RpTheHotrod
RpTheHotrod
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@jonifire said:
Behavior only allows 10 good perks at a time for survivors. Variety between good perks isn‘t wanted.
Considering every match has 16 survivor perks vs 4 killer perks, they do have to be careful on making survivor perks too strong. Usually it's one good or decent perk mixed in with 2 niche or combo-suggested perks when a survivor drops.
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@Caiman said:
Yeah I'm buying it, for the character. His perks are okay-ish but I just want to play as Alan Wake. Plus he is going to be in the Tome as well and there will inevitably be challenges that require playing as him. All the more reason to enjoy a character I like.
He's probably counter to replace my blendette as a main survivor. Alan is such a great and creative character lore-wise.
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@Shuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634878#Comment_3634878
Boon:Illumination needs a major buff. If it releases as is, it may be the worst perk in the entire game.
That goes to call of brine. If left completely alone it shaves off 4 seconds of a gen for a whole perk slot.
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We've already showed on the ptb the 3 gen changes are affecting normal matches (not extended, not camping 3 gens and never chasing). While I appreciate BHVR acknowledging this even if saying it happened only occasionally and that they would keep an eye on it, the last time we heard that, it took half a year of m1 killers enduring the problem for BHVR to fix it (MFT). M1 killers already have a frustrating time. We don't want to wait another half a year of pain. It's mostly affecting surge (literally designed to hit multiple times in succession to take advantage of survivors out of position) and eruption (since it uses x2 charges). For context, m1 killers are more likely to play centralized in the map since they cant effectively travel to far out gens on large maps. The time it takes get to far gens means a lot of free gen progress for survivors and lack of pressure. This means their surge use and kicks are far more likely to hit repeatedly on gens more in the middle of the map.
If the whole point is indeed to stop extended matches from continuing indefinitely, then it should only apply to extended matches. Reduce the allowed regression to 4 and only start once 3 gens are left and the game has gone long enough without any hooks.
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I'd be psyched to have Mr. S̷̢̥͐̇͑c̴̢̘̀̂r̶̗̳̃̓̔̏ạ̶̛̌̈̓ͅṯ̵̦̹̯̂͐̎̚c̶̙͉̻̖͇͂̌̋ḩ̶̟͕̼̆̆ͅ as a killer. Incredibly charismatic and creepy dude.
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Depends on how they implement the 8 regression limit. I don't camp gens, so as long as it doesn't affect me, I'll buy Alan because I'm simply a fan of the series. If the 3 gen thing does affect me (again, I don't camp 3 gens), then I'm done with dbd as a whole. Killer keeps getting more and more restricted every patch where it's simply becoming frustration instead of fun.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633595#Comment_3633595
I'm not presuming, I'm fully aware of the changes and neither on the PTB nor during any of my live matches have I found a match to ever hinge on the 8+n-th regression event (rarely ever have I even come close to that kinda number of regression events but that's besides the point).
Let me rephrase though: If a killer gets three slugs within ten seconds and still fails to end the match within two minutes with a 3 or 4 k, they are doing something wrong. If they need gen regression, deletion, blocking or delay in any way shape or form after an event like that to win the match they are lacking an essential set of skills.
I do find it kinda wild though that you go "in case a survivor has power struggle and is under a pallet they can get back up to" "one survivor is guaranteed to get back up". You have three slugs - pick the one who isn't under a pallet if you're that afraid of them.
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As for the Ghostie match: I know playstyles vary but there were several occasions where you were basically idle for a minute or more; no action that advances the match. -- Then again; Jeff and Ace also didn't seem particularly interested in actually playing the match. - Consequently, I wouldn't consider this representative.
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That being said. Yes, the longer a match is, the more likely you will hit that event count. Idk about you but my average match lasts seven to eleven minutes. - But coming back to the previous statement that there's no match where the question is "if" not "when" and the deciding factor is the 8+n-th regression event; that's a good thing and introducing a mechanic that makes sure the "when" isn't dragged out beyond what's reasonable is, imo, a good thing. And limiting resources (considering "gen regression" a resource just like pallets or item charges) is the way to go.
Under normal circumstances, aye, I wouldn't have been idle waiting to ambush in a match...normally it's more fast paced, but they were out of position, so I simply took advantage of it. If you can pressure people to play defensively, that's that many less people working on gens. The fact remains, those kinds of matches exist (bully squads), so they shouldn't be ignored in balance.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634110#Comment_3634110
And yet, it's equally demoralizing to be functionally banned from playing with a friend when you need them most.
Oh I agree it sucks, lol. Just explaining why they got the beat down. I want to get friends into dbd, but I'd never be able to play with them without them getting demoralized.
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If they were grouped with you, that's why. The person with the highest mmr in the group heavily influences the matching. It's hard to get new people into the game if you'll be playing with them for the first few weeks. The reason this is the case is to prevent high mmr players from grouping with a new account to just to completely demolish brand new killers. They'd essentially have to play on their own together until their mmr has some adjustments as they learn. Once they get some of the basics down, then you could occasionally group up with them to get a feel of the MMR waters with them. Grouping together on day one will likely stress them out of even wanting to play because they are getting dropped smack dab into a battlefield of experienced players.
