536256#Comment_3536256

    I'm actually quite glad this was the first thread I saw in quite some time as I was taking a break due to, well, being tired of toxicity and was debating whether or not to come back. A part that was particularly frustrating for me was the only other response I saw from a dev was in the past and it was essentially a boys will be boys style comment about toxicity and that was a contributing factor to me taking more frequent breaks.

    Your perspective, on the other hand, does seem more reasonable as I understand why you wouldn't want to unfairly ban someone and intent can be hard to perceive. I would say, from a business perspective, that toxicity is bad overall even though it's hard to quantify. As an example, though, I just quietly left and didn't spend any money while I wasn't playing. Now that a dev has acknowledged that being toxic is bad, which is all I wanted to see, I'm going to try out Nick Cage and the Xenomorph. If I had checked out the forums and saw a 'Teabagging and other BMing isn't a concern' attitude I probably would have just quietly uninstalled. That would have been too bad as I do like DbD but there's a point where dealing with an aggravation just becomes something you don't want to deal with enough that players will just walk away.

    I do think it should be dealt with more as I had walked away for a few months. There is a truism that if one customer leaves and says why there are tens or dozens more that did the same but without saying why. I wasn't going to say anything if I had left but that I was at that point shows there may be other people about to or having done so as well.

    Anyway, thanks for saying that. I know BHVR can't control other people's behaviour but all I had wanted but didn't previously see was just a statement that playing with the intent to ruin another player's enjoyment was considered a bad thing.

    He said the same thing the other developer you mentioned said. He just has better corporate speak skillz.

    Translated it means:

    LOLOLOLOL, we had a meeting and LOLOLOLOL.

    We'll be having a double lunch at the bar next week to schedule a new onboard to get on top of your concern.

    Once we find a manager for the project.

  • Yes he is fun to play against.

    I haven't tried it as solo Q

  • I think I want to buy it now.

    I mean, like send money to Behavior for making this thing.

    That secondary effect, its exactly what I've been dreaming of.

  • Well thought out, thanks.

    They monetize like a mobile game company does. Predatory. Obsolescence.

  • Maybe they haven't nerfed Blight because he is :

    Fun to play.

    Fun to learn.

    Fun for survivors to learn to play against AND rewarding once those skills are progressed.

    At least for me, he also requires a lot of map memorization work. Many hours of bumping when you want to slide and sliding when you want to bump on set pieces that look really similar in place. So similar to Wesker and separate from a Nurse journey there is a very important but secondary skill set to learn, aside from the mouse button and flick stuff.

    As for his add-ons:

    I think they address situations and approaches that SWF will use and most of the addons counter a specific tactic. So aside from iri tag, I think they all have a place and add to the character. Maybe they could use a little brush up, but major design changes seem like a bad idea. Also its Behavior, they don't seem to understand tweaking things, they just break their stuff.

    And other killer add-ons should be as diverse in their capabilities.

  • What's wrong with the Nightlight stats?

    The mirror my experiences almost exactly, so they feel right.

    I don't see a reason to contest them.(aside from the data tossing all the casual players, which is, who cares? Its separate use anyway.)

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376846#Comment_3376846

    The basis of MMR being based off just kills/escapes is a huge flaw at its core, as there are lots of actual skill elements that aren't adjusted for at all.

    Build strength and synergy is a pretty big glaring one, which I will admit is difficult to adjust for because it can be changed up until the start of the match, although that could be fixed by not allowing changes or only allowing changes within your preset builds provided they are of a similar/weaker strength. This will probably require some examples.

    Every single thing would have to have a base strength value, Which would be a process to determine.

    Lets take Blight as an example, there is a huge difference between an alch ring + C33 Blight, and a Blight running no addons or random brown addons. This currently isnt factored into MMR.

    In terms of a build lets take COB, overcharge, nowhere to hide and lethal pursuer.

    Take each perk on its own, all by themselves are decent perks lets come up with a base for each perk:

    COB and overcharge are basically even on their own the only real difference is one is better short term the other is better long term, so lets say each on their own is worth 50 points.

