Shirtless_Myers
Shirtless_Myers
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The fact that only two seconds were added back and nothing else is such a slap in the face. As an anti-tunnel perk what purpose does the difficult skill check serve? The killer triggered a perk and it should activate. The developers continue to raise the skill floor on a single side of the game with numerous buffs and ignore the other.
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The solo queue experience will always be awful because the devs want it to be. They'd seemingly rather gaslight and blame their player base than attempt to improve their game. "We always monitor the difference between survivor groups (SWF and solo), and our current stance is that lack of information is not the crux of the problem, but rather that friends work together by nature and solo survivors don't (as much). -Mike"
The HUD still lacks crucial information showing progress on healing/totems/hexes/doors/boons/killer-based objectives. Why are solo players punished by not knowing if their teammates are breaking a dull totem, a hex totem, or lighting a boon? Why can't players tell what boon has been lit until they enter the radius? Different colors could certainly solve these problems.
Having players be unable to see perks in the lobby leads to numerous issues with the game and specific activation events on certain perks. Why can't players inspect perks on their teammates like on Twitch during the lobby? If someone used a troll build, why shouldn't they be avoided? They're wasting everyone's time.
Beyond these issues, there are others. Knockout shouldn't exist as it impacts the solo queue severely compared to doing nothing against SWF. Matchmaking is hit or miss to the point you could AFK, and it'd make no difference with the result.
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The devs want overpowered killers in the game and throw balance out the window. Killers are the power role and deserve to win every match!
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Yes, you should be able to see and equip most event cosmetics through the store even if you haven't bought the character should you checkmark the filter.
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Survivors should spawn on hooks to make the game more fair to killers.
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@HexHuntressThighs said:
Whenever killers complain about adrenaline, I often hear survivors often say to bring NoEd/ Terminus to counter it.
So I say If tunneling and slugging is such a big problem why not bring OTR/ Unbreak or other perks to Counter it? I bring OTR every game because how insanely strong it is. Allowing you to hide when injured/ deny aura reads and prevent tunneling. Should we have to bring perks to counter other popular perks?
I have seen a surge of decisive strikes during this event and funnily enough everyone is using it very aggressively by running straight at me across the map after being unhooked. Which I don’t have a problem with but I will say if it goes back to a 5 second stun I’ll probably just slug aggressive survivors.
You're comparing a perk with other perks that counter it, and then a perk to something inherently strong that doesn't require a perk. One requires the survivors to do their entire objective for a singular reward which could be a detriment to a high-reward play with low risk.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3681756#Comment_3681756
Nice stalk. But this was just about three days of me playing DbD. I've also mentioned at the end of my post that I have days were I lose (Thus, Idc about winning or losing, the important part for me is the match itself not the result). And if you read other posts from players that play killer, they also confirm that they lose. In addtion, I've never said or suggest the game is fine as a PvP game (please, don't act like I've said something like this) - it's the opposite, you can find posts from me in which I want/agree about QoL changes for SoloQ because I play SoloQ too and know the issues (I don't play only killer). I'm also for nerfs for specific killers. Would be nice if you could count this too, especially I mentioned these things in earlier posts.
However, what I actually want to say with my post is that you - and other players - behave like killers are in general very easy to play and that the issue this game has lies in killers overall and not in other things. That's why I suggest you could play a little bit of killer to see the issues don't are killers in general but rather other things. Too say something is generally wrong but won't help in the long-term. Hope that's understandable for you
I play both roles and while Survivor is easier mechanically, killer can be a downright breeze in most matches due to matchmaking and poor game design. For every frustrating match I'm placed in, I generally will win eight or more beforehand. In solo queue, it is the opposite. Some matches are a lost cause where you might as well not even play as it's already outside your control. Camping/Tunneling is rampant due to the lack of punishment and little risk for a greater reward. Depending on the time of day, you can downright meme as the killer and win with little resistance from the solo teams. You can dodge matches from the lobby with zero punishment if you feel it's outside your control. Dead by Daylight continues to forgo solo improvements where help is needed most.