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@CrypticGirl said:
I wish it would make the hatch spawn closer to the last Survivor (unless a hatch offering is played, of course). I hate hatch offerings, because they also let the Killer know where it'll spawn...
Oooo, never thought of that one. That's a fun idea!
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633720#Comment_3633720
My point I was making is that reaching 8 isn't some "incredibly rare thing"
You have been informed by BHVR staff who have the game stats, that it is.
You are literally denying facts.
Your experience is yours alone, your arguments are anecdotal. You are 'rare'.
The vast majority of the PTB feedback is that 8 events is perfectly acceptable and almost never becomes an issue. You are an outlier.
Employ some self-reflection and consider if you actually 'need' to keep kicking gens as much as you are, or maybe try hooking the survivors you keep downing with Surge, instead of slugging them.
You're ignoring facts. I'm not the only one talking about this. The fact is you're ignoring the amount of people who have been providing feedback of hitting the 8 gen limit numerous times on the ptb feedback forums. I'm just providing video evidence that hitting the 8 limit isn't some incredible miniscule small chance of happening, it happens quite often, and with perks like surge, you can literally lose nearly half your allotted charges within mere seconds. THAT is a fact. We are supposed to be here to share feedback, not silence it.
@solidhex said:
Nowhere to Hide is a kinda cheap perk anyway and you're not supposed to go around and kick gens in order to find a survivor. If your tracking is so bad that you need this perk to find anyone, it's a you-problem. It's still good enough because even when playing this perk i never regressed a gen 8 times or more. No gen is worth to defend it so excessively and scratchmarks and noises are still a thing. I don't remember that i triggered Surge on any gen more than 8 times. Gens either get done or they get abandoned eventually if you defend them too hard.
When i read those threads i get the impression that people play gen defender instead of killer. You're supposed to defend (and let go) gens tactically, but it's always best to apply pressure via chasing and downing (and eventually killing) while regress gens in between those actions. It shouldn't be your main focus to just regress gens, any halfway decent team will you punish you for that eventually by pushing other gens.
If a killer wants to just camp a gen, as you said, it'll probably be a loss for the killer since they can push other gens. Part of the game is one side taking advantage of poor decision making from the other side. Sounds like nothing needs fixing - let the survivors take advantage of that. No reason to put in some restriction on how the killer wants to play. If the killer wants to plan poorly, that's on them. The downside to this concept though is some gen spawns are incredibly bad, such as dead dawg where a gen is at the gallows, and two in the field (if that spawn happens, i usually just let the survivors win, it is too unfair). The killer literally can hold that indefinitely (DEPENDING on the killer). Vs 4 survivors, they should be able to slowly chip away at the 3 gen, but it's a super long drawn out boring situation. That's what BHVR understandingly wants to change. The issue here is how the gens spawn. So yes, survivors will "eventually" win vs a 3 gen camper, but it's too long and exhausting. The answer is adjusting gen spawn logic, not nerfing all killers across the board and tying one hand behind their back.
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I feel it's mostly due to his biggest mechanic being unrealiable, the tail. You can hit people perfectly and it not do damage. I've even followed directly behind someone and hit them with the tail in the middle of their vault and it just clip through their body while the tail is literally impaling them.
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I don't mean to sound rude here, but I need you to elaborate on not chasing too fast. Not understanding that one.
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@burt0r said:
Does this bug make the totem invisible or unbreakable?
Because if not it doesn't stop the survivor from simply searching for it like most other totems. This is merely an inconvenience and not a game breaking bug.
The totem aura won't show. That's all.
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I don't see why not. If I recall, it's planned for the future, but I could be misremembering a statement somewhere.
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Maybe you got some misinformation from somewhere, there is no anti camping system in the game. There anti facecamping, but that's entirely different.
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@Dreamnomad said:
I like xenomorph. Your opinion isn't unanimous.
I frankly adore the alien, and the alien map is incredibly well designed theme-wise. Jury is still out on it's balance, though. I wish it would have been entirely in the ship. :D
That being said, yeah...he's a mix of existing killers...but still, sometimes it's the THEME that makes a killer fun. I main ghost face, not because he's powerful - he's far from it - instead, it's just fun playing as Ghost Face because...well...Ghost Face! XD
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633595#Comment_3633595
You seem to be conflating hitting the 8-event cap with being punished. Yet in all these situations you were already winning and it didn't really matter, or didn't hit the cap anyway. Although props for actually posting your gameplay to argue your point.
For the "bully squad" in the first clip, even if that pallet was never dropped and both have UB power struggle, you already have pressure enough to win the game in the first 60 seconds, along with a ton of gen regression. Dev Peanits has discussed this in another thread already, but if you manage to get 8 downs in one spot and then lose enough of those downs, at that point that's just on you. Hell, in your example clip you already showed that going down on pallets, power struggle, flashlight saves, and CJ tech attempts all have counterplay and you executed it well there.
