Rivyn
Rivyn
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- Rivyn
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On a solo? No. But I've gone against three SWF teams in the last few days that have tried to take the game hostage with it. As I said in another thread, the perk itself is meme fodder on solo, but a bully tool on SWF, much like Head On. You wanna use it? Go for it. But I will bleed you out if I need too.
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He can, yes. It only lasts ten seconds or so, however.
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@Mandy said:
We are continuing to monitor the situation with both perks - I am aware that certain maps are more of an issue than others with Boil Over in particular and it's something that has been brought up with the team.
It was brought up the moment PTB dropped, yet it was ignored. Much like everything else 'brought before the team.' Why?
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Didn't you hear? Twins are 'absolute monsters' for the three players that main them at high mmr. So, working as intended.
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@Mileena_Kahn said:
It’s honestly kind of annoying. This is the 2nd nerf COH is getting and from what I hear killers still aren’t happy with the changes. Such a shame, we can never have nice things.
Boons still can be relit multiple times, across multiple totems, across multiple survivors. The killer can only snuff, not destroy. They cover a large space, double on multiple leveled maps. Survivors have perks and items (maps) to discover totems, killers do not. Boons are high reward, low risk, unlike their equivalent Hexes.
CoH is incredibly OP, with the latest nerf only adding a few seconds onto healing. For a perk that gives all four survivors a better self care at the expense of 1/16 slot? How is it NOT a nice thing still?
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A meme perk for solo, a bully perk for SWF.
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The thing that gets me is that they admitted in the last Q&A that per/addon changes take up no 'bandwidth.' It's not like tweaking the values would do anything in terms of time, they just didn't listen to the feedback, or care for it. Either way, we wait for the next chapter patch to see if anything comes of it.
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According to the devs, tunneling and face camping equals skill. Bubba is, by far, the best killer at displaying that skill.
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Low selfesteem/high egos make for a power trip. Just another toxic player. Anybody who claims they do it for 'the chase' are probably the same people that wait out two minutes at the gates claiming 'to give you bloodpoints.'
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You saw in the Q&A how the devs sidestepped the answer to that question. So, it's probably true.
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Don't except anything done about it for a few years. Remember, if it affects survivors, it's not a priority. Probably next year, or the year after.
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I still just don't understand why the allow boons to be relit indefinitely. That is the biggest issue with them, as there is no 'high risk, high reward' for using them. Tweak all the numbers you want, but at the end of the day, when you can have boons up all match, spread across four survivors, it isn't going to mean much.
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At the very least, we have a clear picture that kills/escapes mean a win in the devs playbook. After years of skirting around the issue, we have an answer to that.
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Remove the ability to body block with it, and I'd be okay.
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@Peanits Why not just open a thread with the most asked questions from previous Q&A sessions, such as questions concerning facecamping, BT, tunneling, etc, and give the answers given there. Then pick brand new questions.
Much of what this Q&A was about, was just rehashing previously answered questions with more 'soon.' If you direct attention at a thread post that has those answers, and acknowledge you have nothing further to give on that, it should save up a lot of time to answer things that don't get much attention.
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It's a start, but it's not enough. You still can cover a good chunk of a map with one well placed totem, even more on multi layer maps. Survivors can still can just relit totems if they're snuffed.
If the killer could actually break the totem, instead of snuffing it, I'd feel better about it.
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So long as some changes to how BT works were made, I'd be okay with it. Body blocking for the protection hit, for instance, would need to go.
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BHVR created the most basic MMR system possible, which looks at only kills/escapes. They have a chat filter that blocks everyday words and names. They can't even fix the Iron Will bug after two years. Their report system is based on video evidence, which most players don't do. How do you expect them to program a detection system that can read when a player is throwing the match?
If survivors throw themselves at you, slug and move on. If the killer is afk, do gens and move on. It's up to the player to make the best of a situation, unfortunately.
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They aren't.
Forums are a place to share ideas, discuss topics, and for games like this, vent frustrations. Killer is unbalanced the higher the MMR goes, so you're bound to see more killer players come to vent than survivors, who are 'mostly' on easy street.