    Nowhere to hide by itself is ok but not nearly as strong as COB or overcharge, so lets give this one a 20.

    Lethal by itself probably falls somewhere in the middle lets call it 30 points

    So put them together that would be a 150 point build. Thats no good because of perk synergy Lethal makes NWTH approximately 20% better so both need to be boosted lets say 10 points each, COB + overcharge are lets say doubly effective together making both 100 point perks, throw another 30 points on NWTH because of its synergy in kicking gens as well and now your at a 300 point build.

    Now lets do a full aura build as a contrary example, Lethal, BBQ, Darkness revealed, and nowhere to hide.

    Again we start wth lethal at 30 points, NWTH at 20 points.

    BBQ in a vacuum is actually fairly weak at a base level so I am gonna call this one 10 points.

    Darkness revealed is probably somewhere in between BBQ and NWTH, so lets call it 15 points.

    So we start at 75 points and we can still add the 10 points for the synergy lethal has with NWTH, with BBQ and darkness revealed you have additional synergy with weaker perks so add another 5 for each making lethal 50 points in this build.

    Since our Aura perks only have synergy with Lethal we add that synergy to each perk so NWTH becomes a 30 point perk, BBQ goes to 15 points, Darkness revealed jumps to 20 points, giving this build a total of 215 points.

    As to how build switching would work you could switch from the slowdown build to the aura build no problem as it has a lower point total but not vice versa because the match was created based on the strength of the build, the only way this would work is if the point difference in perks was made up in a point difference in add ons.

    Now obviously I'm one person coming up with strength numbers on the fly, and there are so many interactions to consider, but I will point some basic ones out that pop to the front of my brain.

    Darkness revealed would get a synergy bump on huntress or trickster, because they open lockers more often.

    STBFL would have additional synergy on killers that can avoid the downside like Nemesis, Demo, Pig or Trapper.

    All slowdown perks would get a synergy bump with Pig because of the slowdown of her traps.

    Aura perks would get a synergy reduction with Twins because Victor cant see Auras. This is a weird one that goes the other way.

    Meme addons that make a killer weaker would potentially have a small negative point value. Lets quickly look at the 4 jaw addons for Trapper,

    Rusted jaws apply Mangled which is solid call this a 10 point addon

    Lengthened applies deep wound which is still solid this can also be 10 points although you could argue this should be higher than mangled and you could definitely argue for 15 points.

    Serrated applies hemorrhage which is worse than mangled so you can argue for 5 points but I think this is so minor that I think this addon is safe being a straight 0 points

    Padded jaws removes the health state removal of the trap making them much weaker so this would be -10 points toward build strength.

    On the survivor side Built to last is a fun example because its base strength would be 0 points, and its synergy value would be completely based on the Item strength value that you bring.

    Being in a premade SWF group would adjust your MMR based on how many are in the premade whether full, trio or duo, also taking into account perk synergy across the group.

    This paints a fairly basic idea as to how this could be Implemented, it would be an endeavor to implement, but would allow for much more accurate matchmaking.

    This is a good start to people enjoying a competitive experience here.

    😀

  • @ProfessorDunwich said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377000#Comment_3377000

    I’ve seen Otz and d3ad hit a Dead Harding survivor. Let’s put the idea that it only works against bad Killers to rest.

    I hit right through it. 90% of the time. Just ######### swing.

    Because if I twirl in circles with them mid map waiting for them to dead hard, or not or whatever...

    that is all wasted time. And if I want to win I need to be over at that generator, way over there pressuring someone to move along.

    I find it at its most annoying when its on the edge of my field of view, and I can't tell if its a down or dead hard triggered.

    They only thing(and its a big nasty thing) is DH removes me lunging in the vast majority of situations.

  • @[Deleted User] said:

    How come whenever someone shares their personal experience (and doesn't make they claim it's only one side) there's always the "Well, the other side does it" brigade.

    Because they point out the cycle of stupid that leads to such things.

    If you understand that it exists, you could step in and change it by altering both things and reducing player frustration.

    This is of course separate from the occasional killer who wants to revenge annoy survivors.