For your second video, you didn't even hit 8 regression events on any gen. I'll go ahead and list out all the gen regression events (or what would be gen regression events in new patch):
Event 1: kick on gen A at 2:09
Event 2: kick on gen A at 2:58
Event 3: kick on gen B at 3:25
Event 4: kick on gen A at 3:38
Event 5: surge on gen A at 3:49
Event 6: surge on gen A at 6:34
Event 7: kick on gen A at 7:26
Event 8: kick on gen C at 8:11
Events 9 & 10: surge on gens A and C at 8:40
This totals to 7 regression events on A, 2 events on C, and 1 on B. If this game was played on the new patch, your kicks would be more effective, and you would not have even hit the cap.
There was an explosion near the gen at 6:22 but that is a failed healing skillcheck not a generator skillcheck. Even if it was, by the time you would have hit this cap, assuming it was a missed gen skillcheck and that those count to the cap, you have all 4 survivors death hook at 4 gens, the system would not really impact you at all.
As for your third video on the game, I couldn't be bothered to type out all the events again, but you hit 8 regression events by my calculation with a surge down at 12:10 on the Jeff, at which point you already won the game.
If I missed something let me know, but otherwise the mechanic wouldn't have impacted you at all as in game 3 it only activated when you had 2 survivors left and both downed, and in game 2 you didn't even trigger it.
First, thanks for taking the time to actually review the footage instead of just making blanket accusations of "obviously a 3 gen killer" like others have. Kudos!
Anyway, I'm basing it of the DAMAGE EVENTS on the upper right, so I wasn't counting the failed skill check. I didn't point it out here because I forgot (I pointed it in the original post), but I was counting the grab at the beginning as a surge hit because under normal circumstances, a lunge like that would have been an expose down, not a grab for some weird reason (client\server confusion, I guess). That's the 8th. I wanted to avoid a grab so I'd get surge value. The game just said NOPE. XD
My point I was making is that reaching 8 isn't some "incredibly rare thing" that happens and that even a LOWER number was initially thought of as being incredibly super rare but "8" to be safe isn't actually realistic in a match. Remember, they said their actual target was under 8...that under 8 is incredibly rare (whatever that might be....6?) and 8 was a "buffer".
For The Game, it's 8 surge\kick events, but 12 if you count the locker grabs because again, under normal circumstances, those would simply be a down and trigger surge. It's just happenstance they hopped into a locker (not all survivors are smart enough to locker to avoid a surge hit, so kudos to them...but that's a rarity). Also, the statement that kicks would have been more effective doesn't come into play here. The gen would have less progress, but the amount of regression events would not change since they never did a tap and go. I leave gens, so they always have 4s+ on a gen. Again, both scenarios are showing the same thing. BHVR says that their initial number UNDER 8 gens is incredibly rare (I'm guessing 6?), but to be safe, they bumped it to 8 so it's super super super rare to happen...AND that it would ONLY happen in a 3 gen situation. All 3 of those videos show this simply isn't true. The fact is, this new change absolutely IS affecting killers who are NOT just camping gens from the beginning of the match refusing to do chases, and that 8 regression events is NOT a super incredibly rare situation that only happens when it's a 3 gen camp.
Here's the kicker though of the point I'm trying to make. In ALL of those matches, I hit 8+ regression events (again, the outdoor map that grab would have been a surge if it wasn't for client\server desync). That is with me only using a SINGLE regression perk - just one....and no information kick perks. If I had been using other regression perks, or making good use out of stuff like Nowhere To Hide, it would have been hitting 8+ MUCH faster. Just for an example's sake in the ones you types out, if I was using eruption, I would have capped out on the center gen about 4 minutes into the match (if you ignore the desync, 6 minutes otherwise) which very well could have changed the outcome of the match (as the gens are far spread out and a slow m1 killer takes a long time to get to the outer edges), all while I was never 3-genning. That's a problem. This absolutely 100% affects non-3 genning killers.
Now, I'll grant you, those survivors were in a losing situation - absolutely. You are correct, there. However, I'm not comfortable with survivors getting outplayed, or survivors making terrible decisions, and the game responds with an automatic killer nerf baked into the match because of that. What we are essentially doing is giving free catch up mechanics for poor decisions for the survivors. That's like giving basekit NOED to killers. Killers didn't play well early on and made poor choices? No worries, can still get a free leg up in the endgame. (not a fan of NOED obviously, ha). Remember, this was only support to hurt 3 gen killers who camp from the beginning and never chase. It's not working out that way.
TLDR;
Essentially, this heavily discourages killers from using kick information perks entirely, because if killers are simply running surge only and hitting 8 regression events (or even near 8 events) in normal non 3 gen situations, then there is absolutely NO room for kick information perks or additional regression perks...as if they do, they will absolutely breach the 8 limit fast. At the end of the day, this change negatively affects killers who specifically are not 3 genning. THAT is my point. Killers will be discouraged from using info kick perks, more than one regression perk, or have to stop to plan out "should I kick that gen?" when they could just freely do so before. Killers already have enough to balance on their plate. No matter how one could say "well the survivors were losing anyway" or "killers are overpowered anyway" or whatever else one might come up with, at the end of the day, non-3-genning killers are being ACTIVELY discouraged from playing as they normally would (info kick perks, seeing a gen and feeling free to kick, wanting to use perks like eruption, etc...). That goes beyond the scope of "this will only affect 3 gen camping killers who don't chase", and that's my point. Not if the survivors would have won or lost anyway...the point is this nerf is out of scope...beyond its intended target. As BHVR said earlier in this thread, now killers will have to be more mindful if they think they should kick something. That's a global statement to all killers...not 3 gen camping lame ones.