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The developers want an unbalanced, biased game that favors killers. You can see this through almost all aspects of this PvP game that is forgotten that this is a PvP game. Playing Killer is a W in almost every single game currently, yet there are still no plans to alter the game flow with various aspects that are poorly designed. Poor solo queue is sitting around a 35% win rate if we want to include DCs and suicides that happen frequently, yet Huntress gets a buff instead.
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They're not significantly worse, infact there are far more options for killers to select from than survivors do. Certain perks are game-changing on some killers, while awful on others. Survivors are a single role with flaws that are corrected through perks.
The game has devolved into exhaustion perk/anti-tunnel perk/information perk/free slot for most survivors, it's boring.
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I find it hilarious that a single-use perk that has no guarantee of triggering or giving any value is going to receive a nerf, yet the devs just put out an add-on that gives The Unknown free constant value that punishes survivors for doing their only objective that requires zero effort beyond equipping Vanishing Box. The bias toward killers is extreme anymore when they made an add-on like Vanishing Box in the same release as Weaving Spiders.
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The development team is terrified of giving survivors anything decent nowadays. Everything that comes out is subpar or a weaker variation of something already existing, meanwhile playing killer keeps getting easier. It's baffling game design when you realize that solo queue has a real win rate somewhere in 30%+ once you're done cherry-picking data.
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@H2H said:
https://forums.bhvr.com/dead-by-daylight/discussion/405033/3-blights-into-quad-slowdown-sm-today
Killers should have the ability to blacklist SWF
Sure, but as a result, we have to nerf all the killers because they're currently not balanced around solo-queue.
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Generally, this would result in longer queue times for everyone involved unless the survivors could vote to block three killers during the lobby. The killer would no longer be locked into the killer they started the queue as, empowering them to freely switch to a different killer as they did before.
@GeneralV said:
But then players who main killers that are generally disliked would have endless queues.
Then the devs should probably focus on balancing those problem killers better rather than leaving them a mess after failed changes: Skull Merchant. Even if it's fun for the killer, they're bleeding players who will play against it.
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As much as everyone is pointing out to unhook the survivor, this is not obvious to new players and can seem incredibly unfair as it's not explained anywhere. It wouldn't hurt to revamp this aspect of Knight so that the counterplay is more understandable from a glance.
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@Azulra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645536#Comment_3645536
The Game has always been a problem, but Champion Of Light is also a problem because it's just about as strong as an exhaustion perk while not giving the exhaustion status effect which is just as bad as when survivors could lose exhaustion just by simply running. BHVR changed exhaustion that way for a reason so Champion Of Light either needs a big nerf or reworked to be in line with the other exhaustion perks if it's gonna stay as strong as one.
If it becomes an exhaustion perk that requires an item and can be utterly avoided should you run Lightborn, Champion of Light would require some buffs as compensation. If it gets some big nerfs, it'll be another perk added to the pile of things nobody uses because they're worthless.
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The mode is one-sided and balanced around a SWF. Solo is just there to be slaughtered because the devs don't care. Lights Out may as well be called Camped Out since there's nothing stopping camping and tunneling now.
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You might as well call it Camped Out. That's all this game mode is.
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The mode is interesting but feels like a worse solo queue experience. I'll be glad when it's gone, as it feels BAD.
Every single match, there is camping and tunneling, and now it's even easier as there are no anti-camp/tunnel perks to punish the ######### gameplay loop. In every match I've played, a console player immediately kills themselves on a hook, whether it's from the camping and tunneling being on full display or because they have no idea what their teammates are doing or where anything is.
I can only picture this being enjoyable from an SWF viewpoint, but these developers only seem to design and balance now on that merit.
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I'd rather they rework these items into skins. I rarely use them because I never want to lose them.
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@Unam said:
Simple solution to tunneling:
Make not tunneling more rewarding than tunneling.
Right now, there is Grim Embrace and DMS, even with nerfed stbfl Killers are going out of their way to hook 4 individual survivors and purposefully ignore the obsession.
