StarLost
StarLost
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3125399#Comment_3125399
Just thought of a funny counter for The Ghost Face. Run STBFL, but also Play With Your Food. If the obsession keeps face-tanking you, you can keep building speed stacks off of them. Just register it as a chase then pop into stealth which instantly breaks chases and gives you a stack. If they keep following, just keep cashing in PWYF stacks. ^_^
That's...huh.
I'm going to try that.
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@MaldingInSoCal said:
Long queus. What were once less then a minute queu times would now be 3+.
At an almost 70% win rate of 3 kills or more, killer life was easy before the path.
Now it's a joke. The games are no challenge whatsoever.
Prepatch, mercy was a common and normal thing.
HOWEVER
The devs have admitted that they use "statistical analysis, social media, and in house testing."
This is how they rationalized, justified, and concluded with the recent changes.
Variables like:
-percentage of survivors who are not killed or sacrificed. Thus, farming, giving hatch, allowing escapes, or being any type of nice actually skews the statistics. It actually hurts the game to give people a chance. Okay. Time to play for real.
-streams, and videos as the prime example of what is actually happening in the world. Because if some youtuber is posting videos of bullying the killer, then that HAS to be what happens everwhere! Screw the casuals. They don't deserve to play. We'll use unicorn squads where everyone is comms and change the game based on a worst case scenario for the killer.
-developers who play that game, and playing what is essentially a company wide killer your friends is a solid reflection of what happens when it's the internet and people are anonymous.
Thanks for changing the game to being about playing a killer and just rolling everyone. Survivor mains are playing more and more killer because survivor life is AWFUL.
And as a killer main. The guilt is real!
Pictures below are 4k games with 3 different killers. Dc's happened just before a survivor died. I.e. not early game.
Never face camped to secure the kill. Never went out of my way to tunnel a survivor. Never ran noed, or thano.
Prepatch. 7 out of 10 games, I'd get 3 or more kills.
Postpatch. It's literally a joke. 9 out of 10 games, I'd get 3 or more kills if that. The only time the game was ever any type of challenge was when I'd run into a unicorn squad of all red rank players. 1 game out of 10. ONE. It would be 2 kills or less.
I'm a killer main. Others may blame the survivor. Others may say it would be different if this, that or something. But this is real world. Not theoretical.
Thanks for longer queu times for a boring game.
https://us.v-cdn.net/6030815/uploads/XXQWM9VSW84V/8-09-2022b.png
Welcome to a world of Dbd where you HAVE to be pro to even stand a chance against a killer.
I have no less then 40 dbd twitch streamers that I follow. EVERY SINGLE ONE has played less dbd since the patch. Way to kill the game, devs.
https://clips.twitch.tv/DeliciousRepletePlumageKappaClaus-QVYTz42Hca-qcbWI
https://clips.twitch.tv/SincereHonestJuiceDogFace-sQfjl8KbNSZBUeA0
You were probably fine with just nerfing Dead Hard. You knee jerked into a killer buff while nerfing several survivor perks to the ground. Decisive strike was annoying before but part of the fun was guessing if they actually have it. Not that it mattered. 5 seconds wasn't enough to save them. You could still chase after them and finish them anyway. Now. Even if they run it. 3 seconds is basically enough to shake my head and down them anyway.
Survivors HAVE to play meta perks (because experimentation, trying things out, well, that's for people who WANT to die). They HAVE to be in comms (it doesn't even matter that much if they are. But hey, in this environment anything that improves the chances of escaping). And players need to be pro to even stand a chance (I have seen streamers, and played with, and against players with MULTIPLE thousands of hours, and.
They. ALL. Get ROLLED!
Okay. For that kind of skill level and playtime. They will have some good games. But gone are the days of a group of 4 friends stringing together a streak of 4 outs.
Thanks for nothing.
Uh...
- You're playing against, by the looks of it, newish survivors. One doesn't even have all his perks. Others are running weird, non-sensical builds. There's only a single Ex perk in the lot of them, and it's a T1 Lithe on an obviously new Feng.
- Legion is a great newbie stomper, so - yes - you'll do well until your MMR gets high enough to face decent opponents.
- MMR is squiffy right now, it'll stabilize and people will get back into their right 'spots'.
- This game is not balanced around solo survivors. It...can't be.
- 3 minutes is...sort of normal for my killer queues, depending on the time of day. On the other hand, I remember having an almost 10 minute queue on survivor 6 months ago.
- Survivors can still melt faces - go watch some of the recent HCS streams if you want to see what good survivors can actually do.
- According to the developers' own stats, killer life was absolutely not 'easy' before the patch. Which is why they buffed them.
About the only thing I agree with here is the DS nerf. Removing it in endgame was sufficient
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@mouse0270 said:
https://forum.deadbydaylight.com/en/discussion/comment/3125071#Comment_3125071
I mean, I give up on hook all the time. If a killer tunnels out my friend at 4 gens? Why should I stay in the game and keep playing when the whole point I booted up the game was to play with them... What if someone DC's at 5 gens? should I really stay in the game and play a 3v1 cause someone DC'd? What if its trickster? Should I stay in a game and play against him... I think not...
- Outside of facecamping, why let the killer tunnel your friend out? It's not the killer's job to split damage evenly, it's your team's job to protect someone being focused. Bodyblock, obfuscate, interfere, save.
- DCs - sure. DC penalties need to be amped up.
- What is wrong with Trickster? He's a low tier killer.
It is amusing to see you calling killers entitled, then admitting to griefing people because they play a low tier killer that you have a weird grudge against.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3125481#Comment_3125481
Let's see here. Take away her map traversal...Coupled with taking away insta downs(which won't happen anyways) She becomes slinger or trickster. Sure she has a strong chase power. With very little map presence.
Her map traversal is strong baseline. You vastly underestimate how quickly Nurse can cover ground, particularly in more vertical maps. She can completely ignore obstacles, walls etc.
With the pre-fix addons, it was so fast and so far that it was silly. The changes should help reign these in a bit.
Instadowns on Nurse are a problem, as with a bit of foresight and/or an info perk, you can mow down entire teams trying to unhook.
'Very little map presence'...what?
Nurse has nearly omnipresent map threat. She can come from anywhere and be right on your gen with almost no warning. I run a very odd build on her (DMS, Monitor, Pain Resonance, Floods of Rage) and I can constantly shove people off gens just by teleporting around randomly.
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@Maelstrom808 said:
Starstruck is killswitched on the PTB at the moment, but in theory yes it's good. I'll run Starstruck on Doc from time to time and use static blast after a hook to get pretty good value from it. No different here except that you don't get information from as far out which is good and bad.
@fogdonkey said:
Is Starstruck + Awakened awareness good? Seems like a pretty good combo. Has anyone tried it?
That combo is going to be a nightmare on Nurse.
On other killers...I don't love Starstruck, people know how to play around it now and I find I have more luck with other aggression perks, or info/regression.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3125421#Comment_3125421
I agree. If they nerf a lot her good addons and make her attack special after blinking, I will be happy.
Her teleport addons just got a nerf (see: fix) on the PTR, which should help.
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3125450#Comment_3125450
So basically gut her. Got it
Tweaking some things to make a killer less busted is not 'gutting' her.
With some of her addons no longer being ridiculous and her no longer being able to chain instadowns after a hook, she'd probably be in a good 'A' tier spot. Which is where all killers should be, imho.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/340453/i-really-hope
Sorry but if you play killer and don't get a 4k you deserve to be tormented killer is literally so easy you're gonna let survivors live and complain they lived?
Hah.
Hahaha.
Ahahahaha!
No, seriously - what?
Nobody 'deserves' to be 'tormented' (what a choice of words...) because they play a specific role. Killer is far from 'easy' (go and watch some of the HCS stuff if you want to see even high MMR killers get absolutely skunked).
Just because killer is slightly more of a power role now doesn't mean that survivor is unplayable.
That said:
@JakeCannon said:
I hope that someday there will be an option for the killer to leave the game after the exit gates are powered to where it's not a DC, and everyone still gets the same points they normally would. This is why ..
(Example) map offering for The Game it has a million pallets (duh cause it's game), I get 0k but a couple hooks(no tunneling or camping). They do all the gens and there's 2 people who know how to loop this entire map. I decide to just open the gates for them but no they all sprint away towards the other gate even tho the best of the surv saw me , I nodded twice & backed up(to show they can just leave) but they all waited to the last second to leave at the end . Who knows maybe they all had a chase challenge but man it's annoying let me take my L and move on already
Survivors get a decent bit of BP and points for opening the gates, so if you open one they will likely try to do the other.
There are also always survivors that want you to see them leave - sometimes to teabag, sometimes to give you a last hit for some extra BP. You'll get used to it.
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@MommyHunktress said:
tunneled a quentin off hook because i was on ormond and the survivors were literally split cross map 2 on each side so then i activate his bt after a basement save and injure everyone and then hook zarina and accidentally found her upstairs so i just threw my hatchet. but im a trash killer for that when they got me down to 1 gen because they were teamed and literally split on every gen and 1 girl hid by a gen to keep working. I also didnt 3 hook any of them and waited til the end when i couldnt find the others or they used main building and i couldnt do anything without wasting time.
why do people still think a killer is bad when they split gen pressure like smart survivors and then the killer has to play in an unfavorable way. i have zero gen perks so why would i just let you guys beat me just so you guys can call me bad for losing XD.