    And the sorta common SWF/TTV group that gets views by publicly attacking a killer in a random public match(as opposed to hiring a willing assistant for such a for profit venture).

  • @Skill_issue said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376292#Comment_3376292

    it does get tiring to get a lot of higher mmr matches in a row after a while though

    Yah...

    Learning to do something is a difficult endeavor. Being in the right frame of mind and having the right environment around you lets you maximize your gains. If we can accept that matches that are over your head(for whatever reason) are potential learning experiences, it follows that the player needs to be able to control when these experiences occur.

    In the same style of reasoning that survivors are posting about killers wanting easier matches here, consider that by dodging a lobby all you are doing is handing off a learning experience to a newer killer who is likely desperately in need of it. You're doing charity work, by dodging.

    Of course that is extremely dishonest of me to phrase as such. And I know that all that will happen is the newer killer will be new game shopping sooner then they planned.

    Fix the things that make people not want to play the match and these issues will be reduced in frequency.

    Any other short sited thing that they do will have unintended consequences, as they always do here.

  • @Pulsar said:

    Because they're afraid of losing.

    That's really what it boils down to. People dislike losing and will do whatever they can to ensure that they get an easier game.

    I don't know why ...

    People are not afraid of losing.

    Most of us get that lose/failure is a developmental step, so its best to fail. And fail a lot.

    Or Lose if you prefer that word.

    Adversity and challenge make you better. Complaining on the forum to nerf a thing, makes you worse.

  • Do you actually envision a situation where mid-lower high MMR killers are responsible for dumping teams on new killers and driving them from the game?

    Do you really think this is actually a player issue?

    Do you honestly think it can be solved via the tactics that have failed to solve tunneling and camping as in soft shamming killers to step up to your expectations?

    ...

    ...

    So, anyways. In an attempt to be serious.

    This is a gameplay issue, The player you are implying should be forced to play, does not want to play the match. For reasons. Address those reasons and progress can be made on solving this issue.

  • Do you guys not even notice survivors lobby shopping?

    They come in and out of the lobby based on their own team.

    Its usually about 25% of my solo matches that I see this.

    We have no idea what the backfill does under this condition.

    Nor do I really care, but still. It happens. Survivors control it. They have their reasons. I don't care what they are.

  • The way you ask the question leaves no room to be both honest and not blame killers for leaving a lobby the game assigned them.

    So it is the killer's fault for deciding not to play that match.

    What you leave out, as most killers don't mention it let alone complain about it is, many survivors lobby shop their own teams.

    I had 3 survivors leave a lobby for whatever reason when I signed up as a killer.

    Did they wreck the match quality?

    I don't know, and I honestly do not care because,

    If a person does not want to play the match. I do not want to play that match with them. I want them to go to the match they want.

    I have the exact same feeling from the survivors perspective when a killer lobby dodges my team.

    So, in reference to your cousin's team described above. I have to be in the right mood to want to play that team. 60 or greater % of my DbD matches are NOT against teams like his(her's). So, if I see his team pop up and I'm not in the mood I can:

    Go into the match, roll my eyes and play along to entertain them.

    Lobby dodge and find a more normal group.

    Go into the match and DC or go AFK.

    I personally usually just dodge when I don't want to deal with what the team indicates they'll be presenting.

    Ideally, your cousin's team gets their own queue, with greater rewards and everyone is happy.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373910#Comment_3373910

    I mean when it comes to higher level play, hatch is only seen as a last resort and is only taken in consideration when there really are no other options. Removing the hatch wont remove Blendettes hiding in corners all game.

    The Hatch and EGC have one goal: To end a game, thats it. Also if youve brought down Survivors to where the only option the last one has is the hatch, how is that not a win? A 3k is more than enough and its not like youre missing out on much.

    I wasn't thinking in a win sense.

    I find that when playing solo queue a lot of players will not understand, or maybe accept is a better word that we must do the generators and attempt to all escape.

    It is acceptable to sacrifice yourself to allow others out, and such a decision does have good game play results(you could sac 1 to 3 out).