Yet countless thread about how unbalanced and unfair those perks are.
So you dont tunnel and survivors dont like it, you tunnel they dont like it either...
You can nerf and punish tunneling all you want, there is simply not a single strategy in the game that is more efficient than getting one person out asap and robbing the survs of 25% efficiency across the board.
People will always play versus games competitively. Even goofy and silly games like fall guys get completely min/maxed.
Its human nature that ppl want to win.
Encourage not tunneling. Basekit grim embrace, 10% repair debuff if 4 survs are 1 hooked, whatever.
Nerfing tunneling or implementing basekit bandaid "anti tunneling" buffs for survivors wont change anything.
Imagine thinking killers need more buffs across the board...
I'm already winning 8/10 games; at that point, you might as well spawn them on hooks for me, too.
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Reassurance is another option; however, it can be painful to get any value out of the perk as half of the teammates you'll get paired with either have no idea what Reassurance is doing as there's no timer shown in the HUD and the white aura on the survivor isn't indicative of what's happening. In solo queue, you'll also run into a situation in which they don't even care, as gaining points is more important than helping out the camped/tunneled survivor.
It's far safer to leave the camped/tunneled survivor on the hook with +30 seconds to their timer than unhooking them and forcing them into an awful chase where you have no idea if they have OTR. In certain situations, the killer will abandon the hook if Reassurance is in play, as 30 additional seconds can make a difference.
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Because Alan Wake was just a skin added during the mid-chapter update, and this killer-only chapter is the actual chapter.
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@Xernoton said:
No, it's not. Tunneling is a big flaw in this game's balancing but it's not going to kill the game.
Unfortunately, tunneling is the meta play style. Spreading hooks takes forever. It's simply not efficient enough. A M1 killer will be happy to end their chases in less than 60 seconds. Even killers with good chase powers often struggle to do that. After that, you still need to pick up that survivor and hook them. Even if you were to do that in 5 seconds every time, it would still cost you 30 seconds for 6 hooks.
On top of that, you play against 16 perks, if you don't tunnel someone out. Do it though and the chances of that 1 survivor using them all drop significantly. There are a million reasons to tunnel and only 1 not to. And that is the fact that tunneling is pretty awful to go against.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639690#Comment_3639690
Wrong. People give up in solo queue as soon as the match doesn't look like an easy escape. 2 people down? Well, it's over. 2 hooks at 5 gens? Let's kill ourselves. Nevermind that we got GoJ and have 3 gens at 99% with only 2 pallets gone. In solo queue people give up on a whim. That's the issue. And it's why I think that the penalties for griefing (hook suicides, going afk, running into the killer) should be severely increased.
If you can't take a loss / difficult match, then why do you even queue up in a multiplayer game? There are enough single player games out there where you can ensure that nothing will even mildly annoy you.
That situation is rarely the case, and you're trying to paint them as the problem requiring changes is such a joke. Camping is way too easy with little to no downside to the point it happens in nearly every game I've played since the patch dropped while on Survivor.
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Maxed it out at 103. It's a free perk that's built-in; why would you not?
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If you're in solo queue, you can play for a hatch/gate with Sole Survivor/Wake Up or bring a key with Left Behind. Otherwise, you don't stand much chance, and the entire match appears to be a waste of time. The random teammates you'll get don't last long enough in the chase, and camping/tunneling is encouraged by the developers.
Even then, you can still lose as there's often a structure between the two gates that the killer can stand on to see both without moving.
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@IamFran said:
Adrenaline needs some nerf but not huge ones or a complete rework as happened with Dead Hard for example.
The nerfs I think Adrenaline needs:
- Not activating when you are already exhausted.
- Not activating when a team mate unhook you if you were hooked when the last gen was finished, or at least not healing you automatically and only give the speed bonus.
- Not waking you up if you are in the dream world against Freddy.
Aside that, I think the perk is fine.