Now, confession time. I'm mostly coming from the POV of someone who mostly plays M1 killers. Most M1 killers can't afford to leave the central area of the map. Gens are just too far away to reliably defend. While other killers have sprints, teleports, and so on, killers like myers\GF\pig\trapper and such absolutely cannot afford to run off to a gen off in a far corner. Staying central and not doing extended chases are mandatory, and they are highly susceptible to being bullied. That's why on the Xeno, I feel I don't even have to stay central, I can just use the tunnels to get to even far away gens. His pressure is map-wide. M1 killers don't get that. They depend on gen control perks to buy them time to even do chases, as their chase power is abysmal. If BHVR's whole goal is to eliminate gen control as a killer tactic and purely go on chase's alone, the M1 killers seriously need some reworks. They can only afford to do short chases. This change really hurts their ability to control gens which leaves them holding the bag vs the rest of the killers who are more chase capable. This, I feel, is because m1 killers are strongly encouraged to stay centralized in the map, as the gens incredibly far away just aren't feasible to defend. If this change goes live, then M1 killers need options to spread themselves out further more viably. If we truly want to stop the 3 gen situation, then kicking m1 killers while they are down isn't the answer, reconsidering map design and gen placements is - or at the very least let the m1 killers branch out easier without being punished.
Thank you for coming to my DED talk.
Personal note - thank you once again for engaging in an actual productive discussion. You have my gratitude!
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633499#Comment_3633499
... if you need to kick any gen after a situation like that you're really doing sth wrong though. If a killer messes a three people down up it's really on the killer ...
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633507#Comment_3633507
You would kick a gen to get NTH anyway - now you get a 5% progress deletion on top without investing into another perk. In that sense NTH - and any other gen kick perk - is buffed. I wouldn't word it that way but I suppose that's what was meant.
I wasn't doing kicks, was doing surges. Maybe you aren't aware of how the new system works - you lose charges every regression event, that means eruption, surge, and so on. It's NOT just kicks as you presume. Also, survivors have perks that can counter a pickup. That isn't the killer "messing up". Going down at a pallet guarantees an escape with power struggle if there's another survivor near (like my example: If I picked up, then the one outside runs in and pallet stuns me. If I go for the person outside, then the pallet survivor has enough recovery for a power struggle). That means at least one survivor is guaranteed to get up from the ground. Once I pick up just one of the survivors, that gives the other one not with powerstruggle plenty of time to do unbreakable which is 100% out of my hands, especially considering now notoriously bad the hook positions are in the map (often in rooms where you have to go a long ways and take a u turn to get to them). Going down in DBD absolutely does not guarantee you're getting hooked. Survivors get a LOT of second chances whether from perks, blinds, or stuns to counter being downed. That's not a killer mess up - that's just how the game is designed.
If they aren't running anti-pick up perks, then yeah, it's game over for the survivors. This match ended in about a minute. It was a bully squad, but they for whatever reason didn't run unbreakable and such.
https://www.youtube.com/watch?v=S6SvH38N7R4
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633186#Comment_3633186
We have data on everything, 8 regression events on a single generator is exceptionally rare on anything outside of a 3 gen scenario - the number is actually less than 8 but we're being cautious not to affect an average game.
Here's a NON-small map where I had 8 regression events on a single gen, again, doing constant chases and leaving the center of the map several times. (EDIT - counting the grab here as a surge, as it should have been considering I intentionally started the attack a distance away - not sure why it did a grab anyway).
https://youtu.be/w_PqS6RSC8gHere is a match where I simply chased and down survivors on The Game. One gen had 8 regression events (12 regression events if you count locker grabs as a surge hit if they simply decided to not go into a locker) and that's including NOT kicking the gen when I could have. As you can see, I did constant chases, including chases upstairs, downstairs, and even to the opposite corner of the map to also try to protect a far gen.
https://youtu.be/CPOpdHtxl6o?si=rtCy5w7V6VksA70XYou'll notice that both of these matches, the survivors kept putting all of their pressure in the center of the map meaning there was nowhere else for me to even be at. I had an unlucky shack spawn on the first match, so naturally the survivors stayed right in the center with the shack since it was a strong loop for them.
Despite me not just parking my butt at the 3 gen at the beginning of the match and never moving - never doing chases - never doing downs - you know...what this "fix" is supposed to only affect, I would be placed in a situation where I have to simply watch the generator go up and up and up until complete without me having the ability to regress it. It would be even worse if I actually used more than just ONE regression perk (the weakest one, to boot!) or if I used kick information perks such as trail of torment. If I was running simply eruption, the 8 charge limit would have been reached within the first few minutes of the match.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633186#Comment_3633186
It sounds like you're a significant outlier in the way you play killer and defend gens.
