Pulsar
Pulsar
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@fearsxoxo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486573#Comment_3486573
its not stop it dude. youre not being honest or you just dont play killer at all ! im all for faire games but its definately not
I almost exclusively play Killer.
The game has issues on both sides that need addressing.
Chief of which is probably matchmaking. Lots of people getting matched against people better than them, creating the idea that the game is sided against them when it's really a skill issue. It's not their fault, to be clear. They shouldn't be sent out to slaughter like that.
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Spaces and paragraphs do help with readability.
The game is in an okay state. There are still outliers that need to be reigned in, but for the vast majority of players, the game's fair right now.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486334#Comment_3486334
- AFK : Ban them, they already have AFK detection in the game, if you do it often, get banned kid.
- Outright throw: Ban them, other games have "intentional feeding" detection, shouldn't be too hard to do the same thing here.
- Sandbag: Depending on what you mean by this, its already bannable (i.e. intentional body blocking) so nothing new there
- Point at hook: same as sandbagging or throwing, ban them
- Suicide: remove the mechanic from the game, its stupid anyway a 4% chance for the game to just suddenly swing in a different direction, completely RNG based, bad mechanic.
- DC: great, then they take the penalty.
Doesn't matter if the game is a "highly competitive MOBA" i could name dozens of multiplayer games that ban you for doing this kind of stuff. And many of those have matches that can last 30+ minutes at a time. Why is it so hard for the community to say that you HAVE to play that 6-7 minute game you just signed up for, when other communities can stick it out for 30 minutes or an hour? What makes DBD so goddamn special that it can't be treated like nearly every other online multiplayer team based game? Because every single one of these actions will completely RUIN the game for 4 other players. Why does this community excuse such selfish behavior?
Oh my.
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@JonOzzie16 said:
There are killers that would never see a match against real players. Skull merchant, knight, maybe wesker, nurse. I do get why people get frustrated with these killers. But ruining their game experience because the DC penalty was removed is unfair. Yes people will quit no matter what. But having the ability to DC whenever you want without any consequences all? The game would go to ######### literally in days.
Sometimes deserved.
BHVR should make Killers better than SM.
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It's worse on Console, but not anywhere near unplayable for most Killers.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486408#Comment_3486408
how is that an upgrade if the killer WANTS to play vs humans and other survivors WANT to play with other humans in a pvp game though?
I just dont think we're going to see eye to eye on this. Just make a proper pve mode and get it over with.
You'd legitimately rather play with someone who kills themselves on hook than a bot?
Definitely interesting, tbh.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486346#Comment_3486346
I can't remember the last time I saw a Ghostface. You probably got some of mine. 😉
Repetitive gameplay always becomes tiresome at some point. But a killer repeat prevention would not deal with the actual problem. Sure, you would probably cover up the issue in the short run but eventually it won't work anymore. The more killers like Singularity BHVR release, the more they enhance the problem. If a killer has an extremely low pick rate, you won't see them either way. And with the game rapidly changing and many killers staying the same, they will not make other killers any more appealing to play. Which leads to even more players picking popular killers and the killer repeat system doing little to nothing in the long run.
That being said, I am not completely against a killer repeat prevention. It might help with the issue in the short run and buy them more time to fix the actual cause.
That just bottlenecks their design process though.
Not every Killer is going to appeal to every person. Wesker has everything, but not every Killer can have that and I don't think every Killer should have that.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486323#Comment_3486323
people can leave, so they do so at the slightest inconvience, snowball against them, killer they dont like, or whatever reason they self justify.
killers get tired of playing vs bots, survivors get tired of bot teammates throwing the game.
its better for the game if people need to play out their 5-15 minute average games, and get escalating penalties for not being willing to do so.
The bots are better than a teammate who is being forced (or coerced via huge penalties) into staying in the match that they'd rather not be in.
People already do that. They already leave at the slightest inconvenience. This would literally just be a net upgrade because now you have a bot that WANTS to win and WANTS to play, unlike your teammate who forfeited their items and BP rather than play.
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@Sharby said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486349#Comment_3486349
None of the M1 killers are any good at tunneling unless its a really sparse map like Rotten Fields, any decent player can run them long enough for at least 3-4 gens to pop with unhook BT, in which its on the team to finish the last gen and get a 2 out at worst. I don't really see the problem with that.