    But refusing to engage with the game while your team attempts to do the above with the vague notion that hatch is a thing you might find, is extremely frustrating from a survivor POV. I honestly believe, or maybe hope that remove the possibility would encourage people to try to work together.

    Killer wise, half the time once the rushing around the map is over, I'm done engaging, whoever is left can leave.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373879#Comment_3373879

    That would just make Survivors want to actively let the first Survivor die to get the 25%, thats a HUGE bonus right there. Also 25 seconds is still too long for just 1 gen.

    The hatch is fine enough as is, doesn't need any changes.

    Well, its okay to disagree.

    I think the hatch is bad for match to match play and for survivor conditioning. I agree its fine for individual play, its the unintended consequences of its presence that I'm not enjoying, from either side.

    As an aside I said 25 seconds unaltered. Perks+items are still available to adjust that number.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373325#Comment_3373325

    so, say we were to remove hatch right

    what option does that last survivor have other than hiding? its already boring enough having a Survivor hide for 2 minutes after closing the hatch. Now imagine that but without any timer other than the match ending after an hour

    This was an issue before End Game Collapse was a thing, and hatch would only spawn if at least 2 gens were repaired. Luckily I never experienced a SUPER long game but 30+ minute games were very common during this time because the last Survivor would simply refuse to do anything, and you cant blame them since attempting to do anything would simply get them killed

    @Blueberry this applies to your reply as well

    Yah...

    solve one fundamental problem here and create 3 more.

    Maybe remove the hatch and reduce generator completion time by 25% for each survivor that is dead.

    So last gen takes about 25 seconds(unaltered).

    Maybe that would motivate the last survivor to play stealth and try to get it done and out.

    I don't want to cripple either group, but I'd like to see a day where relic/annoying mechanics are removed.

    The downside to survivors thinking the hatch is a way out in a game that shines when teamwork is at the forefront are too many.

    In my opinion.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373098#Comment_3373098

    Ah yes, what a perfect idea that certainly cant make situations even worst!

    Im surprised you havent sent in your application yet!

    How does the hatch accomplish any team game play oriented thing ?

    It wastes time in numerous ways.

    It encourages players to survive at the expense of their team.

    It provides a ######### training experience for new survivors that must be undone later in their lifecycle.

    it does make a neat sound when kicked closed. So, that would be sad to see gone.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373248#Comment_3373248

    I made a post awhile back which describes all the issues with the map design DBD has been taking, and how it has negatively affected Billy.

    If you want to read it, here (just a warning though, it's really long): https://forums.bhvr.com/dead-by-daylight/discussion/367397/billy-mains-perspective-on-map-releases-reworks#latest

    Thanks, will go over it.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372730#Comment_3372730

    There's no room for casual survivor play either, since tunnelling, camping, slugging, 3-genning and major gen regression can quickly snowball a game out of control. This was very notable to me after 6.1, survivor gameplay has become way more stressed and sweaty.

    Neither side is having fun, or having an easy time. But this is what was steered towards with a community that can't come to a consensus to break down the most overpowered stuff. People are refusing to give up on tunnelling/camping/slugging, and there's a staggering lack of complaints about, for example, BNP.

    We could have a better game, but this community is garbage at outlining that better game.

    Because even if a killer hates survivors.

    They don't want them to be tortured by 90 seconds of generator in your face.

  • @Iron_Cutlass said:

    "If you know the map feels awful to play on as Blight, imagine how painful it is for a Billy main"

    Since I don't play Billy, I don't know.

    But I specifically noted with this map that trees I slide off of tend to be located around the perimeter of the map.

    So, when I want to work around a player in a L-T mess or some structure, or intercept a player before they get into one, I generally have to go outward, which means I slide off a tree and hit the border wall, leaving me with a mess of slide trees between me and the player I was trying to get an angle on.

    Inside the main structure I have to know before hand where the player is going to go to bounce to that spot before they get there, and its very tight quarters, leaving not a lot of time to think or watch, just reducing me to muscle memory intercept at a vault, usually.

    If I could lobby dodge a map...

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373189#Comment_3373189

    I don't believe the game is as imbalanced as you think it is, can you really say the game is imbalanced when we throw all matchmaking out of the window.

