Prometheus1092
Prometheus1092
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@Rulebreaker said:
...so we got questions.
One, what does any of this have to do with the title?
Two, facing a swf is not a forced loss for...let's just say a lot of players?
Three, how would the devs control people using outside things?
Four, why should people be punished for playing with friends again, especially since the devs can't control people using outside resources?
I believe the point is ranked solo mode for killers where they only play against solo teams not swf? Or possibly suggesting that the only mode to get ranks in (BP and rewards) is soloq. Which I do agree should be a thing. There is a custom mode for friends to play together but if they want to get rewards they should have to play solo.
Restricting the main rank mode to soloq only would help a lot to limit the amount of external help survivors get such as coms and make it easier and fairer to balance the game. Wouldn't need to have killers keep up with swf which results in them being op when going against solo. It would also mean bhvr wouldn't need to control external issues such as coms (because how could they monitor someone communicating on discord or twitch or in the same room). Answer being make ranked mode soloq only or possibly have separate mode for swf. Chances are that will never happen tho because if swf had to have their own mode they would never get a match.
Survivors can still play with their friends if they want but playing with friends should be for fun not for a tactical advantage of essentially the whole team knowing where the killer is at all times using something that's not built into the game. It's no different to hackers using external software to gain a tactical advantage this is why it should be limited to custom play not the main rank mode.
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Couldn't agree more, external coms gives players full aura reading of where the killer is. I played scratch mirror Myers and all 4 survivors knew exactly where I was and what direction I was going because they communicated. Fair enough if all players have coms, they can balance the game around it but swf with coms is insane to beat. It's no wonder soloq gets a rough deal because killers need to be buffed to deal with the swf issue. This is also the reason why killers like myself end up tunneling at 5 gens, when I go against swf like 80% of the time sorry to the 20% soloq but I'm doing whatever I need to do to win.
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@rockstar said:
Penalty for rage quit is not solving a problem why survs do so. Game may end up with less quits and less players.
Not necessarily a bad thing. It's like saying to not ban hackers because it will mean less players. These rage quitters that go next and DC ruin the match just as much as a hacker does imo. It would be no big loss if these go nexters were stopped from playing.
Also the reason why they go next can't be solved as people will DC and go next about any little thing. Maybe it's a trapper, a certain map, they got found first, they got hooked first, their friend got killed... These are things can't be solved.
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@xGodSendDeath said:
I have no problem beating comp players going for 12 hooks with Trapper without 4 gen slowdown perks, killers are just bad and need to learn how to apply pressure!
That's your way of winning, others have different ways such as tunneling. Using an optimal strategy and being efficient hardly makes a killer bad if they end up winning. This logic of killers that win via a particular strategy being bad at the game makes no sense. Baffles me when people say "get good" or "learn to play". why? If I'm having fun and getting 4k a lot then clearly it's the survivors that lost that should "learn to play".
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So far going against the killer hasn't been that bad, the issue is that it's every match at the moment. I can deal with that but it seems many people can't and they just DC and go next. It's been almost every match so far. Way worse now than it was last night which is saying something lol.
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@puxxykat420 said:
I have the right to leave destiny 2/mortal Kombat/cod without penalty i honestly want to know how I can get a refund for every dlc I've bought for dbd
You have the right to DC in dbd. When playing the game you agree to the terms, if you don't like the terms then don't agree to them by playing. These terms include if you DC you will get a penalty. You won't get a refund for anything lol.
My advice is to play a game that you can rage quit without penalty and when you find you can't get a match because everyone is quitting in the first 10 seconds then match over, you should feel right at home.
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Nice to see the DC bans are working
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902678#Comment_3902678
What does that have to do with what the original poster said?
Mentioning Trapper, who is amongst the lowest tier of killer doesn't change the fact that a combination of burnout and the multitude of 6.1.0 buffs, nerfing maps, getting rid of fog, having maps brighter, and introducing terrible jungle gyms on already weak maps, such as Coldwind doesn't change the fact that people proceed to "go next" due to Behavior's decision making.
Toss in Distortion nerfs (ruining stealth playstyles, encouraging chase playstyles to be baseline to survivors + the aforementioned map nerfs) make survivors DC or kill themselves on hook to prevent eating a penalty. Behavior has been doing questionable nerfs for a while now, especially with them proceeding to not listen to feedback regarding gen spawn logic, the above ^, and the Wake Up nerf that they did not listen to.
Once the changes of the surrender comes into the picture where you have to have everyone downed to surrender will be more frustrating - as Behavior time and time again has outright ignored feedback causing the game to be what it is today.