These are awful ideas and changes as they only serve to punish solo-queue further. SWF will hold that last gen at 99% to make plays, while in solo-queue, they have no idea if you're running the perk. You can't even rely on them to make a save once.
The only acceptable nerf is waking up against Freddy.
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Not at all. He's just a skin with mediocre perks. The devs are simply riding entirely on the license instead of making a well-designed chapter. You know it isn't good when you're more excited about Billy getting buffs than the actual chapter being released. What a shame.
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The game was generally better balanced for the regular public match. As it stands, playing Killer is generally a snoozefest right now. It's far too easy to win 8/10 games, provided you're running a solid build on a character that's good. The only challenges I get are from SWF, and half the time, they'll throw the game for altruism, or if you're on a killer they dislike.
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Rather than throw yourself at the hook immediately, why not do a gen or wait till their timer is going to hit second/death? Honestly, I need to run Deliverance sometimes in solo queue because nobody wants to make any saves except myself, in other matches, I get people who care more about gaining points than a safe unhook or progressing the game.
I will unhook in your face if you aren't doing anything positive in the match beyond trying to divebomb my hook.
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Solo queue is treated as fodder for killer win rates because the developers think it's great game design to balance the game as a 1v4 but treat it as a 1v1v1v1v1. Matchmaking is also fairly terrible, as they focus on speed rather than accuracy when pairing players. Generally, it's a complete loss to play the game solo, and the devs think that's fine.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631376#Comment_3631376
I have had games in which I was about to lose but then someone hook suicided. People will find a reason to give up.
Even when you play perkless Hillbilly on Lery's and have no hooks at 2 gens left this happens. Are you about to tell me that I was too oppressive and solo queue just can't handle a killer that gets their first down after 3 gens have already been completed? This is a poor excuse for people that just don't actually want to play the game.
Just a short list of reasons I've seen people give up for:
- They didn't like the map.
- They didn't like the map but they themself chose that realm.
- Killer had Lethal Pursuer (spoiler alert: sometimes they didn't).
- They got found first.
- Someone else used a pallet that they needed and now they went down because of it.
- Flashlight save didn't work.
- Pallet stun didn't work.
- Mind gamed around shack.
- Caught off guard by stealth killer.
- Hit by a chainsaw.
- Teabagging then going down in 5 seconds. That one was a dc though.
- The killer wasn't to their liking.
- Another survivor went down quickly.
- They didn't like the killer's perks.
- They didn't like the killer's addons.
- They got hooked in basement.
- Killer didn't fall for their bait.
- The killer uses blindness perks or addons to counter WoO.
- Someone else died (with 5 gens completed).
- Killer brought a map offering.
- Other survivors brought a map offering.
- Killer brought a sacrificial ward.
- Other survivors brought a sacrificial ward.
- Doctor kept everyone in madness 3 at all possible times.
- Killer plays good.
- Their build gets countered (happened to me fairly recently, still have the screenshots).
- Killer has Lightborn.
Hell, I had seen people dc back when the RPD library and Boil Over exploit was still in the game for the sole reason that I refused to humor them.
Yes, I'm glad you're able to distinguish that survivors will kill themselves on their first hook for a variety of reasons. Within those reasons are the core problems that lack a solution to why you'll find survivors disconnecting.
Nobody wants to play against Skull Merchant. Nurse and Blight are oppressive and shouldn't exist as they currently are. Why should your random teammate stick around to gain little to no points for being tunneled and camped the entire game to help strangers? Ultimate Weapon is left as-is for months due to the developer's lack of foresight when designing a perk that synergies best with killers that don't need the help. The killer is slugging, and there's no concede option to bleed out. Why does Knock Out even exist? It's worthless toward SWF, yet creates a toxic experience for the weakest role in the game currently, solo queue.
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@Xernoton said:
Oh my god, it's [insert killer] on [insert map] with [insert perks and addons] and they also [insert play style]. So unfun. I have to suicide on hook now.
That's pretty much the mindset of some people. In reality, the reason they rage quit is probably more that something didn't go their way. They want to have their cake and eat it too.