    That 4 medkit swf team might just be a fair match against the 4 slowdown perk nurse or alchemy ring blight.

    Ofcourse when they decide to dip out and mid mmr trapper main gets those survivors he'll get destroyed. But you can't really say that's because the game at it's core is horribly unbalanced when we screw with who faces what

    And even if the game is as badly balanced as you say it is this lobby dodging prevents it from being balanced properly

    It works the other way around too, a low mmr player might see a survivor team with 4 brown medkits and leaves, then those low mmr survivors suddenly face a high mmr onryo, she obviously destroyes them and if that happens regulary (which judging by this thread and it's responses isn't a bold claim) then it appears sadeko is doing allright at higher levels and won't recieve buffs.

    One thing that i do agree on that it's not really the players fault that they don't want to face matches that are way above what they can do.

    The whole backfill system needs to either be way more strict and not favor speed over accuracy as much or there needs to be something that prevents it to be messed with so much

    Sorry but you can't claim a game is unbalanced when the playerbase knowingly screws with that balance

    You can't cure the sickness if the symptoms could very well be false

    There is zero reason to defend how it works now, it's in the favor of everyone that matchmaking works as well as it can.

    I can't believe you enjoy dodging lobbies, you would want to get matches that are in your skill level right away right?

    This post is not to accuse people who lobbydodge much but to bring attention to how harmfull it might be to do so

    You almost seem reasonable, so I'll share.

    Killers dodge lobbies for the same reason survivors dodge lobbies OR kill themselves on hooks.

    The player does not want to deal with the situation they perceive is being presented.

    For example:

    See what you assume is a SWF 4 in lobby.

    Do not want the headache right now.

    Dodge lobby.

    You have a huge amount of killer hours, you can fill in a thousand more understandable scenarios where a killer might dodge.

    From a survivor side:

    My solo queue team mate gets downed in 10 seconds.

    I rush at the killer and T-bag in his face until he hooks me.

    I suicide on hook and go to next match.

    I'm sure you can fill in another book full of situations that would make the above occur.

    The guy you quoted said balance issues are the reason, maybe that is correct. BUT WHO CARES?

    its the perception of balance issues that motivate the above behaviors. I agree that where there is smoke there is usually a fire, but it doesn't matter. Perception of imbalance would still lead people to do the above.

    As for Blight and OP add-ons and every situation like this, not everyone WANTS to play like that at the moment, so they lobby shop or suicide on hook or bow out of the match early.

    It seems easy to just force players especially killers to take what MMR hands them, and it is an easy fix.

    But its fixing the wrong thing. Its fixing the player to satisfy the other players who have had to wait a long time due to high prestige, item carrying or whatever people perceive as being indicative of an unfair advantage.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373120#Comment_3373120

    There are reason penuts(I know that's spelled wrong) said take it with a large a grain of salt. Even if I am a top 5% killer player I doubt I go against a full top 5% team more than 1 in 10 games. Queue times would likely be too long if that was the case.

    I guess you could always exploit the weak link for win.

    And I'd assume you'd exploit that link 25% of the time just by playing.

    So, I don't know what to conclude from these statistics aside from the majority of anecdotal reports disagree.

    Either the stats are wrong, or everyone is dumb.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3372987#Comment_3372987

    I mean how games in these stats were top 5% killer vs 4 top 5% survivors though? Probably not very many. Other than 4-man swfs the chance matchmaking actually grabs 4 top 5% survivors cannot be very high.

    That is an amazing question.

    In order to accept statistics we need a little more analysis from the source.

    I mean, right now I'm wondering what high MMR means, is it the average of the survivors MMR? like three have 4k MMR one has 0 and MMR used for the stats is 3k, which would or would not mean top 5 MMR?

    Too many questions, too many anecdotal reports that dissent from the show numbers.

  • @Blueberry said:

    So are you suggesting we fix the slug for the 4k by removing hatch?

    That is an idea!

    That hatch is dumb, degrades game play across the entire match and...

    Why is it still here?

  • I get dodged about once per ready.

    Max showing prestige is about 30.