Pretty much all of what you described, maps, fog, buffs, nerfs...everyone already knows these when joining a match so why join if these are the reasons people go next? If the killer was OP like nurse or the killer was tunneling I can understand why someone might go next. I mentioned trapper because he's the worst killer by far. Basic M1 killer easy to loop regardless of the map, yet people still go next and DC at the start before trapper has even done anything. They see a trap on the floor and just DC or go next.
It almost sounds like your saying people are going next in protest of BHVR decision making. It would make sense why they would go next at literally anything and everythingbif that's the case but all it will do is push BHRV to up the penalty.
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@SaltyNooty said:
https://forums.bhvr.com/dead-by-daylight/discussion/441343/survivors-aren-t-even-trying-right-now
I'd say I'm surprised, but I'm not. This is the result when BHVR wants to pander to one side of the community rather than address the actual root causes and problems that people have being raising the flag for, FOR YEARS.
But, alot of it has to do go with the "I hope next match will be better" Mentality. It's a twisted kind of adoration for the game but that's what keeps DBD going, unfortunately. Alot of players just DC or go next hoping for a better match, only to run into another killer running meta perks like Pentimento, Plaything, Thana, PGTW and Pain Res
Coupled with oppressive killers like Dracula or Singularity, and you get the aggravated "Alright, let's move on." Mentality.
This isn't even surfacing the issue of Slugging/Camping that Killers love to do and then hide behind their wall of "u played this offering, of course I'm gonna slug. " Or "Look at what perks you had, of course I'm gonna tunnel" Like it's a proper excuse while you're running the ultimate Gen slow down build and expect people to enjoy sitting there for minutes on end watching their 95% gens regress to 60%.So how do you explain when survivors decide to literally DC and go next at the start before the killer has even done anything? which seems to be the majority of people that go next so so at the start v any killer. If people know what killers are going to do (tunnel, camp ect) regardless of what killer it is then it begs the question why play at all? Fair enough if it's a case of maybe the next match will be better because they are giving the next match a chance. But to DC at the start before anyone has even had a chase isnt giving the match a chance so it makes no sense why join unless they are looking for a specific killer on a specific map to use a specific build.
a while a go I was killer and literally couldn't get a match at all because I had a map offering, people would DC in loading screen and they openly admitted they wanted their map (usually autohaven) nothing to do with what killer it was or what build they had or what tactic the killer used. It's a case "I want this and this and if I don't get it I will DC or go next" sorry but that kind of childish mindset isn't something that bhvr should pander to.
Survivors say "why should I play something I don't enjoy?" Fair enough but the fact people go next at the frequency they do says they don't enjoy the game so simply don't play. It's almost like they roll a dice hoping to get a 6, if they get anything other than a 6 they reroll and try again...and again until they get that 6. Each time they reroll that dice they don't screw over the killer they screw over their own team mates and that's why so many people don't enjoy survivor soloq.
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@terror said:
The reason is that the game is too killer sided. They see maps that are very small with a killer that has an even more of a killer sided loadout and they don't want to deal with it and quit.
Really? Trapper is so op that players quit? i don't buy it, I was scratch mirror Myers on autohaven and people still quit at the start.
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@PuddleOfBludd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902460#Comment_3902460
it’s only going to get worse. And if they continue to add penalties and increase penalties, they’re just gonna lose players altogether and you’re gonna sit and wait for 30-45 minutes in a queue to get one match.
This is what happens when a developer tries to fix symptoms rather than problems. The more that they Nerf perks and killers the smaller the pool of desirable killers becomes. People are going to run with killers that can actually pressure and so what happens is you get survivors that have gone against the same killer eight times in a row and they start “going next” because they want something different. But rather than fixing the issues with the game and making hooking worth it for killers, we’re just gonna continue to Nerf everything into the ground until we have zero people playing this game is what their answer is.Losing these go next players isn't a big loss, like losing the hackers isn't a big loss. They do more harm than good by playing the game the way they do. I rather sit in a long q for half hour waiting for 1 good match than have a wait time of 1min to get constant quitters for 4 hours straight.
I don't see how the problem can be fixed due to the problem being survivors pretty much want map and killer selection so they can pick exactly what they want. So many DC at the start before even knowing what killer it is, some DC at the sight of an offering. People will DC at any killer, even trapper and pin head and the low tier killers if they don't get the map they want so I don't think it's a case of repeated killers over and over. This is why the symptoms needs to be addressed because the problem of "give me exactly what I want every time or I DC" can't be addressed.