Shrug. Yes, some survivors are very rude. Disable postgame chat - seldom does anything good happen there.
That's the nature of the game. It's very snowbally. 'Draws' are rare - it's either a 0-1k or a 3-4k. You'll get used to it.
A trick - against teams that split up well, you'll need to defend hooks (you don't need to facecamp, just be aware of the routes people will take to that hook and patrol them). This will, ideally, force multiple people off gens to come and unhook.
Regression perks are nice, but often the best regression is just putting some pressure on.
What perks do you have access to, as killer?
@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/comment/3124116#Comment_3124116
Money? You don't need to spend any money on this game, you just need to play the people who have them and get them to level 50 once to get the tier 3 versions of them.
Uh...yeah, you do. None of the licensed killers (AFAIK) can be bought for shards.
@MommyHunktress said:
https://forum.deadbydaylight.com/en/discussion/comment/3124211#Comment_3124211
yeah i just went on a buying spree. used my shards and auric cells. next ill get doc for overcharge, im gonna try out diff builds
Doc is good, also gives you Monitor.
The #1 killer I'd recommend you snag though is Artist - for Pain Resonance and Pentimento.
Onryo is also great (COB, FOR and MC are all solid perks), but that means you have to play Onryo.
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@ausanimal said:
https://forum.deadbydaylight.com/en/discussion/comment/3125405#Comment_3125405
Did you ever play it after they buffed Jason so when he got rage only like 3 things could stun him at that point, that was a lot of fun then having a group around you trying to stun you and you just standing there slashing them all to death lol.
Yup. You could still use the car, in conjunction with other stuns to basically keep him disabled forever.
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/R8F2GRDVHCZM/image.png
Here. Everything in one picture. No need to say more.
Note: Please I DO NOT support DC / giving up in any match. It ruins games.
Nurse is fine.
Some of Nurse's addons are busted.
Her M1's should probably count as a special attack, as Starstruck (and other instadown perks) are just a bit much on her.
Do that and I think the situation will be much improved.
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@Zamiwami said:
I have had an increasing amount of survivors, going AFK in my killer games.
I don't believe it's because of my playstyle as I like playing killer mostly for fun, so I go out of my way to have fun moments and play fair. Further evidence that it's not my playstyle, is that some of them don't even experience my play style! It's not that they spawn in AFK, no they will play maybe 2min till they see whatever killer I'm playing (Plague, Dredge, Ghostface mostly) and then enter a locker or the basement and AFK the rest of the match.
Why? Just because they don't like the killer, they are gonna ruin the match for everyone else?
It's part BM and part trying to smurf down their MMR. I see the occasional AFK killer, presumably for that reason, as well as the occasional 'ghost squadron', 4man SWFs who jump into lockers at the start of the match and go AFK.
I have no idea why people would AFK against Plague, Dredge or Ghosty - these are all immensely fun killers to face.
I see it mostly when I play Doctor, Trickster and Hag.
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@ausanimal said:
I wouldn't call DBD the king of the genre the one thing that made so many people play it was that playing survivor was easy for so long compared to other games.
Like someone said hide or die flopped and is was because of a few reasons but one of the biggest is that the devs changed the game from LMS which is what people backed on kickstarter to a DBD copy because so many people complained that it wasn't fun getting killed then that was it there was no stages just death on first time, they couldn't loop the killer they had to hide from it yet the name of the game was hide or die. so when it came out in EA people didn't like it because DBD was better and hide or die was just a copy.
F13th is a great fun game in my view but apart from the legal issues once they get the balance of the game in a good spot people found playing survivor was a lot harder then DBD, if people think solo q is bad in DBD then they should try F13th where once Jason finds you your pretty much dead and that could be 1 min into the game, to escape you can do it solo but chances are low you really need to work as a team to get out. I watched a group of DBD streamers try it a couple months ago when it was Friday the 13th and yer they found it fun but also a lot harder then DBD when it came to playing survivor.
So for people that wanted a easy mode when they played survivor DBD was the game to go to as it allowed that until the last patch and look at the outcry from survivors because the game wasn't as easy anymore.
I started playing killer in 2020 - and preferred it to survivor then.
Yes, the role had a lot of problems, but it was far more engaging than survivor.
F13 was fun, but it was a mess. Infinite stuns, trolls, hackers...plus, I found that it got old really fast.
@KayTwoAyy said:
I've played VHS twice, and I didn't enjoy it.
...but I wouldn't write it out just yet.
If the devs of VHS nurse their game, it can easily grow into something far more popular.
VHS is just so...janky.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3125242#Comment_3125242
The hard counter is?
The obsession playing aggressively, especially bodyblocking. The new MoM is going to make this even more effective.
A smart obsession can make STBFL half as effective, if not less. But it requires you to spot it fast.
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@Mystix said:
Hello guys, Any ideas for good killer builds would be appreciated, Not sure what to run anymore 😊 Thank you!
I really like Pain Resonance + Agitation + Surge + Floods of Rage on instadown killers.
Penti + Overcharge + Call of Brine + Plaything is great on mobile killers.
Devour + Undying + Penti + Ruin is great on Stealth killers, or any killer with the ability to defend totems.
STBFL is really, really strong on any M1 killer right now, but savvy groups will know how to hard counter it.
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@JacobiusWick said:
Sure I don't do it alot. But when I get matched with solo q mates who are self-caring, crouching in the corner, or otherwise not doing gens (especially when I've had killer in chase for at least 2-3 to pop), then yeah I'm out. Killer can have the 4k, they deserve it. 🤣😭
Because you're completely screwing over your teammates - just because they didn't play how you wanted.
Solo queue means you'll get looping gods, immersed self-carers and everything in between. Sometimes you'll win, sometimes you'll lose, sometimes you'll get carried and sometimes you'll have to carry yourself.
Throwing a pout and suiciding immediately makes the game unwinnable for your allies, as well as denying the killer points and BP. It's pure BM.
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@Piruluk said:
VHS dubbed by streamers as the dbd killer, latter changed to a competitor, player count declining rapidly went from 5k to 500-1300 players maximum. Probably will cease development soon.
Evil dead the game shutdown one of the US servers due to lack of players. Others expected to follow. Only EU and US server remain
Home Sweet Home Survive shutting down EU and US server.
Spirit Detective lost all of the global playerbase.
Propnight peak player count is 300 players daily.
So DbD is the king of the genre, no competition.
There's a bit more to this.
See - DbD is to APvP games what World of Warcraft was to MMOs. It's not just that it's good, it's that it has years and years of polish and content, which is difficult to match.
VHS, while it had some great ideas, feels janky and unrefined.
Evil Dead had potential, but it's a single franchise and doomed itself by being Epic exclusive.
Eventually, one of two things will happen.
- DbD's devs will get complacent, and a competitor will emerge as with World of Warcraft.
- DbD will peak and gradually decline.
There's nothing wrong with this, and right now - while I certainly don't agree with all of their decisions and design philosophies, BHVR are constantly improving DbD and it's going to be hard to beat.
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@Sluzzy said:
Considering killers got a very popular meta back with DMS+Scourge Hook, dead hard and self-care should be returned to make survivor gameplay a little more bearable and add some hope and fun back.
This is only one very small baby step to helping ease the misery and lack of motivation of survivors.
Survivor morale is the lowest in the history of DBD.
Self Care - sure.
Dead Hard - not a chance in hell.
Yes, it never feels good to be nerfed, Sluzzy - but it was needed here. Dead Hard...it's not healthy for a single perk to dictate the meta at higher MMRs. And it's still an excellent perk.
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@Mandy said:
They are on the PTB for testing as of right now.
Hopefully, if all goes well they will be back on Live when this Chapter goes to the Live servers - but we have to ensure that all is working correctly with them prior to that time.
Lovely jubbly. Thanks Mandy!
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@ThatOneDemoPlayer said:
I don't like the MoM "rework", but other than that, a pretty good patch for Survivors
I'm...actually a fan.
@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/3108090#Comment_3108090
Take a protection hit. Heal. Next time someone goes down contest the hook. Killer hits you once, doesn't know you have MoM active now, hits you again, you don't go down and the Survivor they were carrying escapes. Ideally you want to run Breakout as well.
🦆🦂
This. It's a nice tool that requires decision making, a bit of risk and a bit of foresight. I wish more survivor perks were this interactive.
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@Sparks741420 said:
Ok I had this discussion with a friend who is a killer main, He Said Killers Have to play a near perfect game to get a 4k (Pre 6.1 patch - which all can agree is killer sided).
I had said, "Well isn't that the way it should be?". OFC this varies with different lvls of Skill/MMR etc. But, As PVP game with a 4v1 set-up.. Wouldn't it be logical that If 1 survivor does extremely well they should be rewarded? That As Killer You have the strength equal to 4 players and that a "Near perfect Game" should be required to get a 4k?