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@Grandpa_Crack_Pipe said:
If the only reason you're playing anymore is out of spite, you probably just shouldn't be playing.
Cost sunk fallacy applies here. Sometimes, you keep going just for the spite.
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Didn't they say last year, with the map tweaks, they weren't going to touch Mother's Dwelling, as it had a 'balanced' ratio of kills/escapes?
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2758771#Comment_2758771
I never understand the assumption the devs are survivor sided. They’ve nerfed plenty of things that benefit survivors.
So long as SWF remains as it is, the devs will always be survivor sided.
To OP, my assumption is that because Toy Sword is the most used Twins addon, they nerfed it. Remember, 'most used' only applies to killers, though, so even if the addon is required to make a low tier killer slightly manageable, it'll be nerfed.
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Farming simulator.
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@Sepex said:
Ugh so many Bubbas.
A perkless Bubba at that! I'm just running killers I don't play perkless, for the memes. Can't get tilted if I handicap myself, while feeling smug if I get a 4k. Win win.
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@Mandy said:
I prefer to the play the game properly and not to farm as do many others. Farming is a grey area - it's not something we're particularly keen on, as we want players to actually play the game and you cannot force players to farm with you.
Then maybe fix the hacking issue? Or the grind? Or the SoloQ/Killer problems? Or SBMM?
Besides, hasn't it been stated that this is supposed to be a 'casual' game? What is 'play the game properly' when anything goes?
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I think the only killer that benefits from CoH is Plague. To use CoH, they have to cleanse, which gives Plague her power. So either they lose a perk slot by not using CoH, or they use CoH and have Plague's power up for most of the match. Against a good Plague, that is.
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@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/2751613#Comment_2751613
Because image if you could relight Haunted grounds, retribution and ruin? Free exposed downs free slowdown and lots of aura reading. Cmon I get COH is strong but. You can’t say with a straight face that would work it wouldn’t work. Fighting fire with fire won’t fix the issue
Missed the point. Hexes are supposed to be high risk, high reward. Yet there is little 'risk' when playing boons. Any boons, that is. The killer can only snuff them, not destroy them. Four players can use them at once, to boot. I'm not saying hexes should be relit, I just want equal risk when boons are in play.
On top of it all, placement is in survivors hands. Hexes usually appear in a dangerous spot, and last for one camera rotation at map start before somebody is on them. Survivors can choose where to place their boons. Again, really no risk to playing them.
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High risk, high reward. Deal with it.
Then they give infinite relights to boons. And people claim there isn't bias. . .
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Probably another mediocre killer like Nemesis and Pinhead.
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Tunneling is usually my go to. CoH promotes that as it is, since any chase you split off and attempt to apply pressure elsewhere will be negated. Especially on the smaller/multi leveled maps.
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I still chuckle when I think about how they said in one line 'they're happy with where he's at,' then slap him with a nerf.
Just like when they said they were going to 'tweak' some 'small changes,' mostly 'numbers,' into Nurse before nerfing her.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2741267#Comment_2741267
I hear this all the time, "taking stats out of context". How is that relevant to this at all? Because literally the point is that killers win more often than not. Unless you're saying the stats are faked it pretty much proves that killers win more and that's all I care about. Stop making stuff up that discredits the stats.
Because kill stats take everything into account. Suicides, face camping, afk, memeing, etc. How can you accurately judge the health of a game when it's all lumped together, instead of pulled apart to be examined?
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Just like everything else BHVR does, it's half baked.
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@dugman Which is sad, because they'll nerf killer addons within the first two months, but leave things like CoH to 'settle' for half a year or more.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2735133#Comment_2735133
And you can remove the effect of coh when active, and half of the comments are about coh
Because you can activate CoH an infinite amount of times. Once NOED is gone, it's gone. Additionally, survivors have perks for finding totems, killers dont. Survivors dictate the pace of the game, not the killer. CoH is broken on some maps, like Midwich, or any other multi level map. Boon perks aren't lost when a boon is broken, unlike NOED. CoH can be used all match, NOED only takes effect in the last stages of one.