The vast majority do not reach this many regression events. Even when I would run Nowhere to Hide I wouldn't need this many gen kicks. I would kick a gen, detect a survivor and down them, or detect mo one and move on. There wouldn't be an opportunity to keep kicking one gen so many times, because if you're using the perk then you either shouldn't be allowi g survivors back on the gen that often, or you're moving away to another part of the map, and sure that gen might get repaired, but you should have scored enough hooks by then that it doesn't matter, or at the very least you'll know you've done what you can to pressure other survivors.
If you're committing to chases and scoring downs, then you won't need to defend gens quite so religiously.
It honestly sounds like you're the type of killer this is aimed at, who stalls out games due to a desperate desire to prevent any gen repairs, in expense of actually furthering your objective. And learning not to rely on this playstyle would be beneficial to you.
If you're preoccupied with regressing gens, you're giving survivors time to make distance, heal up, and start other gens. You're not making any real progress and just dragging the game out.
It's okay to leave a generator with partial progress alone. You can prevent further repairs by pressuring survivors. You don't need to ensure all repair progress is deleted before you commit to hooks.
I don't defend 3 gens from the beginning of the match. Since you're accusing me of being this type of players, at least watch my match. I dint camp at a gen, I'm actively chasing people all over the map. The problem is when I go against survivors where the ONLY gens they are putting pressure on are the central gens. Why would I go walk miles away to the corner and the map and keep tabs on a gen at 0%? Watch my match. I'm actively doing chases constantly even away from the 3 gens. Once I'm done with the chase and hook, of course I'm going back to the central gen that's now at 60% to kick it. You're acting like that's a "problem killer" that needs fixing. That's ridiculous.
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633186#Comment_3633186
We have data on everything, 8 regression events on a single generator is exceptionally rare on anything outside of a 3 gen scenario - the number is actually less than 8 but we're being cautious not to affect an average game.
This isn't the match video I was mentioning earlier, but here is me near the beginning of a match where I would be losing nearly half of my allowed charges on a gen within 10 seconds. I ignored the girl at the beginning because she has endurance and is bodyblocking my attempt at him.
https://www.reddit.com/r/deadbydaylight/s/XuCrlLtCTV
Obviously not a 3 gen situation. A natural chase. I get one hook, as one survivor unbreakables up, and the other survivor has power struggle at the pallet.
That's mere seconds of losing nearly half the charges on a gen. If it wasnt the beginning of the match and other gens had progress, it would have hit the other gen near as well as one all the way upstairs. That would be 3 gens (one being all the way upstairs so not easy to get to) that had lost nearly half of the allowed charges all in 10 seconds causing for a very problematic endgame all for one hook. Again, terrible plays by the survivors, so under the new system, I would be punished by that gen being unregressable towards the end of the match? It's a small map and the gen is in the middle, it's almost guaranteed to get hit by surge. The most common response is "who cares? Looks like they NEED the help" but again, that is putting a situation where survivor misplays are getting rewarded by putting more restrictions on the killer. If they made their bed of misplays, they need to sleep in it, not get rewarded with an unregressable gen.
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@porphyra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633186#Comment_3633186
You aren't being punished for their bad planning. You're being punished for your inability to kill them. If you were actually succeeding in downing them after chasing them off the gen, why would there be a need to kick/regress the same one that many times?
If they're flocking to the same gen repeatedly it's probably because there's other gens close by and they're trying to avoid being stuck in a 3 gen later. If they go do the edge generators, the same problem would still happen when there's 1-2 left and only those middle generators remain.
It's statistically rare to need more than 8 & I'm pretty sure the admin wouldn't say that if it wasn't true. You are the outlier. If you're crutching on babysitting the same gens, that is a you problem.
I genuinely don't understand how you're running into this problem consistently. In my experience, if survivors are always running back to the same middle gens & not doing the others, I can predict their movements, and it becomes easy to simply intercept them, down them, and then hook them. No need to kick 8+ times when the survivors are dead.
Looks like someone didn't bother to watch the video. The generator was being damaged by surge, as in I was able to down them. I'm also CLEARLY not babysitting any gens considering I'm doing chases even to the edges of the map away from the central gens. I mean this is incredibly obvious I'm not babysitting the gens and yet you still accuse me of 3 genning from the start of the match which is what this whole thing is supposed to be aimed at. If you're going to step on a soapbox and point fingers accusing me of such plays, at least have the decency of watching the match first.
@anarchy753 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633186#Comment_3633186
How is that "bad planning?" Either they do the gens in the middle while the outer gens still might be of some concern to you and they have more players, or they do the outer gens and leave a nasty 3 gen potentially with less players, against a player who admittedly seems to have been focused on keeping the central gens pressured.
Watch the match, and you'll agree they had some pretty terrible planning.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3633127#Comment_3633127
Perhaps a little more challenging, but like i said, the solution is to work around it by making it harder for them to tell each other apart.
Here are some examples of how.
- Hiding information normally available for Survivors to see via the hud such as name, health states, etc.
- Giving The Thing the ability to see within a certain range Survivor's auras to strategically coordinate it's location to get a better jump on the Survivors when transforming back into it's normal form.