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This has been the case for a while now, both killer and survivor matches have been the same. People DC, go next, avoid gens, pretty much anything other than play the match. And it's rare it's due to anything the killer does specifically. It seems mostly due to people not wanting to play certain maps or not wanting to play v a certain killer. In several of my survivor matches recently people have DC or go next within first 30 seconds of the match before the killer has even done anything. I try to find logic in this behaviour but I genuinely can't see it. A bit like when people DC mid mori... Penalty is longer than the animation and they forfeit their BP for the match lol no logic. They really need to up the DC penalty to stop people like this joining lobbies and ruining matches for not only the killer but their own team mates, it's mostly the team mates that take the brunt of it.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902230#Comment_3902230
I am at lost here, aren't you get generally one of those who complained almost always about distortion rats and people who hide all game or gen rush yet now your saying stealth is more skill than looping?
If you or your team can't loop how can gens get done? The person who loops is the one at that point carrying you and your team. Then again you do admit to tunnel and use anti-loop killers so.
That is why I respect identity v, if you keep the hunter contain as long as can you get most or even all the points instead of doing 5 ciphers which makes you get the least points. Dbd needs to do that award the person who been in chase longest Instead of the gen jockey.
I don't complain about distortion or survivors hiding to be able to complete gens. I complain about people that use stealth while avoiding the objective (gens) and hiding for up to an hour with no intention of touching a gen at all. But using stealth to complete the gens I have no issue with as it progresses the match and aids in escape. As for gen rushing, I don't complain about that either. Reason being, I tunnel and camp to compensate for the gen speeds. Faster they pop the harder I tunnel and camp.
In 90% of my survivor matches I have to rely on my own stealth and ability to do gens because too many times I have looped the killer for like 3min and no one has touched a gen in that timeframe or someone will go next or DC. As I already explained, I do gens, use stealth if possible if not then lose line of sight so I can get back to doing gens, that's how gens get done and thats how to counter being tunneled and camped. If people want chases because it's fun, great, each to their own but they can't be surprised when they get tunneled out.
What is more skillful? Looping a pallet or shack while not bothering to do gens. Or being stealthy, losing line of sight when in chase and losing the killer while trying to do gens? While doing gens being the important part, because avoiding gens and hiding isn't skillful at all.
Reward the person not doing the objectives more points? It would make the already awful situation of people avoiding gens even worse. Everyone trying to get a chase and not doing gens. How would anyone escape? They already avoid gens because they say it's boring.
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Personally looping is boring, I rather not go in circles like a comedy sketch or a scooby doo chase. As survivor I usually play stealth and try lose line of sight if I'm chased, I find that more skillful than circling a pallet. It also means I get to contribute to doing gens quicker and go for saves because I'm not locked into a loop with the killer. It was the boring, easy and repetitive nature of looping that made me switch from survivor main to killer main and specifically main anti looping killer like PH and stealth killer like Myers. I say easy nature of looping because it can be done pretty easy and requires no perks or items so literally anyone can do it regardless of the build.
For me, the killer should be a fearful real threat that survivors wouldn't want to confront or interact with and would want to avoid while doing the objective. But the boring and easy loops mean survivors can openly and brazenly run up to a killer and literally run circles round them. There's not fear, no threat.
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@cesspoolechochamber said:
First off no one is complaining about a specific killer or perk being op. Second off i can say that about majority of killer players who resort to camping or tunneling. You can win with out doing that or better yet you can play the game and have fun without winning. Lol "this is from a survivor point of view".
So many complaints everywhere saying nurse is op... Loads saying tombstone Myers is op. Loads saying noed is op. Even complaints about regression perks and aura reading perks. Really not hard to find someone complaining about this stuff. It's on Reddit, post game chat and even in these forums very frequently. i haven't played killer in a long time so my experience is indeed from a soloq survivor point of view based on the survivor matches I have had recently :)
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@AmpersandUnderscore said:
Well, you're playing solo q. And I'll assume the best from you and assume that you are avoiding all of those pitfalls yourself.
My personal complaint with survivor is that the game has been pushed out of being a casual, or even "party game" feel toward being only competitive.
I used to play with a full 4 player SWF. Not some sweaty, bully, gen rush squad... We played and screwed around on discord on a Friday night hanging out and drinking. One player really loved playing "Santa Claude" and would open every chest in the map to gift presents out. Another was a totem fiend and would cleanse or bless anything that glows on the map. Literally the kind of team that killers claim to want in every match.
All of us have basically been driven away from the game by the changes since 6.1 over time. At this point, I barely touch survivor and only play killer occasionally by myself.
So what's interesting to me about your post, then, is that you're basically criticizing not playing hyper competitively. Do people really want gen rush squad every match? Or maybe the criticism should be that the game shouldn't be balanced in a way that "gen rush, pre drop, run to comp corner" is literally the only way to even have a chance at winning. Or hell, even just fun.