I Just feel that many killer mains have taken the "challenge" away from being a good killer when they argue against it..
So i'm opening the discussion and would love to hear everyone's opinions on it... Should Killers Have to play a near perfect game to get a 4k? Or Is that really asking too much?
No, no more than survivors need to play a near perfect game to get a 0k.
This is a snowbally game. 'Draws' aren't common. It tends to be either a 0-1k or a 3-4k.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3107895#Comment_3107895
Dude, they made it so when MoM activates, the Killer sees the survivors aura unless that survivor is within 16m (or something). You also LOSE the MoM Endurance if you do *any conspicuous action*. Touch a gen. Touch a totem. Heal.
Tell me how that's a buff, and tell me how it's useful in anyway? Like, I have never personally used the perk. So it's not a problem for me. I'm just flabbergasted that they zeroed in on this rare, already kinda crappy and unused perk and crappified to oblivion. There's a hundred other productive things they could have done. Like revert DS to a 5 second stun.
The idea is to allow for a double body block from one person to disrupt tunneling.
We'll see how it plays out on the PTR. It's a weird change for sure, but it's interesting - and I can see a few scenarios where it could be rather good.
@Chilli_man2400 said:
https://forum.deadbydaylight.com/en/discussion/comment/3107916#Comment_3107916
And your going to cry like a baby and quit the game? I’m not talking about you but that’s completely ######### stupid. I understand quitting for not having fun and being burnt out but because of oh they changed the perks to fix a issue. That’s so idiotic
Chill, mate.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3107745#Comment_3107745
How would my camping solution cause more more problems? It doesn't seem to cause problems when pyramid head puts you in a box. If your going to offer criticisim maybe do it in a constructive way and tell me why it wont work, mate.
Your estimate is different because I'm talking about before the patch and before a whole bunch of people left the game. Show me a stat then but based off of logical thinking most people play solo. If you can't think logically and come to the conclusion that most games killers were being paired against were solo then you have to be in denial. How many SWF team do you think are in the game at one time? By your comment you must think that solo has been non existent and only SWF play this game. Which is grossly untrue if you look at the forums and the people that are saying that solo is terrible.
If you play ping system games and people are just spamming you must have some terrible luck. I was just playing some apex earlier today and the 2 other random teammates I played with in the matches I played did nothing of the sort. The only time anyone spams ping is when they are down and trying to get you to come to them before they die.
You can balance this game for solos and SWF the game just needs to be able to distinguish which teams are solo and which are SWF and balance accordingly. I'm not going to offer a solution on how this will be done because you will just shoot it down without and explanation.
In a word? Unforeseen consequences. It would make defending the hook nearly impossible for one - and while camping/tunneling need a look, unhooks should absolutely not be free.
Another scenario - as a killer, I could manipulate this to make unhooking very. very difficult by bouncing people around the map right before the unhook.
Do most people play solo? I'd have to dig up the quote, but if I recall, BHVR said that most people outside of complete newbies at least dabble in SWFs.
My problem is that you're making statistical claims without any sort of data, and basing an argument around it. The burden of proof is on you to prove your claims, not on me to disprove them.
Ping spamming in Apex...just Google it. So many complaints.
Yes, it would be simpler to just treat solos and SWFs as different matchups and balance them differently, but BHVR have emphatically said that they won't ever do this, so that discussion is completely moot.
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@Huge_Bush said:
Seeing as there is plenty of complaining, arguing, sarcasm and just general angst, I figure that we can try to be a bit more constructive and spitball ideas in hopes of improving the game. Please don't ask for nerfs for killers, this is just for giving solo some better quality of life.
- DS should be base-kit, go back to a 5 second stun and proc after both unhooks.
- Visual indicators of what perks teammates have. For example, I would like to run head on to help teammates during a chase. The problem is they have no way to know what I have planned and would think I'm just hiding. Perks should allow teammates to know whats up. So for head on, upon entering a locker, the doors will highlight or glow white to indicate that it's active, allowing players to have some better coordination that swfs have. Borrowed Time could let the perk holder have a blue aura as they get in range of the hook so everyone knows to let them do the unhook. These visual "buffs" would only be visible to survivors and killers should not be able to see them. I know it would be a lot of work, but the devs should really go over all the perks and see which ones would work best with indicators.
- Action icons. They said they were working on them and in typical Behaviour fashion, they put it on the back burner. This is ridiculous. While solo will never be on par with swf, they should get access to as much information that swf has. People will argue that buffing solo will buff swf, but this would do nothing with swf since they're already on coms and make call outs. Solo players are just as important as the other players and this habit of letting players suffer imbalances for extended periods of time needs to stop (remember how long it took them to nerf keys after they butchered moris (though they needed to be)).
- Cleansing totems and opening chest speeds should be reduced by 30 percent. Seeing as how the main objectives are longer and killers have ways to slow them down even more, one can argue that the side objectives don't need to be as long as they are. I would think that killers would rather have survivors off of gens for a short time cleansing some bones or looking for a broken key instead of have them power through gens. This would encourage them to do so.
- While I would like this to be a thing, it may be too strong, but I'd like some form of Kindred to be basekit. They can water it down like they did with the basekit BT and make it last 10 seconds or just stop showing the killers aura after 5 seconds.
- Harsher DC penalties. One of the most frustrating things for me is when I'm about 80% done with my first gen and all of a sudden a teammate DC's the moment they get downed. It's basically a loss after that because the game gets much easier for the killer. Some would argue that they shouldn't be forced to play a game they're not having fun with, and I would agree, which is why they should go play something other than DBD if they can't handle loss. It should be an hour ban after the first two or three DCs. The game should track all the serial dcers and just have match making start grouping them up all together.
- Basekit map marker. The glass bead add-on is a slept on tool that many people don't know exists. I've started using it to attract survivors to central gens in hopes of preventing a three-gen in endgame. While I found it funny when teammates would come and stare at it, twerk while standing in it, or point at it, I found it sad that they didn't know what it was. Good thing was they all eventually got the hint and started working on the gens I set it next to.
- Delete RpD.
- Nuke Poo Poo Bird Lady. Replace her with this
Okay, a fair question as I play a lot of solo.
I'll go through your suggestions, then add my own. Assume a non-mention is mostly an agreement.
- No. One of these is more than sufficient. Basekit at 3 seconds? Sure. 5 seconds? Sure. 3 seconds, double activation? Sure. All 3 together - not a chance in hell.
- I've suggested this in the past, with the easier solution just being able to see what perks everyone else has. The problem is that this would result in lobby dodges if anyone is running stuff off meta. Your idea is just...too complicated.
- I think BHVR realized that these won't do much, for the work they'll take to implement. I like the idea, but we'll have to wait.
- Chests? Sure. Totems? No. Totems are already meh.
- Baseline Kindred with survivor auras only? Absolutely fine. Killer aura - no. Too strong for basekit. The information that aura gives even if the killer isn't camping is ridiculously good.
- YES. But...I'd rather see this done in the same way other games do it - rather than falling off over time, DCs now require you to play multiple games out without DCing to get the penalty to decrease.
- Sure. But it would be used excessively and would get a bit silly.
- Just rework it.
- No, Artist is nearly perfect.
As for my own ideas...you actually got most of them.
I'd like to see:
- SWFs gain a temporary inflated MMR number, proportional to the number of people playing together. This means that communication is offset by a slightly stronger opponent. This would also free up killers of the correct MMR for solos.
- If a killer remains within a certain radius of a hooked survivor, they lose their ability to use their power and perks. This persists for a few seconds after the unhook, or they leave the radius.
- An ingame tool to help people find groups. Something like a 'LFG'.
And for some controversial ones:
- Solo players get a bonus to BP and a bonus to score events. Pipping is...honestly too damn hard at times.
- Survivors gain a portion of the BP/score events earned while on the hook, much as they do during a chase. This will encourage people to not suicide.
-
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3105668#Comment_3105668
I know it must be hard to accept but no one is complaining about SWF on the forums but there are tons of posts lately of people complaining about the miserable experience that solo is right now so imo 70% seems like an accurate number. Considering my experience as killer I would also say that 70% was correct before the patch.
I played about 15 games with some friends the other day and there were 2 where we didn't run into a camper or tunneller. So camping and tunneling is a bigger issue than you think. Its not a difficult fix, all they have to do is teleport the person on the hook to another hook on the other side of the map when camping (like pyramid head's cage ability already does), that fixes the issue of camping and tunneling.
Trying to force anyone to play the way you want them to is never a good idea. Its much easier to coordinate if you have a ping system like apex legends or in game comms. For instance, I am partially colorblind and don't always see auras of my teammates (even with colorblind mode active) depending on the map so I'm not sure how to improve that artificially. The ping system is also a better idea because not everyone wants to have to talk or has the social skills to chat with others (such as people with Asperser's) hence why they play solo. Having 3 other people constantly talking can also be very distracting to some. Using discord or other tools to find groups does help find groups but doesn't help with the communication issue unless you are going to try to type a message or open a voice chat using that system which can also lead to issues hearing in game audio. People should be able to play the way they want and every group should be considered when making changes if you want to diversify your player base to bring in more revenue and keep the game around.