- Making Assimilation part of The Thing's power kit which has a small chance of infecting Survivors upon being injured from it, which the Survivors won't know has happen to them until it's too late and they turn into a Survivor-Thing themselves that can assist The Thing (If the Survivor-Thing refuses to assist The Thing, the killer player can just kick the player from the match and have an A.I take over.)
- Having The Thing suppress any of the Survivor's aura reading perks and items unless they take a Blood Kit Test.
- Being able to attack Survivors while Mimicking as one.
These are just some examples of how to work around SWF on comms, sure it won't really eliminate voice comm people from reporting their locations 24/7, however it still gives The Thing a greater advantage to utilitze it's power against them while adding uncertainty.
You can also give The Thing a Form Shift via add-ons that allows it to change into one of the Things from the John Carpenter movie that grants it a new power for a limited time until it turns back to it's normal form.
Also i don't think it's impossible for the devs to give the Survivor's cosmetics to The Thing when mimicking due to the fact that DC bots doesn't lose their cosmetics.
I've always said that if they did a The Thing chapter, then as an ALTERNATIVE to hooking, if you did as much effort as hooking someone, you could instead infect them. This would change their team to the Killer said and then they'd only win with the killer. That would counter SWFs, as the survivor would actively want to trick their friends into thinking they are still on their side.
Now how would that actually work? I dunno...let's brainstorm, lol. Would be hilarious having a 4 man survivor squad tea-bagging at the exit gate only to suddenly realize that 3 of the survivors are also Things and that you're entirely alone.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632868#Comment_3632868
I would love to watch that. Can you post the link?
Just look on my profile under comments. It was a recent one.
@Mandy said:
When we made the decision to limit regression events on a generator, the number was carefully decided - in a regular match it is very very very rare that a generator is regressed that many times (outside of a 3 gen match). And with the base kick regression being increased to 5% that's also giving an extra boost to perks such as Nowhere to Hide, it just makes them a bit more thoughtful to use - mananging your regression if that's your playstyle.
I'm not sure where you're getting "very very very rare". 4 of my matches in the past week has had 8+ regression events on a single gen. Wasn't even a 3 gen situation. Normally was happening on small maps like The Game where just about any down was causing mass surge hits mixed in with me going back to kick occasionally since I don't camp gens (as in, they would hop back on the gen and get far more than 4 seconds on it, so not even the 4 second rule would help). In every case of this happening, the survivors were generally focused on central generators in the map and mostly disregarding the outer gens. Sure, their bad planning, but why should I get punished with some out of nowhere "you're not allowed to kick this gen anymore! hahahahaha!" for their bad planning?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632864#Comment_3632864
Kill rate and win rate are not 1:1. The system is far too complex to draw any kind of simplistic calculation from one to the other.
I mean, compare Nurse and Wesker.
Nurse's Kill rate is 54.94%, and she has a winrate (3K+) of 49.21%.
Wesker's Kill rate is 55.60%, and he has a winrate (3L+) of 48.59%.
If winrate followed immediately and mathematically from killrate, the above would be impossible. Killrate should not be focused on. Win distribution should.
You have to keep in mind that BHVR counts the killer getting a single kill as being a win...which the community has generally completely disagreed on. The community has generally come to a consensus that we count a 3K as a killer win. Those "win rates" that BHVR posts are a 1K+
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I hope their current idea for limiting how many times a gen can be regressed gets nuked from orbit. It really hurta being free to use non regression perks that just happen to use kicks.
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@Aven_Fallen said:
8 Regression Events is a lot. You will most likely not reach this in normal gameplay.
I reach 8 surges/kicks on gens on a regular basis in live. Usually it's when survivors push hard on center gens and disregard gens further away so its the only gens to defend...or its a map like the game where the center of the map hits oretty much every gen. I have a few videos of these matches and posted one a few days ago.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632097#Comment_3632097
I can't believe I have to say this yet again, but a 55% killrate in DbD is not being killer-sided on average, but the contrary.
Thanks to the assymetrical nature of the game and how the MMR system work, true mathematical balance is 60% kill rate on average (reason of why devs aim to that number). In other words, having less than that means the game is survivor sided on average.
Also, "No other perk is even close to meta"? Logical, with this powerhouses of perks being the most used ones:
https://us.v-cdn.net/6030815/uploads/POVC1Z6E7HJ2/image.png
I mean, it's not like survivors are missing any more strong perks. Also, guess what?
https://us.v-cdn.net/6030815/uploads/506OS4SWJT01/image.png
It's not like killers have got any hot perk that everyone is using, either.
Quick corrections, it would be 62.5%.
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@Ghoste said:
I feel like killer should be able to have 5 or six perks.
4 perks is plenty. If you're struggling, you're either using sub-optimal builds, playing one of the weaker Killers, or just need to improve. A good Nurse or Blight, for example, doesn't need any perks to win, let alone 5 or 6.
the game is pretty survivor sided
According to Nightlight, the current Kill Rate is 55%. So DBD is Killer-sided on average. In fact, not a single Killer is averaging below 50% right now.
https://us.v-cdn.net/6030815/uploads/ISW51XMJBQTF/dbd-nightlight-kill-rate-jpg.jpg
every survivor we have gotten in the past year just have perks killers can't even counter.
