StarLost
StarLost
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@ActualPainedFrog said:
I must say, I've been staring at walls a lot more lately, but it isn't to drop my MMR, sometimes I just look at the wall to escape the torment of the current survivor meta.
Yeah I feel you. Man, can killer be frustrating - and a big part of that is just how nasty survivors are at times.
When I play survivor, I'll go out of my way to give the killer a kill if it's a blowout game, or at least to give them a BBQ stack. It always feels awful when you not only get a 4out with added teabags, but also lose out on a wodge of BP.
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@Dwight_Fairfield said:
I am hopeless with any kind of range attack killer. I just don't have the eye for those aim techniques.
I am on console, and I don't know if its due to frame rate issues or just me being bad, but I can be prone to getting spun.
As a survivor I feel like when I get in chase with a killer I either do terrific or bad. There's rarely an in between.
I will always give a Dwight the hatch unless they've been toxic.
I am something of an achievement hunter with this game. I just have to have them all no matter how annoying they are to get.
Interesting.
I'm...actually really good on ranged killers (my reflexes are bad, but I'm damn good at predicting where people are going) - I just don't enjoy them. I tried Huntress and Trickster for a while, but just never liked playing as them.
Then...I found Artist. And she's quickly becoming another of my mains, right alongside Demo and Hag. So, so much fun. Just wish her addons were a bit more interesting.
@NoOneKnowsNova said:
Well I've got a few I suppose
- Haddonfield and RPD aren't as bad as people make them out to be and usually they're quite fun.
- Despite me often claiming I'm a Billy main, even before I quit I hadn't played him in about a month as I was getting bored of him presumably out of repetiveness.
- I literally never use any add ons on killer unless I'm doing a meme build or new to a killer.
- Solo survivor gets me way more frustrated than I like to admit.
RPD is miserable for both killer and survivor. The amount of times I've died (or seen people die) on their first hook simply because nobody could figure out how to access them...
Haddonfield just sucks. I'm hoping the remake removes some of the really dumb loops and a few of the fences/vaults. It's a paradise as a survivor, but kitten-eatingly awful on killer.
Solo survivor...yeah. I just find survivor so chill after playing a lot of killer that it doesn't really bother me when someone is cheezy. The only thing that annoys me is people who slug everyone and bleed them out - I hate having my time wasted.
That said, a lot of them are doing it because of bloody Boil Over.
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@glitchboi said:
- I actually like Swamp, both versions of it.
- I do stupid crap as survivor sometimes.
- I like playing as the new Deathslinger.
- I miss my M1's occasionally, sometimes due to FPs issues, sometimes due to me being dumb, sometimes due to me feeling tired (usually if it's midnight), and sometimes me getting 360'd.
Swamp is...fine as a survivor, but the logs are just too strong a loop and when one happens to be in front of the boat, it creates a literal infinite.
Very few survivors know how to run it, but when they do...you may as well AFK, because they'll go there every chase.
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How...not so?
@snowflake102 said:
And if it's in such a good shape then why do I see threads calling for nerfs or buffs or just plan complaints?
...
Do you even videogame forum bro?
Balance is an ever shifting, utterly impossible example of Xeno's Paradox so perfect it should be taught in schools.
Every videogame forum with even a tangential PvP aspect is going to be 50% balance complaining and 25% complaining about balance complaining.
@snowflake102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2788666#Comment_2788666
Ok guess I been letting the fourms get to me. But it's like every single day Theres a thread complaining about something
That's forums.
Very rarely do people come and post about stuff they like. They are too busy enjoying it.
One thing to keep in mind - when almost all your threads are about balance, that means that:
- You've managed to squash most of your gamebreaking bugs.
- Your playerbase is passionate about your game.
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@ElizaSteph said:
I don’t know about you guys, but when I’m getting hook camped and die on first hook, then go to the end game screen and see my solo que team mates running borrowed time, we’ll make it, and empathy or some kind of saving build— I lose all faith in humanity.
That feeling of, wow, my team could have saved me no problem but chose to walk around or stick to a gen when no one else has been hooked the entire match is really enough to make me stop playing for weeks. I had bad games before the new system, but in red rank I never had teammates leave to to die while they had bt and no hooks. Now, no matter what, at least every three games I get left for dead. Maybe I’ll start maining Bill.
For me, it's getting this close to an adept I'm struggling with on a killer, only to have a survivor deliberately DC and say something like 'no adept 4 u' in postgame.
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@Mringasa said:
Sounds like you're unlucky. I usually only see AFK Killers during BP Events, where they can just auto-swing their weapon/special attack and earn BP while they AFK. Anytime it's an Event where you need to actively participate for the bonus(es), they disappear entirely.
It might be because I'm (I'm guessing) low-intermediate MMR as a survivor. A lot of the killers I see are multi-thousand hour monsters, probably dropping their MMRs.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2788472#Comment_2788472
Do you put traps around or under the hook? then you are camping with hag.
If I'm not getting points deducted at the end of the match, it's not camping.
I'll often put down a trap there for BP purposes, but I'll only teleport to it if there's literally nobody else around.
Often, people will trigger traps on the way to the hook and accuse me of camping anyway, so I've...really stopped caring. BHVR's definition of camping = points are deducted. Proxy camping is fine. You aren't guaranteed safe unhooks, and neither am I if I'm playing survivor.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2788381#Comment_2788381
The problem is that the main chunk of players in this game don't see anything as an issue. We have people defending Boil over, and we had people defending infinites back in the day. Just like people defend stretched res now.
The issue is the game is at an 80/20 split and the 80 happen to make the most money. The 20 get thrown a bone now and then when their numbers drop to low.
I agree...partially.