The problem is when people who play the best killers tunnel, because I think a Blight/Wesker/Spirit tunnel is virtually uncounterable unless the player is terrible.
But that just means those killers need to be nerfed, not that survivors need even more tunnel protection.
The issue with making basekit anti tunnel features is that it will be used offensively instead of defensively like how BT is used right now, which can lead to all sorts of problems.
I disagree.
You have to understand that it takes WAY less skill to execute a tunnel than it does to successfully prevent it.
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@Sharby said:
Tunneling already is super risky and has an inherent counter called being good.
The only reason killers should win by tunneling is if the killer is super good in which the game was over anyways or the survivors play bad in which they should lose anyways.
I don't think survivors need more than what we have to counter it personally.
The killers super good at tunneling (Blight,Wesker) just need nerfs is all.
lol no
Even super good players get tunneled out fast. If you are a worse player and choose to tunnel someone better than you, you were probably already going to lose.
Sometimes, there are busted set-ups and tunneling isn't super viable at that moment in time. However, the vast majority of the time, tunneling isn't really a thing you can say "it's risky and the counter is being good 4head"
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486240#Comment_3486240
I agree with the first part but a killer repeat prevention shouldn't be needed in the first place.
It's basically the same as treating a broken limb with pain killers and hope for the best without actually splinting the fracture. You try to deal with the symptom rather than the underlying issue. Wesker's pick rate is only this high because other killers aren't as fun to play. That is what they should focus on in my opinion.
The solution to that is to what, wait years before anything happens?
It's not even just for Wesker, for some reason, I've had a lot of Ghostfaces recently. EVERY Killer gets boring and frustrating if you throw them at someone enough, even a Killer as well-designed as Wesker.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486236#Comment_3486236
Yeah actually you can. You ever play DotA 2? You get 1 free leave a WEEK. And then you get a punishment for your 2nd one. Then on the 3rd one you get placed into low priority queue, where you get matched with the worst people in the game who leave games, or are extremely toxic, and your matchmaking takes 5x as long and to get out you need to WIN a set number of games. And in that game, games can last an hour plus, so saying you can't stick it out for a 7 minute game of DBD you aren't enjoying is pure BS.
That system is highly effective at making people not leave games.
Clearly, you haven't played lately.
People will AFK, outright throw, sandbag, point at hook, suicide or DC if they want out.
The DC penalty system hasn't made a difference in years. DOTA 2 is a highly competitive MOBA, iirc. Comparing that game to DBD, which is not even close to competitive, is hysterical.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486236#Comment_3486236
they arent forced to stay, the game even has a dc button. Theyre simply punished for leaving early.
I'm sorry but quitting matches early ruins the experience with any game, not just DBD. the penalty is also fairly lenient compared to games with "quitter hell" setups.
Increasing the penalties will force people to stay, increasing burn-out and thereby losing players.
It's better for the game if people are allowed to leave.
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I do not believe perks should be "feared".
Respected? Perhaps. You need to respect PGTW, PR or things like flashlights.
But perks shouldn't be feared, imo.
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485964#Comment_3485964
A bot is not a player.
Also it’s funny you say DBD is not a comp game but love to bring about your comp Wesker experience all the time.
Do I enjoy playing competitive DBD? Yes. Do I think that balancing the game for competitive players is a good move? Absolutely not. Genuinely not sure what your point was with that.
A bot is infinitely better than a player with no desire to play the game.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486240#Comment_3486240
So if you read my post, you'll see that would have a massive impact on matchmaking. Because you are looking at this from the point of view of a single survivor, but you'd need to match 4 survivors with a killer while all 4 of them could have different killers they recently played against. This would make matches take a really really long time to get into.
If you read my comment, I specified the system needed to be based on a Killer weight system.
For example, the MMR system we have currently. It wants to put you in "fair" matches, but it will put you into unfair matches if certain parameters are met.
The Killer Repeat System has to be a weighted system. The more Killers you get in a certain amount of time (which is completely up for debate), the more heavily it weighs that Killer, pushing them to the bottom of the queue. If matchmaking goes on for too long, that system goes out the window, just like MMR and it will prioritize speed.
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First off, pause Infection upon unhook until that Survivor performs a Conspicuous Action or uses an item.