So...70% isn't a stat, it's your own estimate.
My estimate is very different, whether I'm on survivor or killer.
Your camping solution would cause more issues than it would solve, mate.
I don't know how much a ping system would do, because A. I play a lot of games with ping systems, and it's just wall to wall spam. Your hypothetical player would be just as overwhelmed with 3 people spamming pings on cooldown and B. communication isn't coordination. You can't force people to listen to your pings.
I'm not against the idea, I just think it's going to be - at best - a wash.
You cannot balance this game around both solos and SWF.
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3106688#Comment_3106688
"If you're facing killers with thousands of hours, you shouldn't be able to beat them without a team with thousands of hours. If you could, the game would be unbalanced."
so if i have thousand of hours on dbd but i am not in a team, i deserve to lose?
"SWF makes up the majority of the player base"
But the game is balanced around thinking Every single SWF is a top 4man elite squad SWF, which is nonsense.
"You're carried because of the fact that your TEAMMATES were using those perks"
And i could run longer, and i could spent less time on gens, the killer didnt get bloodtier early
"The 10% buffs do basically nothing"
Have you tried to unhook someone with built-in STBFL and the perk itself?
"The extra time on gens is more tedious than impactful."
Thana Legion, Thana Plague, Thana blight
"but stop trying to get killers nerfed because you aren't willing to run the same meta they are"
#########, what meta are killer running? they are building the same meta as before, slowdown perks.
Yes, they had to change some perks, but where before they had ruin, scourge hook, corrupt, tinkerer now they have thana, jolt, eruption, gift of pain.
survivors got all meta perks destroyed and only received OTR
'Deserve'. No. MMR should take care of it, over time. If you play with a team sometimes and solo sometimes, you're going to lose more solo because your MMR will inflate.
It's more of a pragmatic explanation than an accusation.
Don't strawman - a SWF doesn't need to be a tourney comp to have massive, massive advantages that need to be offset.
Against STBFL, you will need coordination. Ditto Thana Legion and Plague. Thana Blight...that's a Blight problem, not a Thana problem.
Survivors absolutely did not get all meta perks nerfed, what? PTS is still crazy good. Kindred is still top tier. Sprint Burst is solid, as is Lithe. Literally the only meta survivor perk that got a nerf was DH.
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3105671#Comment_3105671
It's actually been months since I've had a 0K, as survivor. (It only happens against a farming killer.)
It would be nice if 0Ks happened about as much as 4Ks. My perception of the game would be so much better.
Then either your MMR is bugged or...you're exaggerating.
I'm a bad survivor. I see 0ks.
The devs own stats also disagree with you.
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3106456#Comment_3106456
So i could escape 60% of games before patch and now that i can barely escape 30% am suddenly bad.
I simply woke up after patch 6.1.0 and suddenly i am bad at dbd.
The game shouldnt force you to SWF to have a chance of escaping, i dont have 10 friends with 10000h each to counter the sudden boost to all killers so i am stuck with soloQ hell where every killer tunnels/camp you the moment they see you and your random stranger teammates are required god skills to try to reach endgame.
No, you're probably going to lose until SBMM finds you the 'right' spot.
You don't need 10 friends with crazy skills. Jump on the Discord, there are groups popping off at all times of day.
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3106420#Comment_3106420
Killers were not overbuffed?
90sec gens
Shorter surv distance when hit
Faster recovery on hit
Faster pallet and door break
Faster bloodlust tier
Thana, jolt, gift of pain, eruption buff
Laughable surv perk buffs
Only good surv perk on buff OTR
All this in one single patch and you dont see any change?
Surely must be the teammates
Do you have any stats on hand, or is this all conjecture?
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3105648#Comment_3105648
Survivors can't have fun if they feel they can't win. With the odds totally against them with a skilled killer and also against it on average, this really means survivor fun is discounted altogether.
Wat.
Survivors absolutely can still win. I've been watching HCS streams today, and survivors are smashing faces right now, especially with the new OTR.
The issue is that I...think you're misunderstanding your win state.
You escaping is not a win.
You dying is not a loss. It's about how many people escape.
What you are describing sounds like you want the majority of games to be a 0k. Would that be fair to killers?
-
@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3104732#Comment_3104732
Problem with balancing around SWF is that before the update killers were playing 70% of their games against soloq and now those people are leaving the game because its such a miserable experience. Now as a killer most of my games are against SWF and I can still normally secure 2k which is a win in my book but most killers don't think this is a win and want more. Why would anyone want to stick around if they are going to be tunneled or camped almost every game or just watch a mediocre killer get an easy 4k. The devs need to figure out a way to give soloq a buff while making sure that SWF doesn't get one. One of the biggest issues with soloq is a lack of communication, something the devs have known about for quite some time and still have done nothing about. I'm not sure if giving a ping system or comms in game would fix all the issues but it would definitely help.
70%?
Says...who?
That hasn't been my experience, at all. At least half of my games have a full or partial SWF in them.
Nobody is getting camped 'every other game'. Yes, camping needs a look, but it's a difficult fix to get right.
Yes, I'd like to see solos get a buff, but I don't know if communication is the issue. Coordination is the issue, but you can't give that artificially. That all said - this is a game best played in a group. There are tons of tools to find groups. Is it such a bad idea to nudge people towards groups?
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3105248#Comment_3105248
For real! Pain Res was the perk that saved killer for me, when survivors were just THAT oppressive. With PainRes I could hook on the fly, get a breather with the gen regression AND got a new target to check out.
Now PainRes feels so... empty. Lifeless. You hook someone and the void looks back at you. "Did it work? Was it worth it? Were should I go now? Maybe I'll just stay and try to trade hooks? I wonder what I'll be eating for dinner tonight..."
The combo with DMS was bonkers, but the distant explosion was a good effect that made you leave the hook.
I think it would have been healthier if they had kept the explosion, but didn't make survivors on the gen scream or be automatically pushed off.
PR will get nerfed again - it's numbers are a bit out of whack with the changes. I wish they'd nerfed the numbers from the start and kept the scream - it gave the perk so much character.
@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3105006#Comment_3105006
If you think I will call people out you are wrong.
I can only hope the developers sees in their numbers what I and many solo q survivors are feeling and that is that the game right now feels hopeless and impossible.
Even small games have some sort of information system, it can’t physically be that hard to make? I don’t know, I’m not an expert. It just feels weird that they can’t make a little effort to get this done.
I think it'd be a fair amount of work - for what I'm almost certain will be minimal gains. Because communication doesn't mean coordination.
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3105088#Comment_3105088
Yes, but they did it wrong.
Say, for example, instead of buffing the base-kit, they could have buffed the specific perks that affect them: Brutal Strength, Fire Up, STBFL and leave Ruin and BBQ alone.
That way, you get the intended effect of giving stronger tools for the killers, but you make sure they have to give a perk slot for it, preventing the possibility of a fully stacked slowdown build.
This is just a suggestion, but what am I saying is that there were better ways to do it that don't make the game boring.
Interesting. I'm finding the game less boring on both factions.
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3104970#Comment_3104970
Supposedly not being able to balance around Solo Queue is no excuse for bad behavior which, bad news bears, it is mostly coming from killers this time. If the situation was reversed, you bet I would be saying the same to Survivors. But it isn't.
And, again, killers were NOT getting the greasy end of the stick. You point out DS and OoO taking a bit of time to change, but you forget SEVERAL changes that came before you time, and mine, as a matter of fact. Those two perks as you knew them are nowhere near close to the level of power some killers had available for them, and I am not saying those things HAD to be nerfed or buffed or adjusted. I don't handle changes well. All I am saying is that the situation for killers was not as bad as you are saying. It hasn't been for years.
And yes, the developers weren't happy with the kill rates. But they have chosen a bad way to fix that.
Your intention is not bad, but you are doing it the wrong way. You want to be a voice of reason? Then you have call out Survivors who are generalizing AND killers who are trolling and being defensive. Toxicity goes both ways, and must be removed on both sides equally.
And there is nothing rational and calm about, basically, telling solo survivors to "lose out"
https://forum.deadbydaylight.com/en/discussion/comment/3105006#Comment_3105006
Could have waited for me to reply before typing something else.
Skill Issue - This is not what those posts meant, and you know it. They were basically saying you just have to "git gud", against things like the Legion and Plague apocalypse, or the ultra stacked slowdown. Or how about the rise of camping and tunneling?
As for Dead Hard, I don't doubt a few Survivors got carried by it. The same thing can be said about NOED. But many posts here are endlessly claiming that DH is the sole reason why people are complaining, and that couldn't be further away from the truth. In fact, a vast minority in the Forums have complaints centered around Dead Hard's demise.
And MMR doesn't work. Everyone knows that.
As for the kill rates, sure, that was their objective. But there are better ways to do it. BHVR made a very poor call.
As always.
- Define 'bad behavior'. I don't know what you mean here.
- I'm not saying that killer balance hasn't improved over time. I'm saying that even when I started in 2020, it was dire. Especially since killers had zero matchmaking protections at the time.
- What power did killers have available to them (outside of quickly fixed bugs) equivalent to team-wide permanent wallhacks?