If the game and matchmaking were balanced better, that would be a valid argument, but there's currently a lot of broken ######### in the game that hands you victories as a killer that solo simply isn't able to counter compared to a SWF group. The game's direction isn't healthy for solo, so they'd rather not fight a losing battle. Playing against a SWF versus a solo is immediately noticeable in most cases. Until the devs begin to address the issues as to why people are primarily going to suicide on the hook, they will continue to do that.
Solo, unfortunately, isn't equipped to deal with various strategies like a SWF can with their level of communication and coordination on voice. Matchmaking aims for speed rather than accuracy, and you can tell very early on in a match if it's a waste of time so people would sooner go next.
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The game has suction hooks and pickups but removed suction pallets years ago.
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I'd sooner play against Wesker x2 than Wesker v2. Chucky is far too small for it to feel enjoyable to play against regularly, but it's fun to play as.
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Honestly? Pretty disappointing for the future of the game. Solo queue is already at a disadvantage, and yet in the majority of matches, one of the following will happen: A survivor will disconnect at the start, immediately kill themselves on their first hook, or refuse to play the game because several killers/addons are not well balanced, and then farm each other till death. To top it off, killers are seemingly far more toxic than survivors as they love to t-bag/hump my character whenever I'm downed because Behavior thinks it's okay to showcase my character's prestige in the pregame lobby.
While I think it's wonderful to embrace Shadowborn as an accessibility feature, I think it's fairly tone-deaf to act as though there won't be any consequences to balance with this when Nurse/Blight are allowed to exist as they are. Kindred is a perk that would benefit solo-queue during saves to organize a rescue with/without a killer aura since this same information is relayed in SWF on voice.
Ultimate Weapon and Decisive Strike are not currently in the same realm of usefulness, and it's odd to see them paired together. Ultimate Weapon is a multi-use, zero-effort perk that is strong on a select few overperforming killers by covering their weakness of finding survivors for them and equally punishing solo-queue by removing useful auras (Hooks) during the chaos. Decisive Strike is an anti-tunneling perk that is single-use, doesn't fulfill its purpose well, and is a minor inconvenience. Depending on your luck or skill, you may never get a single use out of it or can miss the difficult skill check.
The game has become one of the worst multiplayer experiences on the market, and it's shocking how awful the solo experience is allowed to be and how the developers treat their audience. I shouldn't feel like I'm being actively punished for doing these challenges by playing this role and the sad state they allowed it to become to appease a vocal minority.
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I don't blame you; the game is generally anti-solo queue and is incredibly lopsided otherwise. It's bafflingly bad how one-sided they're making the game in the majority of matches. It's simply not fun to touch this game anymore.
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Look at what they're running. Now imagine that all it takes is for a killer to bring one or two iridescent add-ons to achieve the same effect. Sure, it feels frustrating to play against, but for your single loss, there are just as many solo groups in an even worse position.
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The game feeds killers victories anymore; it's pretty pathetic and the reason why I don't touch the game outside of events and rifts.
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A well-balanced game, honestly. Currently, it's a complete ######### show of killers dominating most matches versus solo queue to account for the few matches in which you'll face off against a premade. I find zero interest in touching this game outside of rifts and events with the one-sided shift the game wants to take. The game becomes too easy to simply win if you want it badly enough on the killer end of things, while in solo queue, you'll still sit on three gens per match on average, regardless of teammate contribution.
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The 'event' sucks, but at least the rewards and method toward receiving said rewards are easy enough. In general, engaging in the mechanics beyond the bloodpoints received feels worthless. Generally, survivors will throw the game to focus on the event as it takes too much time away from the actual game.
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The game isn't fun at all. They haven't addressed blatant issues with the game for years. The balance is nightmarishly one-sided in most games as they allow problem killers, perks, and add-ons to exist untouched for years to sell DLC. Anything in S tier should be nerfed down to A tier. To add to that, the game is just blatantly boring on the survivor side. The majority of survivors in solo-queue play worse than bots. They're nothing more than skins with little reason to exist outside of cosmetic variety.