Secondly, add a Killer Repeat Prevention System but make it based off of weight. If you've played Wesker (or any other Killer) a lot in the last, say week, it'll weight other Killers higher. It won't completely ban Wesker (or another Killer) but it'll try to get you into a match with a new Killer.
That'd be my idea.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485516#Comment_3485516
Almost every game will have a DC then, because survivors will DC if you look in their general direction or the second anything goes slightly wrong for them. So killers get to play with bots every game, and survivors get to not have teammates every game, making them DC. You'll effectively turn this into a PvE game because survivors will all just DC all the time (especially when a teammate DCs) and you'll be left with killers playing against bots.
Better solution is to keep the penalty, make it harsher on the backend, so you can't DC all the time, then remove the ability to ######### on hook. Its a stupid mechanic and shouldn't exist anyway
You cannot force people to play a game they aren't interested in playing.
All that will do is drive players away as they get locked into matches they don't want to be in.
Contrary to popular belief, Survivors do not DC all that often. I tracked the last time the penalties were off, which admittedly, was some time ago.
There was not a significant change in the number of suicides, giving up, AFK'ing or DC's across the board. When the penalties were off, there were more DC's, but as a whole the total number stayed about the same. It was slightly higher, but that's likely due to the novelty of being able to DC without a penalty, which would fade.
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After thinking about it more, I think they should definitely be removed.
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It's something new in the meta that isn't CoH or MoM levels of OP.
The perk is fine. It could lose the Endurance effect, but it's still fine.
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Unrelated to the topic, but I thought Elk was back for a sec :(
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@Hermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485932#Comment_3485932
I heard civilization is a fun game.
but despite having no fun in dbd, what do people do, once their penalty is over? They queue up for the next match… and the next…
Fun in DBD is uniquely subjective on how nice your opponents are feeling.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485956#Comment_3485956
Overwatch QP backfills players when they disconnect, and COD does the same.
Battlefield is a large enough lobby where one player leaving does not impact the game in any meaningful way.
DBD doesn't need to be "competitive" by any official means for BHVR to implement harsher DC penalties.
The reality is that one player leaving a DBD lobby has a larger impact on everyone else's experience than in any of the games you listed. Therefore, what works for them is not also a solution for DBD.
They are replaced by a bot, which is effectively the same a backfilled player.
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@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485766#Comment_3485766
DC penalty is harsh : you lose SR and get a big temporary ban. Repeat it and you will end up banned for good. You can also be banned for obvious throwing by your teamates, that includes being AFK.
Every online PvP game I play hits players with a 30 minute matchmaking cooldown for first offense. I couldn't tell you what happens after that, because I've never received consecutive cooldowns in other games. I do know, however, that a repeat offender who is reported can have their account banned on most, if not all of the games I play.
DBD gives players what... 3 disconnects before they are hit with a 30 minute matchmaking cooldown?
I'm not a big rage quitter, but I have my moments from time to time. Unquestionably, I disconnect in DBD more than any other game I've ever played. The game doesn't make my blood boil any more than any other online PvP game, I just know I can do it without consequence...over and over and over.
BHVR needs to raise the disconnect penalty to 30 minutes. In the spirit of "hot takes," lets say it should be 60 minutes (: Then, thanks to the introduction of bots, they need to implement the ability for players to rejoin their game session. That way, if someone's internet goes out they can attempt to rejoin and continue playing.
That would require them to decide DBD is a competitive game.
Overwatch QP didn't have a matchmaking ban for leaving last I checked.
CoD doesn't.
Battlefield doesn't.
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@WorthlessBeing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485674#Comment_3485674
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485710#Comment_3485710
Just because you got used to eating dirt in the past doesn't mean eating rotten food "ain't that bad" nowadays
Meh.
If people aren't having fun they aren't going to play.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485672#Comment_3485672
BHVR could do things like have map generation be based off of the MMR of the 5 players in the game. This would allow the game to have more resources (like pallets) for lower MMR, and less resources for higher MMR.
And if matchmaking couldn't find a good MMR match for the killer, the map generation could make up the difference. For example, if the 4 survivors are high MMR, but matchmaking couldn't find a similarly high MMR killer, then the map generation could just spawn less resources for the survivors.
That's a nice idea, but this is BHVR, there is no way that would work.
It also assumes the MMR system is accurate, which is debatable
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@Objectively_speaking said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485561#Comment_3485561
Just wait till one or even two gens pop for a killer during their first chase or if they get a bad map. You will never be able to play a full game again.