- I can tell that you don't handle change well :) It's...something you'll have to learn though.
- I 'call out' people I disagree with, when I see specific, unprovoked examples.
- Here's the thing. It's not nice to say, but there isn't much you can do to help solos that won't make the SWF matchup worse. You can't artificially give people coordination or the same mindset. I'm not trying to be nasty - just realistic.
- Which posts? Be specific (as in, which specific posts are you talking about here?).
- Yes, people will have to learn to play around Thana. This will be difficult in solo. Unless you want to totally rework the perk, I don't want any more killers or perks nerfed because of solo - until we've at least tried some bandaids to help solos communicate. Legion will mean healing each other and splitting. Plague will mean overcleansing.
- What 'rise' of camping and tunneling? These have always been around and have always sucked.
- A few buggaboos aside, I think this patch was a huge leap in the right direction.
- MMR absolutely does work. It's not perfect, but compared to before - as an intermediate player - it was night and day how many more 'close' matches I was getting. Ranks, with the endless smurfing, monthly resets etc. were a bloody nightmare.
-
@Tactrix said:
https://forum.deadbydaylight.com/en/discussion/337872/i-think-people-are-missing-the-point-of-6-1-0
Was the point to make us play other games? Because if it was job well done, otherwise no.
You can't expect to win as much as before.
If that's a dealbreaker, then yeah - maybe another game would be a better call.
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3099178#Comment_3099178
It was often criticized that Deathgarden main issue is that the hunter was TOO powerful in skilled hands. DBD is falling down the same rabbit hole where some reason the devs wants to blindly increase killrates without any consider at all of survivors fun or how well really good killers already perform.
DBD is going to die if BHVR doesn't stop looking at the game as some kind of perfect symmetrical game. It isn't fun or practical.
'Fun' is subjective. And in a PvP game, 'fun' generally comes down to 'I win'. Both sides can't win. If killers kill more, survivors have less 'fun'. But killers also need to have fun.
DbD is going to die, like every game that has ever existed. Numbers look decent now, and we'll likely see another surge when RE chapter comes out. That said, while balance will never be perfect - it's still important.
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3105563#Comment_3105563
My point is, you can't balance around the average player, otherwise things would be even worse than they are. Take a look at the most recent statistics they released:
https://i.ibb.co/VS3VByW/killstats2022.jpg
Now again, these statistics are a bit old, and likely outdated, but they come from 2021-22 and i believe are the most recent official data we have. I think given that since then they have buffed legion since this data for example, you could probably argue that anything below legion needs a buff and anything above needs a nerf.
So are you saying that, due to the fact that nurse is BY FAR the worst kill rate killer in the game, that we should buff her? Conversely, it looks like pig is pretty far up there. Seems like we need to nerf the pig right? Or better yet, even myers. His kill rate is only .67% less than the pig. Myers is definitely super OP and needs a nerf right? Or maybe trapper?
Bingo.
-
@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3104908#Comment_3104908
What makes me annoyed about this patch is that the developers should have known the massive gap between swf and solo. Yet they prioritise this instead of making the gap smaller.
I get it, both things have to be done. But before we can get a proper adjustment to solo, solo players will just suffer bad for what seems like months after reading what Mandy replied the other day about “taking time”.
The devs did this in good spirit I’m sure, but it is overkill what they did. This is now a horrible experience playing solo.
Salt is added when opinions of this is met with laughter by other players basically saying “suck it”. I can understand it.
Sigh.
They are aware of it.
It's just...really, really hard to solve. I can't think of many ways to make this gap smaller that won't either require a top down rework of game mechanics or bork the SWF versus killer matchup further.
Is it overkill? I'm not sure, and neither are you. It's going to come down to what the devs' numbers say, and that'll take some time.
Who, exactly, is saying 'suck it?'. I can't think of anyone offhand.
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3104962#Comment_3104962
Have you read those threads?
It is always the same:
"Skill issue"
"Can't crutch on Dead Hard anymore"
"MMR will send you back to your place now that you don't have DH, trust me bro".
How is that not ignoring the issues?
I am not saying you are doing it. Nor am I saying that everyone is doing it.
I am only saying there are some posts doing it.
As you said - 'not exactly'.
Skill issue, in the sense of 'survivor is about coordination, and solos tend to be less coordinated' - sure.
Dead Hard, particularly at higher MMRs, probably let people drift up higher than they should have been.
MMR will help with this, it'll just take a while. And people also need to understand that the stated goal of this patch was higher kill rates.
-
@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/3104732#Comment_3104732
https://c.tenor.com/MxLnI3YMiDIAAAAd/spider-man-peter-parker.gif
Imho, I don't think you are totally right on this one.
I don't exactly agree with everything @Beatricks said. Not every ginle is going out there saying "every Survivor is an elite 4-man SWF with BNps and DS and Insta-Blinds and bla bla bla". That is just unrealistic. However, what is undeniably happening is a tidal wave of posts that completely ignore the issues of Solo Queue in favor of saying: "YoU cAn'T cRuTcH oN dEaD hArD aNyMoRe". Posts that come from people who have ZERO idea how the other side works.
Heck, there was even one where OP lied about their experience (no name and shame).
"Sure, some are having a bit of fun at your expense, because of the years upon years of killers getting the greasy end of the stick, and the second something gets nerfed, we get posts like this sulking and catastrophizing."
And this is just wrong. People tend to focus on bad experiences instead of the good ones, that is just natural, but killer has been fully playable and winnable for a VERY long time. I myself am proof of that: started late 2018 and in the early days barely touched Survivor. And hey, I am not a good player. Killers haven't been getting the greasy end of the stick for years. Quite the contrary, actually.
Even if it was true, it is no excuse for troll posts or sassy remarks.
Look...what I am trying to say here is that the post may be us vs them, but so is yours. You gotta see the issue here The situation here would be no different if the roles were reversed: with Survivors receiving a buff while killers got nerfed. There would be constructive criticism and there would be troll posts like the ones we are seeing right now.
And those troll posts is what your "anger" should be directed towards, no matter from which side they come from.
No, we're saying that you can't balance this game around solo queue. It's...not possible.
How were killers not getting the greasy end of the stick? I started in 2020, and it took ages for DS or OoO to get nerfed - these two perks were probably stronger than anything killers have ever had. Then you had the 'you can't pick me up from here' spots that still exist. Sure, things aren't as bad as they once were - but until quite recently, killers still had it rough.
How do I know?
The devs themselves said so, regarding kill rates.
I'm not trolling anyone. I am pointing out that people are overreacting and calling down hate on folks via terrible logic and outright lies though. If that's me being sassy, then I'll continue to sass.
I play both sides, about equally now. I want everyone to have fun. But sometimes, balance is going to be a zero sum game, and BHVR - by their numbers - said that this time killers need to win and survivors need to die a bit more often. That's sort of the long and short of it.
My post is 'us versus them' in the sense that it's calmer, more rational posters against posters like this.
@da_broski said:
https://forum.deadbydaylight.com/en/discussion/338317/the-other-side-are-players-too
Dude your full of ######### this game turned into a nightmare to play survivor. it's not even fun at this point 1st person gets.ran into the ground and that's game. I have played both sides of this game since the beginning and playing killer wasn't even hard. Then a ######### with ruin and BBQ auras and it screwed everything up dead hard iron will and ds were never problems ypu lame ass baby killers cry about to much #########
It's...so odd that you're being apologist for this nonsense, as you tend to be fairly constructive, in general.
-
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104908#Comment_3104908
Yes I can blame killer players for getting defensive against solo q players yes.
You telling solo players that they have to "lose out" is exactly one of the issues I was talking about.
What if I just told killers they have to "lose out" if they decide to play killers like trapper, sadako etc? How is that a good answer at all?
I'd rather weak killers getting buffed than just telling people "oops sorry, guess you have to play nurse instead".
Hmm, I'm not sure you're getting my point.
Let me see if I can explain.
This game has 2 matchups.
Solo versus killer
SWF versus killer
Now, if you buff solos, you also buff SWF and all killers lose out.
BHVR have said that they won't be nerfing SWFs.
Therefore, the only way to handle this is to buff killers - because someone is going to lose out, and it's more fair for that to be part of one faction than the entirety of the other.
Killers who play low tier picks know that they are going to lose out. Trapper, for example, will literally never be a good killer. 'Guess you have to play Nurse instead'...how is that not the case? Particularly before 6.1.0, about the only chance you had against a strong SWF was playing Nurse or Blight - which is why those killers are so over-represented at higher MMRs.
Now, naturally, you can do stuff to help solos. People keep asking for basekit Kindred, sans killer aura. No problem. The status icons? Sure.
I'm just not sure how much difference that'll make, because the problem isn't communication - it's luck of the draw.
But okay - outside of these changes, how do you buff solos without being unfair to killers as far as the SWF matchup is concerned?
-
@Tiufal said:
https://forum.deadbydaylight.com/en/discussion/comment/3104863#Comment_3104863
Hahaha. 90% of the community is pointing out the same issues, and you think its hard to find a clear signal? That attitude is the biggest issue in here.