I can only speak for myself, but personally I don't really care that much if I win or lose as long as the gameplay is fun or enjoyable. In fact, some of my most memorable (positive) moments in dbd are games where I lost.
But that's not the focus anymore, the gameplay itself has become not fun for me (or my friends group), to the point that even winning isn't enough to offset that the gameplay path to win sucks. (At least in that feeling, I'm certain I'm not alone).
So for me, if I go into a game expecting fun, casual gameplay, and get steamrolled by the sweatiest opponent I've ever seen, and then get told it's my fault because I didn't run these exact 4 perks with a toolbox with these add-ons... That's a game balance issue. Blaming my teammates isn't going to fix that, even when they aren't perfect.
And since we're taking about solo queue, I can bring all of those things, including the competitive mindset and drive, and still have a problem because my teammate was playing around weave attunement and didn't bring a toolbox.
Generally im a killer main because the key gameplay of survivor can be boring for me (main objective sitting on a gen). But this past month I been pushing to p100 sable. I been bringing an item every match, doing gens, going for saves, not DC or went next at all even when my whole team is bots.
I understand some people are only doing tome challenges and want easy going matches, but im finding a lot of people complain post match about killer tunneling or they bring op perks as a reason for how killer won when these same survivors avoid gens and don't bring any item at all. its these people that clearly want to win and get disappointed when they lose that confuse me when they are not bringing the items designed to help them win and not doing the only objects survivor has (gens).
If they want easy going matches that's fine, I only want BP to put on sable so I don't mind if I win or lose as long as I get a decent amount of BP. But I don't think they can argue the game is killer sided if survivors are not using the tools they have available to win if they want to win. It's like killer going into a match with no perks wanting to win against a swf fully loaded and saying it's survivor sided. I think at some point people need to take responsibility for their own actions or lack of and just acknowledge they lost due to their actions as an individual or as a team and not blame the killer or claim it's killer sided.
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@shadow_V said:
https://us.v-cdn.net/6030815/uploads/R3KTIBRA34NJ/b52bca27-09cc-4ae1-8c17-1c209c2282c6.png
These perks are being abused together but no one is batting an eye at it every post I've never made discussing issues like slugging or minor issues I think would help survivors if it was fixed I always get slammed down like my opinions aren't valid it's a free speaking forum I get that but no one ever takes a second to think maybe I'm speaking a little truth people are so quick to deny my claims I've seen killers use this build multiple times but nothing gets done about it
In this particular match the map was fathers chapel and he knocked down the first survivor on the second floor of the chapel then preceeded to hook her in the basement INSIDE killer shack and if you know the map you know how far away that is then took up almost her whole first hook setting traps all around it luckily her camping bar was full and she was able to get off but someone else got trapped and put in the basement
In the end he camped two of them in the basement from first hook to almost dead till he knew we weren't going for them then he found us healing and knocked down the third but by then it was too late for me to even try to get to the basement and I know people are gonna say that's just a basement trapper but that's no excuse to make two people die on first hook especially when you've trapped killer shack air tight and disarming them hurts us
Why is it that survivors reportedly are the only ones abusing perks/add-ons but not the killers? Because the devs favor the killer side why else are the survivors the only ones gonna suffer from the go next prevention (as far as what I read on the dbd forum) according to the forum we can lose an entire grade but it says nothing about penalizing the killer for slugging it just says we will receive a surrender option
I know they changed knock out because it was being used to slug but I'm a console player so I haven't played against it yet to know if it's strong or not (before you huff and puff about how you don't know what your reading it's a long paragraph that's about multiple things I'm telling you a little about my match with a camping killer while also expressing my confusion on why it's never the killer doing wrong)
So many things wrong with all that... But, only survivors suffer with the go next prevention? No lol, hopefully the go next prevention will help reduce the amount of survivors just giving up in the first 10 seconds of a match. I have been playing purely survivor the past month and almost every match someone DC or suicide on hook because they don't like the map or killer or the killer hooked them one time or even the killer started chasing them. I welcome the go next prevention as a survivor, might actually get team mates that do something...you know, actually play the game.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901674#Comment_3901674
The actual answer is that killers have complained about excessive hiding when it's down to two or so survivors, so the devs have listened to that and put in an option. You don't have to use the surrender option, btw.
Although my personal opinion is that the game shouldn't award escape or kill if the server times out. The game should just fade to black and give out whatever BP was earned up to that point. Survivors clearly didn't escape, but the killer also didn't sacrifice the survivors either. It makes no sense to me that the killer is awarded free kills in that situation, when the entity literally does the killing for them at that point. This is also why killers were incentivized to hold games hostage during the 3 gen meta.