The only Survivor perk in the past year that became meta was Made For This, which has since been heavily nerfed. No other perk is even close to meta. In fact, most of them have been garbage recently.
A 55% kill rate means killers om average aren't even winning their matches. 55% is just a teeny bit over a 2K. A killer win for a match is a 3K.
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We already had an absolutely huge influx of cheaters swarm in when it was f2p on epic. We still haven't recovered from that. Hard pass for it going f2p ever again.
@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3632474#Comment_3632474
Serious question - how were people able to get hundreds of free accounts during the Epic FTP week long ago? Did they just use bots to sign up for hundreds of Epic accounts and then get the game for free on all those accounts? Then when one account gets banned, they move on to the next one?
If so, this seems like a problem with Epic more than anything else. They obviously need a better way of verifying accounts or at least automatically shutting down accounts that have been idle for a certain period of time. Seems like an easy fix to me, but what do I know?
Exactly how it works, except they generate 1000's of accounts with it.
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Google dead by daylight player report. BHVR has a support ticket system where you can report players, but video evidence is pretty much mandatory.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631699#Comment_3631699
It’s an asymmetrical game. killers don’t need a direct compensation for a Quality of Life feature of soloq. Nothing that got added was not already a problem against SWF anyways so killers should have assumed the survs had the info already. And killers do get buffs and QoL features as well (see FoV slider)
Their buffs usually come at a cost. For example, increasing your FOV with the slider will make you more susceptible to blinds, the devs said.
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The only thing I don't like is that it's silly the survivor can just injure themself to somehow sap power from the killer and have them lose stacks.
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Use https://www.speedtest.net/ to try to determine if it's YOUR connection or if it's some sort of connection issue with the DBD servers. If you know the source, it'll be easier to troubleshoot.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631389#Comment_3631389
I don't know, I do not have all the answers.
First we need to know the reasons as to why someone would give up on a trial. I am sure there is more to it than simply wanting easy games.
Well, I'm a killer main, and normally it's bully squads who give up on hook when they realize their buly antics aren't working. They want to immediately leave the game so they can go harass someone else with better luck. That's not really an issue since they are usually a 4 man, but it sucks when it's a 3 man and a solo queue gets left in the dust. I pretty much always offer that last person an all you can eat bp buffet or otherwise just hatch out. Occasionally though, the first person I down and hook simply gives up. Sucks for the rest of their team, so I usually back off on pressure if not downright give them a heal party and let them escape.
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@GeneralV said:
4% isn't a problem, it is an important aspect of the game that should remain untouched. What we need to understand is why people are giving up and adjust things accordingly.
How do you suggest we adjust? Half the time, it's people who get hooked just give up immediately. They refuse to play games where they ever get hooked. The problem isn't the gameplay, the problem is the player. They want risk free easy mode games and will stomp their feet when they have any semblance of having to make any effort. That's a mentality issue, "If things don't go my way, I quit." You cant balance around that. We could make giving up on hook impossible, but then they'd just troll the whole match or just sit afk (which often happens when someone unhooks them while they were trying to give up on hook).
An interesting circumstance actually happened the other day. A survivor tried giving up on hook. Someone else rescued, and when getting unhooked, they got hit by the killer and had deep wounds. They just ran off to a corner and let themselves deep wounds bleed our. For the rest of the match, NONE of the survivors went to help them. The entire match just let the person sit there and slowly bleed out while everyone else kept pushing gens and essentially treated the match like any other match.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631227#Comment_3631227
Survivors have to know first.
That's not true, at all. The amount of near blinds out of the corner of my eye is not insignificant in number. With fov adjusted, they would have worked. Survivors misjudge all the time.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630927#Comment_3630927
You could be blinded without shadowborn from outside of your fov too, so Idk why this is a big deal.
True, but this makes it worse. Like, if you could be blinded when the light is 10% out of your view, now it could be 15% or something.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631082#Comment_3631082
Ha ha!
Yeah but, but, but... It's OK if they started it, though... Right?
Right.
I mean, it's the only efficient counter to it.
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@C3Tooth said:
Boil over should increase the stun time when wiggle out instead of the drop penalty.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630978#Comment_3630978
4v1 doesnt mean 4 < 1. Both side have the strength to bully each other. Bullying is wrong on survivors part, and so do killers think only the 1 should be able to bully the 4.
Honestly, I don't think that's a bad idea on the wiggle out stun. That's a thought worth considering.
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@ratcoffee said:
To add onto this, unfortunately BHVR reps have said here that you need to report people in-game first, and then send in any additional evidence using the form RP mentioned here. You can try submitting it online without the initial report, but you're probably out of luck :(
This system prevents people with the same name as cheaters being banned (for example, if a cheater changed their name to imitate a famous streamer to try get the streamer banned that wouldn't work) but it also runs into the problem you noticed
Fair point. However, if you provide your ingame player id (not name, actual player id) and the date of the match which are a part of the ticket submission fields, they should be able to still pull in the proper player ID of the offending player. They actually entirely removed the question from the ticketing system of "Did you provide a report ingame?"