Oh hey there again.
Yes, there is an echo chamber right now. It's basically a whole bunch of people pouting. BHVR wanted to increase kill rates, based off their internal numbers. Screaming that you aren't escaping as much as you used to...a bit silly, as that is what was supposed to happen.
That is the definition of noise drowning out signal.
Also...why does your name sound so familiar?
@Sludge said:
https://forum.deadbydaylight.com/en/discussion/comment/3101031#Comment_3101031
That's exactly what I assumed was gonna happen, they're going to revert the basekit buffs and gen speed. I don't really care as long as DH stays dead but they should delete the new DH as well, because survivors don't deserve any version of that perk.
That would be silly, because then they'd have to revert the Ruin and Pop nerfs otherwise you've basically buffed the hell out of survivors while the stated goal was increasing kill rates.
-
@Marigoria said:
I used to have a lot of admiration for people who play killer. I was not happy at all when the developers decided to nerf Billy, Freddy and Deathslinger. I've posted my opinion about these multiple times in their respective threads.
But now that solo q is once again being left behind and forgotten, even thought it was already the most miserable role in the game, I don't see that many killer mains having at least a bit of empathy towards solo q players, quite the opposite actually.
I see plenty. But most of them are correctly pointing out that you can't balance this game around solos and SWF - someone has to lose out.
Solo needs some help, but you can't just buff solo out the wazoo.
Beyond this - yeah, no. With posts like this:
@Beatricks said:
Up until this patch I tried really hard to see things that way. But I just can't anymore. Killers are so insanely unreasonable that I can't put up with it anymore.
SoloQ needs a little loving, because it's miserable.
~No, every survivor is a toxic 4man SWF with 4 toolboxes who BM at every opportunity and now cry because we don't have dead hard.
Maybe at least Nurse's addons can be looked at?
~Nope, we are whiny survivor mains who are salty that without DH we can't bully killers.
Literally nothing gets through to their heads. Literally zero empathy. I'm done being nice.
can you blame killer players for being a bit defensive?
-
@Mandy said:
This last mid chapter patch was a big one, there were a lot of changes made including base changes. We are very well aware that it is going to take time for this to settle down and it's something that we are continually monitoring and if we see the need to make changes to things further down the line - that's something we will do.
However, we're not making knee jerk reactions here - if we do see things that we know are going to be an issue of high importance we will of course make changes in the planned Hotfixes, there might also be further changes made down the line depending on how things play out once players have had time to adjust to a lot of the recent changes.
Dead by Daylight is a Live game, it's continually evolving and changes made based on this. The plan of this update was to increase kill rates as those were lower than we would like. It will take some time to fully see the extent of the changes made, players adapt etc. This update and the after effects of this update is definitely something we are monitoring closely.
Good stuff. This is the correct attitude - right now you've got a lot of noise and it's hard to find a clear signal.
Give it a bit, see what the numbers look like.
-
@DragonMasterDarren said:
https://forum.deadbydaylight.com/en/discussion/comment/3100134#Comment_3100134
Please explain how a perk who's primary effect can be disabled as soon as you're unhooked, and who's secondary effects encourage the person running it to play like a Blendette for 80 seconds, is just as, let alone more, effective then pre-6.1.0 DS
go ahead, i'll wait
Sure.
- DS was possible to mess up, especially for less experienced players.
- DS had a shorter effective duration.
- DS only worked once.
- You could slug someone to counter DS.
-
@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3104751#Comment_3104751
...Your team bodyblocks into OTR, killer ends up getting nothing?
No, because I'm playing solo queue. Maybe if I'm playing SWF, but if the killer wants you dead then you're gonna die.
Unfortunately, this game is not balanced around solo.
It...can't be.
Go grab some folks off the Discord. Super quick and easy.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/338127/dc-penalties-should-be-more-punishable
Mad because killer queues are so long? I would be too.
No, I'm annoyed because it's bloody impossible to get a good game as survivor right now, as the first person to get downed immediately suicides or cable pulls.
Killer queues are actually normalizing, anyway. Back to nearly instant at certain times of day.
@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3103356#Comment_3103356
Their teammates' game was probably already ruined because of the killer tunneling. We all know how matches where the killer tunnels go after this patch.
...Your team bodyblocks into OTR, killer ends up getting nothing?
@Aubwie said:
Ah yes when my power goes out randomly and comes back after ten minutes I would love to have a 24hr penalty thanks!
OP is saying that people who routinely DC or suicide need a penalty.
Routinely.
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@Beatricks said:
Up until this patch I tried really hard to see things that way. But I just can't anymore. Killers are so insanely unreasonable that I can't put up with it anymore.
SoloQ needs a little loving, because it's miserable.
~No, every survivor is a toxic 4man SWF with 4 toolboxes who BM at every opportunity and now cry because we don't have dead hard.
Maybe at least Nurse's addons can be looked at?
~Nope, we are whiny survivor mains who are salty that without DH we can't bully killers.
Literally nothing gets through to their heads. Literally zero empathy. I'm done being nice.
Killers aren't the ones being unreasonable. And honestly, this post is a perfect example.
Sure, some are having a bit of fun at your expense, because of the years upon years of killers getting the greasy end of the stick, and the second something gets nerfed, we get posts like this sulking and catastrophizing.
Some are trying to explain that things are still fine, you'll just need to adapt a bit.
You're also deliberately strawmanning here. Hard.
- Literally nobody is saying that every survivor is a toxic 4man, and I challenge you to find me a single person that is. What people are saying is that you cannot balance the game around both solos and SWF, and thus this game has to be balanced around SWF.
- Nurse is too strong, and I think the vast, vast majority of players agree. The problem is that - as you so perfectly demonstrate here - the second they give in and change anything now, you're going to want more. And more. And more. Until basically every change that has been made this patch is undone - I mean, the amount of 'revert gens to 80 seconds but keep regression perks nerfed' posts...bloody hell.
Seriously, this post is the epitome of us versus them.
Stop.
PS: You are projecting here. Hard.
@Sludge said:
If you were one of those crazy masochists who played killer for like 6 years you'd understand why they have no empathy
We have empathy. We just think the game is healthier now.
@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3104626#Comment_3104626
Stop, read what you posted, and listen to what you just said.
Do you really think a thing called "killers" exist? That said term actually is real? That there's a hive mind that goes through things with a robotic mindset that controls everything you encounter? Sheesh.
There is no such thing as "killers" or "survivors", nor are there hive minds that think or act alike. There are individual people playing a VIDEO GAME in which the results that take place in said "game" aren't the end of the world, even if some hyperbolic people make it out to be exactly that.
There are simply people who play a "role", sometimes solely one or the other. There's plenty of people like myself who play both roles, who understand the frustrations that have come and currently do come with either. There's actual children playing the game, adults acting like children, really crappy people who're playing for the wrong reasons, a handful of old as %$&# people like myself, and a LOT of people, adults and minors who're just trying to have fun when they hit "ready", and many of us still are trying to have that fun, even when the game isn't perfect at times.
You said you "tried really hard" to realize that there are people -- those aren't perfect people, but flawed people who don't always do the right things, sometimes even if their heart is in the right place -- on the other end of the game that you're playing? And now you won't anymore, as if that would make things better for anyone?
Try harder.
The "pick a side" nonsense that pollutes this community and this forum is tiresome, unnecessary, does NOTHING to improve the experience of EVERYONE who IS playing the game to have a good time, and it counterproductive to actual, meaningful change that would make the game better for all who play it. Be BETTER than the people you perceive aren't part of the solution, or else you're simply being more of part of the problem
Bingo.
What annoyed me was the 'us versus them is bad - but us versus them is killers fault and so we should hate all killer players because they are all terrible people' mindset.
Just...argh.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3104277#Comment_3104277
People will always find a reason to dc, but are you denying there was an extreme spike in dcs after the patch?
"We worked on so many perks by rendering them utterly useless and buffed killers, we didn't have time to address problematic aspects on the killer side and balance them accordingly :'( " -quoting the devs
Personally, I hadn't seen so many dcs since last time the penalty was disabled.
My point being there is a huge dissatisfaction with the patch, due to how the devs failed to address a lot of aspects of the game that they actually claimed they were going to look into with it. Plus, let's not talk about those broken (mainly S tier) killer addons people have been complaining since wayyy before the patch.
This is the result, and just bandaiding yet again with harsher punishments is really not the way to go. There's a reason people aren't having fun
I don't know.
Maybe a bit more - but yeah, nobody likes being nerfed and there's definitely a lot of pouting.
Name one survivor perk that is utterly useless now that wasn't before the patch.
'Fun' is subjective, and from my own experiences seems to mean 'I can win whilst playing chill'. Before the patch, maybe 1/4 to 1/3 of my games had a DCing or suiciding survivor, generally on the first down.
It's not something that should be encouraged. You don't teach a kid not to sulk by giving in. You wait until they start behaving themselves, then you can have a discussion. Otherwise they learn that if they don't get their way, they just have to pitch a tantrum and they'll get it.
@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3104322#Comment_3104322
I don't think it amounts to working with the killer.