Ye still makes no sense. The excessive hiding being an issue which is reportable being addressed by having killer surrender. It gives more incentive to hide and not do objective which is the opposite of what the Devs want. Luckily it's just first part tho, there will be an anti hiding coming in so that should help with the excessive hiding. Makes surrender redundant when they bring in anti hiding.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901649#Comment_3901649
If you read the post about it whatsoever, there are situations where the killer can surrender.
Also, not sure what the ######### this is:
when people surrender in war
This is a video game. Holy crap.
To be fair the surrender option for killer makes no sense. Surrender is supposed to be for an unwinnable match. Like if all survivors are slugged. Surrender option for killer is if survivors hide for 10min lol. Why surrender when the killer can wait it out longer and get the win by server end time?
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@sethrollins said:
I am the one who dcing or killing himself on hook, because in soloQ games in most matches you already know the result of the match in first 2 minutes and i dont want to spend ex 5-10 minutes just to entertain killers
Let's hope the anti go next prevents people like you from repeatedly doing it time and time again. A nice long penalty would do the trick nicely.
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@ChuckingWong said:
Yea the argument for stone and piece for its counterplay is the same as "just grab a tape" when sadako was doing the same crap.
I cant control what 3 other people are doing in my soloQ matches.
Their awareness, their priorities, their skill etc…
I should not be punished with some stupid mori because unknowingly, my teammates just fed stalk all round.
I shouldnt have to hold a generator or hop in a locker and give a free grab/hook either.
Again they are two silly addons that have no place in this game, as long as BHVR wants to keep soloQ in the state its in.Lol you might as well say "I shouldn't have to pre drop pallets when going against clown". Yes you should. Killers are different and require different things to counter them. The game would be pretty boring if all killers had the same counter.
No you can't control what 3 random people are doing but like or not that's solo for you. "I shouldn't be punished because my team mate blew the gen and attracted the killer", that's a soloq issue not a tombstone issue.
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As a Myers main there are 4 main counters to tombstone.
1.Don't try to get chased or loop, lose line of sight to deny stalk.
2. lockers... Myers needs stalk to use tombstone, he can't get stalk if a survivor hops in a locker. Yes it gives a free hook but it prevents Myers from gaining stalk from that survivor and prevents a flat out mori which is worth 3 hooks.
3. Obsession.... Most of the time tombstone Myers will have play with your food because let's face it, catching up to a survivor before they get to a new pallet to loop is pretty time consuming and difficult without the speed boost. The obsession should prioritise stealth to make sure Myers doesn't get that much needed speed boost.
4. Do not get off the gen. When I sneak up on someone doing a gen, the first thing they do is stop and try to run and I Mori them. If people stay on the gen they avoid getting a mori. Along with staying on the gen to avoid a mori, if there is a totem or chest near by when a player is being chased get on them as it prevents mori.
Tombstone isn't op and shouldn't be removed because survivors fail to counter it. I'm pretty good with Myers but the people that have beaten me have used lockers, lose line of sight, kept obsession hidden and used chests and totems to prevent the mori.
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The hatch is yet another chance handed to survivor that lost a match.
Basically they need to do gens then open gate. Failed that? They need to find hatch. Failed that? They need to open the gate without needing to do gens.
The game would be so much better with the hatch. Survivors need to do gens then open gate. Fail that? They lose the match. Instead of having hatch open when it's last survivor it should just activate egc. That's the time limit they have left to finish any remaining gens and open gate, if they can't do that they have lost.
The most annoying part about the hatch is that it gives survivors a reason to try hide for prolonged periods of time (up to an hour) essentially holding the game hostage. If there was no hatch there would be no genuine reason for the last 2 survivors to try hide it out.
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I'm happy about the change, mostly because as a Myers main I often tried to use an indoor map offering but when I did the survivors would DC in loading screen because they know what's coming. I was basically forced to play on their map every time or there would be no match at all as a couple hours went by with people constantly DC in loading screen. Now at least there is a chance the rng will select an indoor map, which is more chance I had previously. And yes I even tried sac ward but same kept happening, DC in loading screen because they couldn't get the map they wanted.
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I refuse to play chaos mode. Purely because I have worked hard on my collection of perks to be able to select whats needed for what killer. Why would I optionally have random perks? Certain killers need certain perks. Myers with no play with your food or any stealth on a autohaven for example is going to get looped for most of the match
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@Trips said:
the game is hide and seek. you want where no one hides like the game is intended? play modern warfare cause i am sure that will fix your hunger. this game anymore is given to the killer mostly in perks but some are the abilities as well.
If the game is hide and seek then how do you explain the fact that survivors get sacrificed after 1 hour of hiding? Survivors literally lose the match by hiding.