That's how DBD was when I started playing.
Perhaps I just got too used to it.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485597#Comment_3485597
Did you not read my other post? Balancing barely affects casuals. If MFT and most survivor perks were deleted, it would barely make a dent in casual survivor escape rates because they don’t understand how to play the game at a base level. Likewise, if pallets were reduced (a change that should happen imo) it still wouldn’t affect the escape rate. You still see a shocking number of players wasting the speed boost off a hit.
Play or look at the community of any other game and you’ll see what i mean
I doubt those games are asymm.
It's absolutely impossible to balance DBD around top players while making the game fun for regular players.
Why is that? Because top players optimize the hell out of the game. Tunneling, actual gen rushing, optimal looping, optimal pallet dropping, etc etc.
The average player needs like 30 pallets. The top player needs 8. You cannot reconcile the two of those if you balance around the top.
You CAN reconcile them if you balance for the average player and balance specific things for a higher level of play.
Ultimately, it really would kill the game if they decided to balance around the top 1% of players. Zero goofy fun perks. No strong perks. Everything optimal all the time.
No thanks.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485607#Comment_3485607
Isn’t that what makes them not okay though? They’re all essentially the same unless they’re being used on another survivor.
I think their power level is fine as a whole.
I don't like that the Med-Kits are all functionally the same though.
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485567#Comment_3485567
You don’t think medkits in their current state are redundant? I understand I should be healing my teammates, and they should be healing me. That isn’t always plausible, however. They could’ve easily reduced healing speed and efficiency for self-care on all medkits without making them all 24 charges. And why would I ever bring Botany Knowledge knowing if I do need to use a medkit it will never be enough to heal me fully? They could’ve just made it so that BK’s speed boost is deactivated when using a medkit rather than adding the efficiency penalty. None of it makes sense to me.
No.
I think they're okay, although I'd like them to be more distinct from each other.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485228#Comment_3485228
But it does show that the “you are forced to only have 40% escape rate” thing this guy is claiming is false because the matchmaking can’t determine whether someone is going to DC or give up after first down.
I suppose not.
Keep in mind that it's likely lower than 39% because DC's aren't counted.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485543#Comment_3485543
For the 1000th time, other games are profitable because of casuals, yet cater to higher level play. You and the other people on this forum literally made up the talking point that the game has to be balanced for casuals to keep it alive.
Yeah, because 99.99% of players are casual.
Makes ZERO sense to balance around a .01 percentage.
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We can revert Self-Care.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485223#Comment_3485223
well what else are you gonna do when they pin you in the corner for 20+ minutes
Idk, go make a sandwich or something.
Clearly, DBD has decided it doesn't want to be worth playing.
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@nodforkiss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484601#Comment_3484601
if I dont end my chases less than 30secs, a gen pops. if it takes more than minute, another gen pops. now imagine, when you are about to catch a survivor in deadzone, put they use lithe and get away to the safe tile. what im suppose to do? I can only move at 4.6m (yes I play pig) its going to be ages if I try to chase him again. if i leave, he is going to sit in gen and by the time im going to patrol gens, either gens become highly progressed or popped. us m1 killers dont have the strenght of countering exhustion perks...
It is completely normal to lose up to 3 gens at the beginning of the game. The Killer is at their weakest during this time.
Generally, during the early-game, you should be looking to herd Survivors into a portion of the map you feel comfortable with. You should be eating pallets and creating dead zones, this will help you later.
It is also important to remember what Exhaustion perks Survivors have. This helps you predict their movement better. That Feng has Lithe, she's gonna be looking for windows.
If you play Pig, you're power is game delay. Your Traps are designed to slow the game down by forcing Survivors to perform a second objective. By it's very nature, your power is better the longer the game goes on. You can't expect too much from it at the beginning of the game.
You do need to learn what chases to take and what chases to leave. It's an intuitive thing and it's very difficult to explain. You just have to sense how good the other player is, and if they're better than you and you want to win, it's probably best to ignore them.
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I know I'm in the minority, and perhaps it's for the best, but with the bots I don't see a need for massive DC penalties anymore.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483600#Comment_3483600
Casuals already get stomped. Balancing for them doesn’t matter. All it does is ruin the game for experienced players
I mean, hey, if you WANT the game to die because you've killed off casuals, you could just say that.