Also, one could argue that lore-wise, survivors giving up is justifiable, since I've seen a post going around that tunneling is okay since according to the lore survivors can and should be driven to desperation and anguish from killer behaviours. In that vein, killing yourself on hook is a pretty integral part of the game.
Before the update, except when playing Legion, I didn't see people DCing often, so I don't think it's a problem that is as prevalent usually. To be fair, even since the update, when I play survivor (on low mmr), very few people actually willingly throw games. They're just new and flail around with good intentions but no skill yet.
From a lot of posts from survivor mains, I gather that most survivors don't necessarily want to win (or even to win easily), they want the game to feel fair and have a chance to be fun. Unmotivated DCs (just doesn't like the killer) pale in comparison to DCs as reactions to harmful behaviours.
Let's adress those first, maybe?
It absolutely does. You're deliberately throwing the game for 3 other people because you're having a sulk.
'It's lore accurate to be toxic'...yeah, I don't think you want to go down that road.
No, it all comes down to 'I was able to win pretty easily with x strategy prepatch, now I can't - therefore I'm not having fun, therefore I'm justified in ruining games until I get my way'. You can clearly see this watching almost any streamer - note how often survivors cable pull or suicide on the first down, whether they are facing Nurse or Trapper.
On my end, if I play Artist, Myers, Ghostface or Slinger, people play the game out...maybe 4/5 of the time.
If I play Hag, Trickster, Doctor or Dredge, I'm getting DC'd on at least 1/3 of the time.
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@HugTheHag said:
https://forum.deadbydaylight.com/en/discussion/comment/3104277#Comment_3104277
Trust me, I'm not implying you're camping or tunneling. I'm a Legion main, I'm used to survivors DCing just because they don't like me.
The other way I'm thinking of people throwing is actually not punishable. If people kill themselves on hook, it literally can't be punished without being harmful to legit players of various skill levels.
I'm pretty sure this wave of DCs will decrease when the problematic behaviours from the other side will either diminish as killers take it out of their system or are officially adressed. Otherwise, these players will likely leave the game whether for a while or permanently, or switch to killer.
I still don't think increasing the timeout would accomplish a lot on the short term or long term.
Killing on hook should be punishable, if it's done excessively - because it's really the same as DCing. It's a ragequit. Technically, I'd qualify this as 'working with the killer', and would treat it the same.
You will always have a ton of DCs and ragequits, because that's gaming. A lot of people want to win, and they want to win fairly easily. Anything that prevents this - bail. Which is why most games have pretty harsh penalties for rage quitters.
Even back in the dusty recesses of 2020, when this game was absurdly survivor sided, I saw a ton of DCs from survivors - generally the second I downed them, or saw I was playing Hag or Doctor.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3099638#Comment_3099638
DS nerf, DH nerf, built in STBFL, half of Brutal Strength, less distance on hit make it difficult to do anything about the most frustrating Killer strategies that aren't needed anymore.
OTR is a pretty solid counter to tunneling.
DS nerf, sure. 5 seconds is fine.
DH nerf was 100% needed, this perk was obnoxious.
The chase changes were intended as a buff to the weaker killers. Nurse needs a nerf, Blight needs some addons tweaked. Aside from this pair, I think we're mostly good.
Camping needs a look.
@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3099820#Comment_3099820
I don't get upset at people DCing and Suiciding-on-hook when the patch is this unfair. A 6 year old can get on and get free kills now with the developer added training wheels they added to the Killer side. The entire Killer side is now Dead Hard. I just can't respect the killer role when it's just given free kills by the developer. At least with Dead Hard, survivors were still losing with a 45% escape rate.
No, no they weren't.
Not unless you're talking about the gross kill stats we were given that mean sweet sod all - as they are completely thrown off by newer players.
The devs have their own stats and they explicitly stated that the reason things were changed was that kill rates weren't high enough.
@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3099638#Comment_3099638
Playing killer is like playing hello kitty super cute adventures now
2020 Killers: 'Man, killer is tough. It's really unfair how survivors like to deliberately go down where you can't pick them up and everyone is running OoO or DS. Survivor is such an easy role'.
Survivors: 'lul l2p, stop the us versus them, DS and OoO r fine, u just bad'.
2022 Survivors: See Above.
2022 Killers: 'Man, it's hard to resist saying it...'.
@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/337872/i-think-people-are-missing-the-point-of-6-1-0
"put ds back to 5 seconds."
I think you're missing the point of 6.1 because they wanted the meta perks to change. Not still be DS but DS feels slightly worse, because they've tried that about 50 times and everyone still runs DS. They want it to feel bad enough that you actually use a different perk.
Here's the thing.
There was a time when DS didn't deactivate on much, so it worked as basically an extra life. That was busted.
However, DS is also an essential bandaid right now to discourage hard tunneling. At 3 seconds, it's no longer an effective bandaid.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3100147#Comment_3100147
It doesnt work if the killer tunnels/camps since it doesnt stack with the useless 5second BT.
5 seconds BT is far from useless.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104248#Comment_3104248
how was only SWF intended? If only SWF was intended, they would remove the possibility of playing solo.
Don't strawman.
I never said 'only'.
Think of it this way. SWF versus killer and solo versus killer can't really be balanced, SWF will always have the advantage. If you buff solos, you make SWF unbeatable.
The game thus needs to be, primarily, balanced around the SWF versus killer matchup, making it the optimal way to play the game. This is how the devs want you to play, as this is where they are making their balance changes.
You are free to play sub-optimally, and thanks to MMR, you should be able to win a fair amount. But you're also going to have games where your teammates let you down or create an unwinnable game and you get frustrated.
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@HugTheHag said:
DC penalty is fine.
If time increased, people would throw in other ways. Let's not punish people who might have connection or hardware failures.
Also, DCing is sometime the only answer to games that take you hostage. Wouldn't you hate having a 20min timeout if you've already been stuck in a game with a hacker, or with BMing survivors who just WON'T get out but that you can't catch ?
I don't camp. I don't tunnel. I don't play especially mean.
I still see a DC in 25-30% of my games.
Clearly, the DC penalty is not fine - and if people are going to find another way to ruin games, the answer is to also penalize that.
@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/3103647#Comment_3103647
It doesn't matter if a survivor DC you still get some points and move on with your attempt to camp and tunnel everyone.... see how these wildly generalised phrases don't work and are extremely double sided?
No, they are correct.
Killer DCs = everyone moves along with some BP, straight to their next game.
A survivor DCs = now killer has to spend time playing an annoying game, hunting down 3 people who've gone AFK in lockers or in the shrubbery, or 3 people have to play out a boring, unwinnable game.
These play out differently in reality, and you can't really compare them - unless the killer DCing meant that survivors had to finish all the gens and then leave, whilst also getting a penalty to BP and points gained.
@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3103708#Comment_3103708
And i said it happens to me sometimes. Is it so hard to understand?
Start it at zero.
The problem with DbD is the way that the penalty is handled. Most sensible systems allow you a free crash or two, then an escalating penalty that quickly gets quite nasty. To make the penalty decrease, you have to play out games without DCing.
In DbD it's purely based on time - which basically means that people can DC at least twice a day before they start to feel it.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3103664#Comment_3103664
Nothing. As I said, people will always DC for things which are not really considered actual reasons. You will have people DCing when they get stunned by a Pallet (have seen it happen, was a very effective pallet stun) or when they play against an add on-less Wraith. You cannot do anything about those.
But you can do something about DCs which are caused by frustrating game mechanics. The big problem is that the Devs fail to realize that those exist. Or that they dont want to do something against those.
The DC-Penalty itself should not be more severe. It is ok that it starts low, but it can get high pretty quickly. You should not be punished too much for a DC. E.g. a few weeks ago I DCed because my game just crashed. Nothing on my end, it just crashed. Was playing Survivor during this evening and on top of the 5 minute penalty, I should have 50k BPs penalty? If I would been at 0 before (which was most likely the case, because I spend BPs immediatly after games), I would need to play like 2 or 3 games to get to 0 again. For something which was not even my fault?
You shouldn't be punished for the occasional crash.
If you're crashing daily, you need to be encouraged to stop.
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3103643#Comment_3103643
"If you want to cure the disease, you need to tackle its causes, not try to cover its symptoms."
^ this.
I honestly cannot blame people for DCing against Forever Legions or Plagues. Who wants to spend 20-30 minutes in a game and lose in the end anyway? It is just so boring to play those games out.
And those things need to be fixed. There will always be people who DC, this cannot be avoided. But the cause why people DC needs to be fixed.
Let alone that there will always be a way for players on both sides to just not play the game. At the very least, both sides can just go afk if they dont want to play, so you will also not have a game at this point.
Shrug.
By the same logic, if you can't cure the disease, you need to manage the symptoms.
People will always find something they don't like to face, and - this being the internet - will then amp this up to 'omg this is frustrating to fae and I'm not having fun unless I win, so I should be able to DC'.
No matter what you change, you aren't going to fix that.
So you have to control it.
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@Okonar_ said:
skill issue
To some degree? Sure.
There's also a psychology at play here.