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Being a Myers main I come across many people using lockers to prevent being mori. Weirdly even the last survivor usually jumps in a locker even tho I can grab them, put them down and mori them anyway
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@upsideinsanity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897159#Comment_3897159
Sounds like copium because clearly you can tell a person's attitude in game
Since you seem a little dense, that's sarcasm
I think you missed my point entirely, I was saying reading things like you have posted in the forum makes me want to tunnel because it shows the attitude you have. To put it simply so you can understand, I was saying your attitude which you have shown here makes me want to tunnel you because it seems to annoy you so much lol.
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@upsideinsanity said:
You want to stop having your crap nerfed? STOP MAKING THE GAME MISERABLE FOR SURVIVOR. It's simple.
You tunnel, anti-tunnel perks get buffed.
You camp, hook timers are increased, anti-face camp is implemented.
You slug, anti-slug perks get buffed
You three-gen, gen regression gets nerfed.When will you all realize this?
You want to cry about "well SWF is too strong!!!!!!" Well guess what, buddy. Not everyone is in a SWF and I would be willing to bet you go against very few try-hard SWFs. And if you are getting them consistently and can't handle them, that means you sweated your ass off to get into top MMR but don't have the skill for it.
There are wildly crazy people that play solo q (like myself) and there are more of us than you realize. So when you make the game miserable or completely unplayable for people like us, we don't want to play.
Guess what that means, more sweaty SWFs and longer queue times for you. Isn't it funny how that works?
Let me reiterate that; the more miserable YOU make the game, the less people want to play survivor. Huh, funny.
And to the content creators that put out the "strongest build for xxx killer" or "this is unbeatable" videos, or to the one streamer (who shall not be named) that says "You cannot win without tunneling" (which is complete and total bullshit by the way), stop encouraging this crap. You are a big part of the problem.
Sounds like your the one with the problem lol such anger and hostility. it's this sort of attitude that makes me want to tunnel lol
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@Sava18 said:
The reason bots are so boring to play against compared to real players is because of bad they are. Dbd players aren't the best but they are a lot better than the bots.
Wish I was playing your matches because the players in my matches DC, go next, avoid gens, deliberately float around waiting for a blind save and hide for as long as possible when there in 2 v 1 situations. Give me a bot any day over that.
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Too many 2nd chances.... They have many chances to hide, run, do gens ect throughout the match. Failed at a chase? Get hooked, it's ok tho, unhook and have another go at a chase. Failed to complete gens, it's ok, try going for the hatch instead.
Too much help with basekits and features.… Swf has basekit aura reading essentially due to coms. Soloq needs certain base kits to stand a chance but they often get abused and op when in the hands of swf that have synergy. This is where too much help comes in.
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And survivors wonder why killers tunnel, this is why. I don't run regress perks at all, but I do use corrupt and gens just fly. Quicker gens fly, quicker I need to kill. Spreading hooks don't kill fast enough but tunneling 1 out asap helps bring balance to the force. I think gen speeds should be reduced so killers can actually use different perks without feeling like they need to hard tunnel to get anywhere.
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Personally I prefer bots. As a survivor they often perform better than the real people because they don't suicide on hook or try to go next and don't leave people on the hook to die when it's 1st hook. They do gens which so many people seem to avoid at all costs.
As killer they can be more challenging in certain situations due to wall hacks but atleast they try to do gens and don't hide for like 20min hoping to get hatch. Iv had many killer matches where people DC at the start and I'm left playing a match with 4 bots, way more fun imo.
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@Madmillennial said:
Lol yeah. Devs think we escape trials. XD
Because we do escape trials lol I been doing fine even with useless solo team mates that DC and try to go next
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Myers... Tombstone piece+j.memorial
Lethal, play with your food, corruption, tinkerer.
So satisfying when I 99 the stalk, tinkerer gets triggered, sneak up on the gen worker, scare the **** out of em and mori em.
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The old "fun" debate... I don't find survivor fun in general (I don't like the gameplay of sitting on gens or going in circles all match) but when I do survivor I usually make the best of it by going into the match thinking "I'm not going to escape, my solo team mates will probably be doing challenges and will leave me for dead if need be so I will do what I need to do and hope for the best"
The only way I find killer fun is to go anti looping killers like PH or stealth killers like Myers so I don't have to go through the boring loops chasing someone.
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If survivors couldnt mindlessly go in a circle multiple time there would be no end of complaints lol. They already don't like sitting on gens, being tunneled (yet they like to be chased), don't like being bored being slugged (even tho they don't mind being bored on the hook). Let them have their scooby doo circles.