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485176#Comment_3485176
Tons of games are lost because of suicides and throwers (opening chest to complete a challenge instead of repairing…). So the kill rate is very inflated. When survivors are good (vs a good killer) they will escape against everyone except maybe nurse or blight.
That doesn't change the reality of most games.
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That's reportable and is a bannable offense.
Report them in-game and submit a support ticket, preferably with video or photographic evidence.
I understand if you don't want to do this. I personally don't bother with it myself, feels like too much trouble, but it might feel worth it to you.
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@Steel_Eyed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485111#Comment_3485111
Very cool video. And very different results from when Tru3 played against a Pro (Ayruns?) SWF a few years back.
Ay yo thats the same team I got to play against!
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484951#Comment_3484951
When you had to fully uncloak to check lockers. And had to use Windstorm to get a post-uncloak speed boost.
Oh they were the dark days.
The Wraith Cube wa something that was still frequently talked about when I was new.
God, it's been a long time.
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Meh.
I would take note of it, I'd be a fool not to, but I wouldn't weight it very highly.
A bad squad with stacked perks and items is less intimidating than a good squad with no perks and no items.
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Why would you bother to try to play against a SM seriously?
Like, the match is a meme as soon as you load in because she's gonna 3-gen even if you start winning.
Nobody wants to waste 45 minutes of attrition (assuming perfect play) in order to beat the worst Killer added to DBD.
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@nodforkiss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484520#Comment_3484520
head on yes. not having problems with smash hit or background player because simply nobody uses them. why im being punished for chasing a survivor? it gives survivor a head start even in the deadzones! for lithe, its just when you finally won the mind game, but they got the speed from lithe and made another safe tile. now I have to start mindgaming/chasing again. they are NOT fine. this comes from 50/50 player, exhaustion perks are literally free looping mechanics.
It sounds like you could use some help as Killer.
What do you have issues with in particular? Maybe some of us can help
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Has the thought crossed your mind that other people don't seem to be having issues dealing with Exhaustion perks?
Also, c'mon. You really think Smash Hit, Head-On and Background Player are so OP they need to be removed?
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484316#Comment_3484316
Yeah I cancelled my netflix because of that I think people should do that there is not anything to watch anyway.
I have Netflix for JoJo's and ST.
Neither of them are airing new seasons rn, so no more Netflix
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483577#Comment_3483577
Look at your killers lobbies, look at mine... we do not play at the same skill level so i do not even know who is biased here.
Having thousands of hours on DbD and not understanding that MFT is actually way stronger than the old DH is unbelievable 😂
Turn on crossplay to play against PC players and then we will talk ;)
Ah yes, the classic skill issue response because you can't actually prove anything.
Alright, fine.
I've played in scrim nights. I've been in the DBD Community Cups and I've had the opportunity to play against Team Misery. I seek out competition because, unlike some other people, I enjoy difficult matches. I enjoy learning and playing against strong Survivors because most everyone I play against is not even close to a challenge. @JPLongstreet was watching my stream the other night and can attest to the fact that pubs are not doing it for me. There wasn't a single Killer game where the Survivors did ANYTHING to challenge me or make me try.
If we could trade lobbies for a week, that'd be cool, but I suspect nothing would change for either of us. You'd still have trouble due to lack of macro and I'd still not find my challenge.
Not understanding WHY old DH was better than MFT is excusable. Doubling down when people explain it, not so much.
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483606#Comment_3483606
13k during the event with 5 cakes. Also it seems they had restriction on perks usage as every perk is single in the survivor team. Also, you obviously tunneled right at the start.
And survivors do not even stack META perks, your lobbies are far from the ones i get, that is why your killer experience feels better and fairer than mine.
A screenshot gives many informations ;).
I'm afraid I have no control over my lobbies.
I also do not need to screenshot every game and then post it to the Forums.
Like I said, screenshots prove literally nothing
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Because Skull Merchant holding games hostage for an hour isn't fun.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483767#Comment_3483767
i think all killer can force 3 gens. I don't know how long you can stall with each one of them precisely but length of the game depends on survivor's skill and the map.
It literally doesn't with SM. Every Killer can force a 3-gen, only one can win the battle of attrition.
SM's Drones give certain perks enough time to work whilst also making gens harder to do if you stay in their range.
Even if you have a good team, it's going to take you forever to break her 3-gen just due to her design.