I would imagine that their reporting system doesn't care about the player name. They can just pull up your match record and can cross reference the name you reported (even if they were anonymous) to the actual player ID behind the scenes which can't be changed by the player.
At least, that's how I hope it works. Otherwise, your statement would absolutely be a thing. I'm hoping it's not an issue considering they removed the ingame report question.
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@o7o said:
Best part about bully squads is they don't touch gens. They are only there to grief. Just keep em slugged til you're close to a hook.
Force them to run closer to hooks and if they have UB, just slug them over and over. Sucks but you have no other choice. Most bully squads I face are always never good in chase and only want to annoy the killer so you're already at an advantage.
The fact that survivors are broken enough to even be able to bully to begin with is a problem.
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@Paternalpark said:
Purposefully creating a 3 gen has been nerfed and basekit kick reg doubled and you can't gen tap. Sounds like a big buff.
Killer just got another perk basekit from all your complaining. Shadowborn.
This chapter was a buff to killer and yall are complaining?
It's never enough.
The deva did say using the fov slider will come at a cost. You'll be more susceptible to blinds. So it's a basekit buff, but there's a cost involved that might dissuade some killers from even using it.
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Mindbreaker is fine. The entire point of it is to counter exhaustion perks just like distortion's entire point is to counter aura reading perks. You change that, then you literally dismantle the whole point of the perk.
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@BlightedTrapper said:
Just play a lot during the anniversary, unlimited streamers
I'm down to 750 7th anniversary offerings, lol.
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@Smoe said:
Maybe one day we can also get Mr. Scratch as a killer or as a killer skin.
You mean Mr. S̶̙̈́͋͑c̶̭̑͆r̵̺͈̩͂̆ȧ̸͚̝͖ẗ̴̰̤͖c̷̠̄̔͜h̴̯̆
I'd love a killer for him, lol.
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Google Dead by daylight player report. You should find a BHVR link where you can submit a ticket for BHVR games. From there, you can choose the game, player reporting, and provide any evidence including people able to attach images and small videos. If the video is too large, you'll need to provide a YouTube link to the video.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630221#Comment_3630221
We've moved from one survivor managing to dodge the killer 8 times without ever being caught despite constantly hanging around the same area to a whole gaggle of 'em.
Killer competence in these scenarios keeps dropping and yet...
Also, if they can 'easily put in 5%+', then this'd be an unstoppable tactic in the current game. And yet no one pulls it off?
Except they have been on the ptb, and people are posting about it in the ptb feedback.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630363#Comment_3630363
The 0 hook moris I didn't get to experience, but the 1 hook moris weren't that bad. There was a certain fear they provided, an apprehension: because if you got caught again, you were dead. Fitting for a game where you should fear the killer.
Well, at least in my experience. But I know they weren't for everyone. Some just found them annoying.
I think it fit better back when it was a game of hide and seek.
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@Peanits said:
Way back when the game released, the game was much darker, and there were offerings which would make it even darker. Part of the reason the red stain was there was to help you see the Killer at all. The art style has completely changed since then so that's no longer the case, but you can check some footage from 2016 to get a feel for it.
Beyond that, having the red stain on your back was a subtle way to warn a new player that they're at risk of being hit. It can make for a tense moment as they're running to a pallet or window knowing that they're in danger and just barely make it in time. Again, this isn't so much the case anymore since there's loads of powers with unique attacks where the red stain doesn't necessary come into play, and because a lot of people look behind them in a chase.
These days, it's mostly around because it enables mindgames for both sides. You can always turn around to hide your stain, so if you get creative with it, you can use it to your advantage. You can approach a corner backwards to hide it until the last moment, giving the Survivor less time to react (especially on smaller loops). Or you can intentionally let them see it, then turn around to make it seem like you changed directions. This can cause them to run back towards you, leading to a quick and easy hit.
The short version: Removing it would also remove the potential to use it to your advantage, and that's not really something we'd like to do. If your goal is to sneak up on people, I'd recommend one of the stealthy Killers. Any time you're Undetectable, your red stain will be hidden.
You're forgetting the most important use of the Red Stain, though - the Rave Parties
https://youtu.be/NFaLDSJlsOQ?si=nPFfGAzj02bFjZ4s -
@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630206#Comment_3630206
"i got all the survivors on death hook or close to it, and now I have to give up a whole one (1) gen for it? ridiculous"
Literally never said that. Don't spread misinformation. Also, maybe you're new to the game, but survivors have a variety of tools to escape a killer if they were on a gen. We aren't talking about just things like surge. Killers will want to obviously kick a gen that's being focused on. If that's the only gen survivors are touching, then it's not a true camping situation - it's the only objective to defend. Survivors can entirely get 5%+ in then hoof it the moment they hear a terror radius. Killer will want to start regressing it. Not to mention, if the killer chases, they got 3 more survivors that pop right back onto the gen. Forcing 8 regressions is easy. The only alternative would be for the killer to not kick the gen, but that's practically handing it over at that point.
No matter how you cut it, this update will absolutely affect killers who are not campijg a 3 gen.