    I would consider it a problem, if I didn't think it was a bigger problem to imply I should force a solo player to entertain my SWF for 20 minutes.

    So, if both concerns can be resolved in some way, I'd be very excited to remove the killers ability to leave a lobby.

    But as it is now, I just see angry people.

  • @Justa335i said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371176#Comment_3371176

    Its sad that it would even be suggested.

    Did everyone forget this is a video game we all play in our free time?

    Suggesting a thing that most other games of this type use is normal.

    I'm sure they have discussed it.

    As an example consider the following scenario:

    At least once a night I will face a squad of 3-4 that bring a map offering and perks to support play on their map of choice. They have obviously practiced their approach to this map using the perks they have equipped. This could be fun, but generally it is not for me, at least. That is because I have equipped a build designed to support learning Blight's bump logic, and nothing else.

    So how am I equipped to provide an adequate challenge for them at match time? I'm not, unless they happen to pick an open map for their game, too many obstacles and corners combined with generator efficiency on their part means I can not provide a challenge for them.

    That is why I suggested separating the queues, so everyone that joins the new queue knows what they are in for before the match starts. They would also be given adequate motivational reward to join the queue.

    I personally want this, because there are plenty of competitive people laying around, I'm sure teams will form quickly to farm whatever is offered in the mode.

  • @Sava18 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371055#Comment_3371055

    That's just whataboutism though. I could also say I don't see survivor players complain about fractured and coldwind in general.

    All i read from someone like you who makes comment and doesn't respond to replys that don't favour them is you don't like and refuse to learn how to play against the most skilled killer in the game for both sdies.

    I pretty much only play Blight now.

    The map sucks. It might be the worst Blight map. ( It literally has motivated me to spend 30 dollars on a new game with guns and folliage)

    I'm just not sad about it because all the other maps in the game.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371199#Comment_3371199

    You're damning people to extremely long queues and permantely sweaty games because they dared to play with their friends.

    Well, both sides will sweat, but they'll know what they are in for before they sign in.

    Leave groups of 2 in casual.

    3-4 in the SWF only reward mode.

    Adjust as needed so people have fun and feel like they are getting what they want while not driving off players.

    I think it'd be fun for most players. And the repeated exposure opportunities would make people who want to be better, better at the game.

    I think it was Peantis that said most SWF are groups of 2.

    Some groups of 3 and 4 will be forced to play harder matches that they might not want at the moment, I suspect they will be a minority. No way around upsetting people who benefit from the status quo when you try to make progress.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370286#Comment_3370286

    It still isn’t a good map for Trapper as it’s too big for him.

    This map isn’t good for any killer except Nurse. And that’s just what we needed! To make the gap between Nurse and the other killers bigger!

    Well, that is sad.

    I had hoped it might make him hard to manage.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3371127#Comment_3371127

    That's an awful idea.

    You can't punish people for playing with their friends.

    There also absolutely no incentive to play against SWF, Killers will likely just sweat against Solo Q and decimate the EscapeRates in that queue while SWF's wait 20 minutes for a match

    No, its not.

    Most mobile games use an incentive system to get players to engage with new content.

    In this case, I said to pay with auric cells.

    You could instead have a ladder with skins available for a rotating roster of the killers in the SWF mode. Both sides could earn the rewards. I believe players would line up to engage in this. They would gladly play harder matches for cool items, either via currency or directly via status skin reward. It doesn't make a difference how they incentive players to play the new match, only that they commit to doing it.

    It would also be low cost for the developers, maybe a 3 month cycle and the top 100 get new skins in color A, top 300 in color B. and so on. Adjusting the system until numbers hit as required.

    There is no punishment here, not even a nerf.

    All this would do is set expectations for match behavior before pushing ready, and this alone would reduce complaints. People complain most when reality does not line up with expectations, not when they encounter some objective unfair system or concept.

    As for idiots that chose to play downward and pick on casual players of either side in the non competitive mode no system is perfect, they will be around, at least they won't be rewarded for being dicks.