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@Madmillennial said:
You load up, wait a few minutes to start a match. Within the first 15 to 20 seconds you're found first for whatever reason. You kite the killer for a bit, get downed and then.... games done....
The killer decides to hook you, camp outside the hook timer, and just wait. You however are playing solo-Q and pray your team knows how to deal with this situation. They don't unfortunately, and you get saved late and lost a hook state.
You get saved however it's super late, by only 1 survivor and in front of the killers face. He decides to go for you again. You kite him a bit more knowing yourgoing to die but it's okay at least your team has all the time in the world to do the gens right?
Nope.
They stood around, hid, lollygagged. Got 2 gens done the whole time this was going on. I get downed again and die immediately on second hook.
I end the match which took all of about 8 minutes 10 if you include the pre load lobby with a whopping 8k points for all my troubles.
Survivors get punished when killers play dirty. We get no chance to get points bc we are robbed a game. Time wasted, frustrating as all get out and frankly not fun
Unfortunately this happens alot more than it should be we are at the mercy of how the killer decides to play ontop of random chance you get a decent team. Odds are against you both go in your favor in a match.
I hope they do something about this with the points for tunneled Survivors to make the match worth preservering and not "going next" during the quality of life changes.
Don't need massive game changes to fix the tunnel camp, just need point adjustments I think.
Thanks for reading.
It's an elimination game, someone needs to go out first. That one the goes out first will always feel they miss out on a match when others are still playing.
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Sac ward has the same issue as a map offering at the moment. They can be seen by the opposition in loading screen. It a nightly occurrence for me if I bring a map offering or sac ward and the other side being a map offering they will DC in loading screen. Just because they don't want to chance it that might not be their map that gets chosen. It's happened 3 times tonight, it's a regular occurrence every time I play, guaranteed to happen at least a few matches in 1 night and the usual culprit is autohaven.
Hopefully when offerings are hidden then it would improve things as not long ago I spend couple hours trying to get a match going but every match in about 2 hours resulted in 1 survivor DC in loading screen and the rest of the SWF laughing saying "nope"
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I usually end all my matches with a simple smile :)
Some people take that as a GG some people take it as I'm gloating in some way.
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To be fair it's possible to get banned on the forums for pretty much nothing. My girlfriend got banned even tho she has never posted anything in the forums at all...had the account for 4 months then suddenly perma banned with no explanation.
I have been banned for a month for explaining the flaws in the game design and explaining the loop holes that people can use to exploit them. (Banned under promoting unsportsmanlike play). These very issues are now being addressed in the health update which is what I have been trying to point out for months. But must not speak about them in the forums even if it does highlight the problem areas and how they could be addressed.
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@SnakeManvsArbok said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892746#Comment_3892746
As a killer main, I find it important to mention the fundamental difference when it comes to repairing gens and slugging from a gameplay perspective.
On a generator, you are doing skill checks, which while they aren't hard, failing them can put you in a lot of danger, and even a good skill check can do that depending on killer perks. You're also obviously trying to keep your eyes peeled for where the killer is. Even if they aren't a stealth killer like Ghost Face or Myers, they might be running a perk like Unforeseen or Tinkerer to be Undetectable. You're stationary in a spot of interest, while trying to be aware of your surroundings, lest you realize too late and fail to make it to safety. (This also applies to heals, mends, and totems which you mentioned in another reply)
Meanwhile, as a slug, you have pretty compromised movement and rely on another player to bring you back up in the vast majority of cases. If a killer is watching your slug aggressively, that limits your options even more, especially for insta-down killers like Bubba. This isn't me saying that there aren't times where killers have to slug, but I would say that comparing being slugged to generator repair isn't a good argument.
Being slugged is a consequence of being caught. If a player is caught they are hooked or slugged. Both of which immobilise the survivor and means they can't play the match unless someone helps. They agree to this when they play survivor.
Repairing gens might involve all those things but its irrelevant when survivors repeatedly say gens are boring they want chases. Probably because skill checks so easy they might as well not exist. People mostly rely on TR, aura perks and HUD display to tell them where the killer is so there is sense of danger or excitement on a gen. This is made even worse with SWF. Either way THEY say gens are boring not me. THEY say they want chases. Then complain when they get caught and say tunneling and slugging is boring. Sorry they pick this role to do gens, if they don't to do them and want chases, fine. But shouldn't complain when they are caught. they know it's not fun being on a hook or slugged. It's part of the role they chose to play.
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@OneNineTwoNine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892746#Comment_3892746
There's a difference between sitting on gens (which you have agency to do) and being slugged or tunneled (which you have no agency to prevent). Gens are boring, but you can stop doing gens at any point and chase the killer, cleanse a totem, heal someone, etc. You can't do much if you're slugged unless you have a perk that lets you pick yourself up. You can't do much against a tunneling killer if you're not good at looping.