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These abilities aren't fun at all and ruin the game experience.
Breaking a pallet without any animation gives you a free hit, simple as that. No thought goes into this, no counterplay, just a poorly designed ability that makes me not want to play during the event.
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449082#Comment_3449082
They have 0 arguments, they just say killers are OP when they have played 3 games in their life.
With my SWF I win even without meta perks, 90% of the people on this forum have a heavy skill issue, and that wouldn't be a problem if they minded their own business and tried to improve, instead they come here to complain about things that aren't true.
I'd be curious too to see them play, both surv and killer
Imagine arguing that killers aren't OP versus solo queue, which is the main reasoning behind the thread. Nobody cares what you run in an SWF when you can call out various information on the fly and reliably count on how your teammates perform versus the random nature of solo. Where every two to three games, you'll get a DC at the start of the match versus killers on your skill level, while your teammates can have less than fifty hours in the game and not even four tiered-up perks. Where a Jane will farm everyone off the hook for free points and not even bother to take protection hits. Where the killer is rewarded for camping and tunneling out the first player they catch with healthy grabs off hooks and the inability to communicate a coordinated save. Where any of your teammates will be running a challenge that requires throwing the game, killers have control over this compared to solo.
Dead by Daylight heavily favors killers in most games played as a whole, as they're simply not balanced for the swift nature of matchmaking, leading to the randomness of solo queue, the ridiculous aspect of challenges where you need to throw the game, and the easy ability to lobby hop to your preferred group. They even let you gauge the group with prestige levels, outfits, names, and items. You can pick Skull Merchant; most lobbies give up or disconnect on sight.
I had just gotten out of a game RIGHT NOW where a Mikaela disconnected after going down to a Wesker at the start of the match. These matches aren't even counted, yet there's zero point in playing the game as survivors lost. The kill rates would be even higher if they were counted.
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@Peanits said:
There were balance changes for both sides in this most recent update. That said, this really isn't a fair comparison. You're trying to link balance changes for one side to something completely unrelated on the other. You could apply the same logic to absolutely anything to create a constantly moving goalpost that we can never possibly reach. In the end, there's only so much time in between updates for us to make changes. If we waited until we changed everything we could ever want at once, you would be waiting multiple years before seeing any changes at all. That's simply not an option.
If you feel like The Blight is too strong, you can always say that. Give a couple reasons why you think that's the case and it'll stand on its own. But bringing up something completely unrelated doesn't help your case.
It's been said for years that Blight is problematic with his add ons; you simply don't care as developers to address it.
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It's not impossible; it is incredibly unfun and not worth playing. I'd recommend dropping the game entirely if you don't want to play in an SWF or any specific killer. The developers don't desire solo queue to be viable in any manner beyond fodder to killer win rates.
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Sure; if you delete solo queue from the game, it's already the worst option to play. They should instead focus on testing bots controlling players who quit or exit the game. Every few games, a player will DC or immediately kill themselves on the first hook, which is far more frustrating than making the game even more competitive with SWF.
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The only players that are rewarded from rage-quitting survivors are killers. You're simply making things up to fit your narrative.
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I'd be pleased if they'd get rid of the iridescent add-ons on both sides, as they're either meme or overpowered tools that make the game lopsided in most situations.
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Knight sucks and is one of the worst-designed killers in a while. Nobody wants to play against a killer that can hold a match hostage for half an hour or longer. They all want to face camp at some point during the match, and their power lets them do that while keeping survivors off generators. Guards can prevent an unhook depending on the Knight and the position of the hook.
Overall, Knight is another killer that misses the mark. They're not strong, but what they can do is awful for the game.
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The game should be balanced at 50/50 or 40/60. It's pretty nutty for some people to think one side should win 75ish% of their matches in a PvP game. At that point, they should implement bots because I wouldn't see a reason for one side even to play the game at a 30ish% win rate.