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@Peanits said:
I'll start by saying that I'm not trying to throw any shade here. People come and go over the years, and I really don't expect anyone to catch every single thread we've responded to or remember every time we've answered something. I'm willing to bet there's a good chunk of people who weren't even around last time we talked about it, but we have indeed brushed upon this in the past.
First of all, I just want to clear up this idea that we are only thinking about this now that SBMM is a thing. I can safely say that it is not the case. Over the few years I've been here, there have been loads of conversations about not only this, but many other hot topics that for one reason or another have to get shelved for a while (whether that's time constraints, bottlenecks, bigger fish to fry, etc.).
We shared this statistic because it gives something concrete to aim for. Previously, we only had ranks 1-20 to work on, and due to the way ranks worked- and since there's not a whole lot of granularity when you only have 20 ranks to work with- players of wildly varying skill levels ended up lumped together. I think anyone who's reached rank 1 on the old system knows that it's not necessarily purely about skill. Just by virtue of playing a lot, many people would end up climbing to rank 1 even if that wasn't where they were most comfortable.
As a result, the data wasn't very reliable and the gap appeared far smaller than it really was. Does that mean the gap didn't exist? No, absolutely not. Sure, we could feel a difference playing matches, but I think we can all agree that blindly aiming for a target that you cannot see is not a good idea. Doing so makes any change we could do very risky, as it could be totally overkill and buff Survivors way too much, or not enough and still leave solo Survivors behind (as well as wasting development time that could be spent on other issues). Even after the fact, it'd be hard to say whether or not the change was effective because we don't have anything but our gut feeling to determine if it worked.
With SBMM, on the other hand, we're able to see much more accurate info on just how big the difference is at different skill levels, and more importantly, we have something we can monitor to see how effective any changes are. It gives us a tangible goal beyond "This feels a little better I guess." Now if we do a change, we can see exactly how much the gap has closed (whether it's gone, unchanged, or smaller than before).
But moreover, the main reason we shared this info- both the statistic and the mechanic- is to be more transparent. I think anyone who's been around for a while can vouch for the fact that we normally don't talk about mechanics like this so early on. It's something that people have been asking for and it's something we've been pushing for as well. We genuinely believe it's better to be open about it and frame the things we're suggesting with reasoning rather than dropping it as a surprise with no context.
On a personal level, I find it a pretty disheartening that when we do push to reveal things earlier like this, it's often met with conspiracies, fearmongering and passive aggressive jabs at the team. I always get excited when we're able to good news like this with the community, especially when it's a big topic like the SWF gap. But it's really disappointing to see something that people have been asking for somehow get twisted into something negative. Even still, I stand by the fact that it's better to be transparent and share these details than the keep them locked away until the last second.
There's a few reasons why the community gets skeptical and falls into theory swapping, at least from where I sit.
You point out that topics get shelved. That also applies to some of the ideas put forth by the devs that could help the game in the long run. Remember the early match system that was talked about a few years back, that would give killers a bit more control in the early game when they're at their weakest? Accepted by the community, then it was never spoken of again. Or when Kindred was released, and it was stated that that was the start of brining solo Q closer to SWF. . . and then nothing ever came of it after. Or when additional perks were added to the bloodweb to decrease grind, with the promise (and more promises over the years) that more would be done to decrease the grind, only to be followed with more empty promises? It's great that the devs wish to share ideas for the future, but when so little actually comes of it, it gets disheartening, as it feels like empty promises.
The length of time it takes for any changes to come about. This personally is a big one for me. Again, great that you share ideas, but when it can take literal years for anything to be done about it? It's not like it's a one time deal, it's just a fact of life at this point that any major changes take years to be implemented, be it god loops, EGC, or even the latest in matchmaking. t I don't deny that development takes time, that hurdles don't need to be crossed, but it seems that the team takes an excessive amount to do just about anything, and when it does drop, it's in poor shape.