It's not a copout, and it's not about winning for everyone. I have lost many games where the killer did neither of these things and it was still enjoyable to me. Why is it so hard to believe that someone might dislike something in a game exclusively because it's boring, and not because it's something that might make you lose the match?
That argument doesn't make sense to me either, because I've still won games where there's been both tunneling and sluggging. It's not necessarily an automatic win. It's strong, yes, but you're not guaranteed a loss.
The list of things survivors generally say is boring, gens, totems, mending, healing. Things survivors find fun, being chased and looping. The killer can only chase 1 survivor at a time really, the other 3 are doing the boring things like it or not. If the killer tunnels then that 1 survivor should be having fun because they get chased but they don't because they know there is a high chance they are going out so don't like being tunneled.
Seems like people want to the option to do boring things when it suits them but when they had enough the can opt out. "We want to be chased because gens are boring" I chase them, hook them, they get freed. Now it's "we don't want to he chased we want to do boring gens because we suck at looping"
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892730#Comment_3892730
I think in this scenario 'surrender' should be called end game. The goal is that the killer should be able to move on without any penalty.
I agree killer should be able to move on if they want. But many killers including myself will never surrender to a couple of survivors that refuse to touch a gen when there are 2 or 3 gens left. In my eyes as a killer I have won that match and I'm taking the win, no chance I'm surrendering. I'm sure many killers will feel the same.
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@TheArbiter said:
Am I understanding correctly that if two survivors left just don't touch gens for 10 minutes they can just force the killer to end the match with no penalty for hostage holding with no objective progress?
It's the first stage. At a later stage they will introduce anti hiding to prevent survivors from avoiding gens while hiding for long periods of time. Untill then survivors probably will try to wait out 10min then get disappointed when the killer refuses to surrender and it turns into another hour long match where no one does anything until server ends and survivors get sacrificed automatically
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@OneNineTwoNine said:
Because it's boring.
It's not because it's boring, if it was due to being boring survivors wouldn't play survivor at all as sitting on gens is boring. Saying it's boring is a copout, the real reason is because survivors lose because they are willing to endure boring mechanics like gen repair if it means they win.
This is further backed up by the fact that so many survivors like to "go next" yet complain when they are tunneled out. So they don't like being tunneled out fast but do want to go next?
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@I_Cant_Loop said:
https://us.v-cdn.net/6030815/uploads/EUTR3Z5AIMP5/image.png
I sure hope this isn’t the final change to deal with situations where survivors are hiding and not doing anything to advance the game. Hopefully there will be a reveal mechanic when survivors don’t work on objectives for a certain period of time so that the survivors rather than the killer are being punished in this situation.
It is just the start, there will be anti hiding changes later to help prevent survivors hiding for long periods of time avoiding the gens.
I would like to point out, if survivors think they can hide for 10min to try make me surrender they best make themselves comfortable because I wont be surrendering, not in 10min, not in 20min, not ever lol.
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Depends. If I'm in a chilled mood I will play around a little, let them live so they can do a gen or 2, maybe a totem for extra BP then kill them. If I'm in a particularly competitive mood then I just kill them lol. Mostly because as previously pointed out, hatch is there for them at the end which I allow them the chance to get by not slugging for the 4k.
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Weirdly had a match just now, similar situation. 1 dead, 2 slugged, I was at the gate with 2 hook stages and injured. Thought do I go back and risk going back for the randoms and possibly give the killer 4k? I did sit at the gate and signal the slugs to crawl to me so maybe they could escape that way but when the killer came for me I was out of there lol.
Then they accused me of doing nothing all match and hiding. Yet I did 2 gens on my own from start to finish, I opened the gate myself, I healed people during the match, I had 2 hook states. Hardly doing nothing hiding. But the blame for their loss was apparently mine and not the players that started with the match with 1 perk and no item. To be expected in soloq
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892115#Comment_3892115
Very different. Killer knows they'll escape. OP's example gives the hope of escape, only to be crushed lol.
I get what you mean though. People put FAR too much power in a teabag though.
On that basis, when they tea bag at the gate and wait until I physically hit them it's like giving me hope I can down one of them. (Sometimes I actually do due to noed or Mori Myers). I do love it when that happens even if it's rare lol. Just like there have been many people go for mori before survivor gets hatch but they fumble it and the survivor still gets the hatch. There is always hope for both examples. Granted there is reliance on the other side messing up big time but it can happen lol.
But the OP said they know the killer was going to Mori them so why waste time, doesn't sound like they had hope of escaping at all.