That said, the patch did expose some areas of the game that need some attention badly.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3104213#Comment_3104213
He is wrong. Solo Q is not a matter of "skill issue". It has a lot to do with MMR.
Eh.
Solo is about the luck of the draw.
Sometimes you'll get three players that communicate telepathically and carry your butt.
Sometimes you'll get three potatoes.
MMR can help, as can communication tools - but the easiest solution is to...just find a group to play with, as intended.
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@fogdonkey said:
We often see this as a suggestion against camping: Stop the hook timer if the killer is in a certain range.
Sure, it would make camping useless, but the counter argument is that survivors would abuse this by deliberately looping around the hook.
I was wondering though... Is it really that big of an issue if another survivor deliberately loops around the hook to stop the timer?
Or can't we add some conditions to fix the most common cases, e.g. "hook timer resumes even if killer is within range, but in a chase"?
Here's another scenario.
Killer hooks you and camps.
Other survivors are either too cautious or want to play hide and seek.
Now you are on the hook literally forever, unless you DC.
@Tsulan said:
The reason why we can´t have nice things is, that people would abuse the ######### out of it.
Basically, this.
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@Pulsar said:
I can't seem to have matches where one of my friends (or me) isn't tunneled out at 5 gens remaining.
Or put in basement and facecamped.
As far as I am able to see, all they did was nerf Survivors ability to counter some very anti-fun Killer strategies while simultaneously making gens take longer.
The only nerf in this department was DS, and yeah - that was a silly nerf.
Camping - that needs a fix, but it's a hard one to fix without breaking the game.
Tunneling...you sort of have to work around as a team. There's a lot of anti-tunnel perks that can't really be buffed much more.
@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/3099226#Comment_3099226
The kill rate is increased, I think it’ll end up being like a 7% increase or something when the dust settles, but I agree, people who say you can’t escape in solo queue are being hyperbolic. As long as you play well and don’t rage quit after the first couple of downs you have a good chance of 2-4 escapes at the end.
If that. I'd reckon...maybe 5%. And that will likely fall another point or so as people adapt.
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3099571#Comment_3099571
Rage quit how about the ones sabotaging survivor games by actively seeking out the killer, not doing gens, or just saying "Take me now Entity" and letting themselves die on hook
Last week out of the 75 rescues I attempted to do 68 just let themselves die on hook. Most of the time I was the only one doing any gens.
I'll be seeing if the dust has settled a bit this weekend when I play....but my hopes are not very high
It's already getting better, to be honest.
There is definitely a conversation to have here about how this game needs stronger penalties for quitters.
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@Beatricks said:
I mean they wanted to shake up the meta and increase the kills on average. You could just introduce a new killer perk that deactivates all your other perk but puts all the survivors into the dying state at the beginning of the trial. EVERYONE would be running that and most games would be even more of a 4k than they already are. Just because you achieve your stated goal, doesn't mean you made the game fun or balanced.
In regards to SoloQ, the devs overnerfed survivors, especially their ability to combat tunneling and camping. These need HUGE buffs without making basic M1 killers useless again.
Also, map balancing, MMR, killer ability/addon strengths are still huge parts of the balancing of this game and these were completely neglected.
This patch honestly should have come in piece meal and they should have monitored the stats to stop when the killrates reach the point where they are satisfied. But no, lets just completely change everything and then untangle this mess in the next five years! Pretty good job so far.
Or they could just remove killers entirely and have you play against bots?
How about we stop strawmanning?
@IronKnight55 said:
Idk. I'm not having fun even if I'm escaping, especially if the killer throws on a bunch of gen slowdown perks. Gens need to go back to 80 seconds, tunneling/camping needs to be looked at and maybe a few changes to some of the recently changed perks on both sides (DS, SC, Overcharge, etc). I'll be happy if they at least do those things. Longer gen times are killing it for me... it's just sooo boring.
Let's be honest here, Knight. This isn't true. You wouldn't be happy, because you were complaining before the patch - I could swear you said you quit.
The gen nerfs were to balance out the regression nerfs.
If you put gens back to 80, you have to buff those perks again.
@Chocolate_Cosmos said:
I like the killer buffs and most of Survivor nerfs to perks.
However I think many decent / good killers can now stack so many slowdowns and also tunnel and camp much easier. Slowdown powers are even more tedious and boring to VS that overall it killed most of fun for me as Survivor.
Example: Legion on it's own is weak killer and even with strong build he might not be OP or something but OMG the TEDIOUS level of playing againts it. Slowdown power + slowdown perks + slowdown addons on top of base longer gens. Who wants to play againts that?!
Yes, both sides have stuff that is annoying to face.
@Ciabe said:
https://forum.deadbydaylight.com/en/discussion/comment/3099226#Comment_3099226
Good for you, that makes like 1% of the playerbase out there. For the other 99% of survivors, we are all dead before 1 gen now.
Either you don't know how a bell curve works, or you're exaggerating.
@TragicSolitude said:
BHVR adjusted the game in an attempt to ensure survivors die more often, then increased the number of Bloodpoints rewarded for escaping to make sure survivors are also super salty about it.
BHVR makes winning more difficult (also makes it more boring by increasing gen times), and not only doesn't do anything to soften the blow of bad games (de-pipping is still a thing) but makes losing feel worse by rewarding a larger chunk of BP for surviving and getting rid of WGLF stacks.
I start up the game and play one match of survivor and already feel so done with it for the day. I don't expect to win, I'd just like the act of playing the role to be fun.
I agree that pipping and getting BP should be easier as survivor.
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@ElleGreen said:
Anyone unbiased could tell you how crap dbd Is right now so why haven't the devs addressed anything? Solo Q Is terrible and dbd Is basically a generator simulator, constant busy work, chases are dead , and endgame Is so so boring now without DS and NOED... This game has become more frustrating than fun please do better...... A second Resident Evil chapter isn't gonna fix this game that franchise Is getting repetitive and old new life needs to be added into this game more relevant franchises and different game modes for starters!!!
Which streamers, exactly?
None of the ones I watch have, and they are still melting face.
The goal of the patch was to raise kill rates. Relax, adapt, accept that you won't win quite as often now.
@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/3098962#Comment_3098962
I haven't came up with a solid build yet but my old one was CoH, Shadow Step, Lithe, BT. I might change BT for Botany
That's good. I like CoH, Lithe, OTR, WoO.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3098405#Comment_3098405
For 100% extra BP? I'll do solo, for sure.
You might, but most people are not going to play a side that makes them absolutely miserable just for a few extra blood points. 100% of 5k bloodpoints (currently around what you make when you get camped at gen-5) is only 10k. I'm guaranteed 20k BPs if I do nothing as a killer and it just goes up from there. So switching to solo-queue for BPs is actually a bad decision when you can put a small amount of effort into playing killer and make 40k easily. Most average solo-queue players make around 20k on a good game.
Shrug.
Plenty of people played killer over the years, even during shenanigans like MoM, prenerf OoO, DS, infinites, post buff Boil Over taking games hostage, unhookable spots etc. which were...so, so much worse than any balance issues right now.
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@Keyfabe said:
Hi Guys , after the last update got to be honest the game really aren't fun anymore for survivors every game feels like "World Champ" and the sweat that you need to pull ( only with a swif otherwise you don't have a chance to escape) either one of the surv are gets tunneled because of DS nerf or disconnections.
will like to hear you thoughts.
Well, yes. The game is dying. Every game is dying, from the moment it releases - because nothing lasts forever.
DbD is, however, still very healthy.
I play solo survivor and I'm still escaping a goodly amount.
A few things:
- MMR right now is screwy, both due to a lot of changes to the meta and due to incentives being removed.
- The goal of the patch was to increase kill rates. I know that nobody likes to lose, but people are still exaggerating.
- This game is not balanced around solo play. It...can't be.
@Rudjohns said:
Yes, Propnight killed the game, and then Evil Dead killed it too, and now VHS is gonna finish the job
Hah.
Ahah.
Ahahahaha!
Yes, much like every MMO over the past 10 years was the 'World of Warcraft killer'.
@LaMeR said:
https://steamcharts.com/search/?q=dead+by+daylight
according to steamcharts in last 30 days DBD has lost 10k players averagely
Post anniversary burnout.
@ausanimal said:
All the survivors that have stopped playing because of these changes will come back when they start to adjust some off the changes be it a nerf to some or a buff to others to see what's its like.
About all that needs to happen for the time being is:
- Tweaks to Nurse to make her less oppressive.
- Survivor status icons.
- DS back to 5 seconds.
- Incentives back.
Let's see where we stand then.
@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3097695#Comment_3097695
The incentives will only help with matchmaking if the game is relatively balanced. Right now, solo-queue is hurting and no amount of incentives is going to get people to switch over to solo-queue.
For 100% extra BP? I'll do solo, for sure.
@HugTheHag said:
A lot of people on both sides are still having fun with the changes, and I'm genuinely happy for them ! Some of these changes were a long time coming.
I personally don't really have fun as survivor anymore, as beginners are pretty much death fodder now.
It's always been tough for new players, but you'll have a botmatch option soon that will allow you to practice more. As things stand though, you'll lose a lot until both your MMR gets far down and you get better.