Devs vs playerbase. I think we can all agree that there's a lot of back and forth between the two. Just use the latest PTB notes as an example, specifically perk/addon changes. Where did those changes come from, and why? Why those particular changes, what data backed it up, and why were more those picked over more obvious choices? Which brings me to my point on this. You, the devs, share some ideas from time to time about what you want to bring to the game, and then come up with changes in other areas with little explanation. This creates a disconnect, between what you want, and what we can actually get. SBMM, for example. What is brought to the game vs what is thought about added in the future. That early match mechanic as an example. You talk about the gap between solo Q and SWF, but then give an update to Boil Over, which can be abused by SWF (rare, maybe, but we know it'll never be used by solo Q).
Nobody is against transparency. But it seems to be cherry picked. Hopes are raised for actual quality of life improvements and mechanics, but between what comes of it, and how long it takes to be done about it, leaves much to be desired. If there was more transparency, so we could see where the ideas and changes are coming from, it would probably be better in the long run.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2721965#Comment_2721965
It was actually very common to be exhausted on the ground with Dead Hard because it went off the killers connection not the survivor who had the perks connection.
So since it's server validated now, why do us killer players hear them scream after being 'hit?' Doesn't the scream imply it's going off of the killers connection over the server?
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It depends. The standard 'Hold M1/W' teams at high MMR just bore me. It's one reason I've taken month long breaks. Then I have the few teams that are fantastic at looping, and push a match beyond ten minutes, with a lot of back and forth. I like those matches.
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I work retail, where we deal with a lot of pallets. Knowing how heavy a good pallet is, I sometimes think what that would feel like slapping down on my head. On the other side, I've broken up pallets for the trash. Makes me feel like the Killer doing it.
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I believe there is. I've seen a number of videos on YT that showcase what are being used, at least against them in their matches. I believe this one falls under the 'subtle' hacking category. Of course, they'll claim you just need to 'get gud,' but there are some users that have such perfect accuracy it shouldn't be possible, especially when they never look behind them.
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So you're saying that you were. . .
. . .
. . .
. . .
Bamboozled.
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If people embraced how poorly this game is balanced/designed, then you lose any say when it comes to holding the devs accountable for said balance. .
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Why would you give an exhaustion perk a passive bonus?
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@Myla said:
Why are people pretending as if MMR suddenly made the 4 meta perk of the apocalypse suddenly appeared out of nowhere? This has existed for years what the hell?
Probably because, before SBMM, you'd have one or two people running another combination of perks. If you were lucky, somebody was memeing, or trying an interesting build. While the meta was still the meta, it's just the only thing you run into now at high ranks, with all four survivors running near identical builds. You'll have somebody running a boon now to spice things up.
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@KateDunson said:
Oh look another post survivors have x so killers should have y🤣 also kinda funny that in 2021 almost 2022 ppl don't know how to deal with flashlights
We do know how to deal with them. It's when the server says 'no' that it becomes an issue. When I can be blinded while making out with a wall, or when they clearly missed their timing, my back is turned, I'm walking away, yet still stunned a second later, that's a server issue. It's like Plague's vomit not infecting, or DH still creating a scream. Just something else BHVR can't fix.
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To go a step further, why not allow the killer to grab the healer? They're in an action similar to gens as it is.
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Did the devs ever say why a killer can't actually BREAK the totem, instead of snuffing it out? That seems like an important step in the balance process. I'd think the same logic they used to nerf Undying would also apply to boons. . .
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Frustration. Killers are under time pressure. Having gens pop mid chase just squeezes that, and I'm guessing, Piggy knew that.
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I usually will only smack Elodie on hook. Her scream irritates me.
I'd say clicky clicky is the most childish, since people actually go out of their way to macro that. Until teabagging can be macroed, it's not 'as' bad. Unless both are done at the exit gates.
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Trash. The devs simply opened the top floor, three in a dozen extra pallets and breakable walls, then called it a day. Truly lazy.
The art team, though, really nailed their job on it. Not as good as Lerrys, but still nice.