  • @LittleBigSunset said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367537/this-game-has-become-so-survivor-biased-its-killing-the-fun-for-me

    I'm curious, how would you address SWFs? I don't see anyway to change them other to remove the ability to SWF from the game entirely, and if that happens the playerbase will drop off rapidly.

    Ideally give them a separate Queue.

    Start having Killers and SWF fight over auric cells, maybe like 4 available per match(In the SWF queue only).

    My thinking is everyone will have better match quality, because you can decide to face the same style of team each time. Your skills will grow due to exposure to opposition.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/367618/survivors-cant-be-satisfied

    And here is your answer: because at a certain level "committing to chases" is just not fun?

    Then quit.

    Don't make it everyone else's problem.

    The developers put the mechanics and the tools in the game to support these styles.

    They clearly must test internally to make sure the mechanics work.

    They also put perk counters into the game for such playstyles.

    There are only so many ways to make a variation on killers chasing survivors, so we have the defensive killers.

    Its not the players fault for playing as planned.

  • @VoidOfMe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3370286#Comment_3370286

    "But, its hard to get too upset about it, its one map out of a lot, and Blight/Wesker have many favorable maps."

    RIGHT???

    I don't see them making threads saying: "This map is way too good for blight and Wesker, please rework it"

    They are strong killers.

    They have weaknesses.

    The game is just made so that sometimes there doesn't appear to be much of a pathway to victory based on before match choices.

    It seems like a dumb design philosophy to lean into but, whatever I'm not in charge.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368123#Comment_3368123

    "[...]they normally don't log in as 4 players to farm blood points[...]"

    Yesterday. Late evening.

    Friend: Come play, we need a 4th!

    Me: ... ok.

    Friend upon seeing the offerings: Who's the bloody rat who didn't bring BPS? - We wAnT bP! GivE mE My BP! Why do you think I play swf? So I don't have some monkey who dcs and wastes my BPS.

    ---- and tbh, I only ever bring BPS if it's at least a trio and I can be fairly certain it's actually worth it.

    ______________________

    On the broader topic of nerfing swf. The thing is, you can't. swf =/= swf. What you want to nerf is "sweaty swf on comms" - but the game has no way of telling people Q-ing up together have comms or if they gonna be seal-team-six-ing. Just assuming that anyone playing in swf is automatically on comms and sweating and using that as the starting point for balancing is just as misguided as using soloQ as the starting point for balancing.

    This thread got banished.

    But, the point was the addition of the hud was a buff across the board to all survivors. Weather its utilized by people who have grown accustomed to playing without the info or not isn't relevant. The hud will be used by the next generator of survivors in groups. It simply makes everything easier, cleaner and faster. Pretending like it doesn't do this is, dishonest at best.

    The fact that veteran players claim to ignore free info in clean huds is more a comment on how broken the game becomes when people play with chat assist.

    But, yes, specifically to your case, we do log in and put in BPS as a group. We can do this because it is possible to relax, play, and not have to be hyper competitive to beat most killers, point wise.

    As a balancing issue consider that people that play in a competitive fashion don't want to win their easy matches. They want to have a pathway to victory in the hardest matches. The perception around this is that the killer starts at a disadvantage against determined and practiced SWF groups.

    Leaving the game as it is is annoying for all, and results in many secondary complaints that stem from the above issue/perception. Should it be changed via direct nerf to grouped players? Likely no. Should it be addressed in some way. Of course it should. Should all discussion be banished to some obscure sub forum? No it should not.

  • @HoodedWildKard said:

    With all the complaining about 3 gens at the moment (a change from people whining about DH I guess) I'm wondering if anyone has actually tried using potential energy at all. Because I see lots of complaining but not many suggestions of how to counterplay.

    It's a pretty useless perk tbf but if you deliberately leave a gen outside the 3 gen setup and 2/3 players running potential energy I reckon you could brute force it. I'm tempted to give it a try today with my swf, but I've only seen one skull merchant all weekend and that one was simply camping a devour hope hex.

    I wouldn't, its too hard.

    I use BnP, hyperfocus, and PTS+ a friend.

    I will try potential energy later, just to test it, but its reliant on the other survivors doing useful things, so it usually fails before I can put it in the right place.

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