Boil Over and infinites - that's a dumb hill to die on. There is a reason that Boil Over/Infinite/Overlapping Boon etc. defenses are always whataboutism.
That said - I don't think I've ever seen anyone credible defending Stretched Res. Stretched Res is...basically cheats, and should be treated as such.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2788498#Comment_2788498
I like playing survivor enough that I play it a few times a day. But I just...I don't know, I find the role gets too stale and boring if I play survivor more than a handful of games each day.
Maybe the repetition just kind of bores me. I rarely play the same killer twice in a row so even though the overall objective is the same, the meat and potatoes of the game can be wildly different when I switch from Bubba to Plague to Oni to Nemesis. With survivors, the only change is what skin I'm wearing.
Yeah, it's also the perks.
As a killer, I'm constantly having to juggle things, make decisions, take risks etc. My entire playstyle can change with the perks and addons I bring.
As a survivor it's either: Do gens - Hold W - Loop - Do Gens - Rescue someone. All my perks play the same for the most part, and are generally 'see things, do things faster, run faster'.
Killer is a tooth grindingly frustrating role at times, but I find it so much more stimulating.
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@SquidBad said:
The time DS gets it's greatest value is when the killer is not tunneling, but going for the only survivor left in the end game. As an example: gate is open, survivors unhook a guy. They each take hits, or they don't. If they take hits everyone gets out. If they don't take hits, the guy is downed, and can freely crawl out as the last survivor. If they have DS, the killer is stabbed for picking up the only remaining survivor in the trial.
Another example of where DS is not an anti tunnel perk, but is actually a forced 60 second game extension is something I can actually showcase.
If I had left her on the ground to find hatch I would have not had this issue. Therefore DS is acting as an unnecessary game extension and it should deactivate if the survivor is the last in the trial.
Eh.
If it wasn't for the possibility of aggressive locker use, I'd be fine with DS.
It can be a very annoying perk at times, but I understand it's need.
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@tippy2k2 said:
Once the event is over with, there's a decent chance I'll hang up my blade until the Boil Over perk is dealt with
Right now I can still get a ton of BP with the envelopes but just the knowledge that at any point, a foursome bully squad can just hold me hostage is not something I have any real desire to deal with. I've only dealt with that ONCE but that one time is enough that it just saps my desire to keep playing.
I'm going to be doing a 2 week 'survivor only' challenge...for science.
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2788426#Comment_2788426
Killers are so desperate to get a 4k like it's a DBD tournament every match
That doesn't seem to be the norm.
If anything, there is an expectation that the killer gives the last survivor the hatch or gate - and if they don't, they are going to get cussed out in postgame.
In creeping up on 500 hours of killer now, I've had 2 survivors give me a 'pity kill' on a blowout game.
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@steamed_hamzzz said:
Things like:
- Dwight mains are either complete noobs or gods at looping, there is no in between
- Get pallet stunned by a Nea and she’ll 100% teabag and clicky click
- Brought Deliverance? You’ll be the first to go down
- Ran a Wraith for 5 gens? Prepare for NOED
- See a Bubba running towards you? Better put your controller down and make a sandwich because you’ll be getting face camped all game
- Try out a new killer you’re not that great at, get paired against a SEAL team 6 bully squad.
Anyone else have any more?
For me:
- Ash's will always teabag and click, then DC or sulk and go AFK in a locker somewhere once the game turns sour.
- Anyone who brings a map offering will DC if they start losing (Otzdarva law)
- If it's a Bubba, 50% chance they facecamp, 30% chance they are AFK from the start.
- Ghostfaces, Demos and Pinheads tend to be really chill.
- Huntress, Blight and Nurse tend to be sweaty.
- Claudettes will Self Care off in a bush for half the match.
- Dwights are either bad, toxic, bad and toxic or annoyingly good and toxic.
- Jane's will always get at least 1 AFK crow while in a locker.
- Nancy has an addiction to DCing.
@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/308637/dbd-stereotypes-that-are-usually-true
Claudette With self care, urban evasion, spine chill, brings the killer towards you when your working on a gen, lets you get into second state so she can heal. Does nothing to help and gets hatch.
Jills rage quit a lot which pains me to say this
demos are some of the most wholesome killers
bubba and hags just camp hooks
pyramid heads not putting you in the cage so they can mori you
deathsligers dcing over everything lmao (I had 3 games against deathslinger in the past 2 days and all 3 dced. 1) I wiggled off without boil over, 2) he got his hook sabotaged, 3) he missed all his shots and quit. That was all 3 games in order
neas and fengs are usually toxic
tricksters still tryharding even when one person dced 2 seconds in
mikelas being terrible
Bubbas yes.
Hags...I've never camped a hook outside of EOGC.
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@Jukenobi said:
Damn, I almost thought a killer main made a positive post for once without complaining. I was wrong.
Killers are...not happy right now.
Playing a bit of survivor this morning, and I had (in a row) - 1 killer who slugged everyone at 5 gens (afraid of Boil Over), 1 killer who was completely AFK, a Myers who...slugged everyone at 3 gens for the same reason and a facecamping Ghostface.
3 of my last 4 survivor games had killers playing in a pretty nasty manner - explicitly to avoid having to deal with one perk.
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@snowflake102 said:
1 either sale this game to a better horror game company
2 or fix your game instead of catering to either killer or survivor side every time either side complains.
3 or let this game rot if you continue this course and continue to ignore the key issues on both sides.
Also stop nerfing killers and perks that don't need it,cause if you still do this then you have picked 3.
If I was you I would either pick 1 or 2. But hey your game choose what you thinknis best but you already made killers and survivors mad so plz fix.
I think BHVR have done a really great job with DbD. It has it's problems and frustrations - sure - but there is the reason that it's basically the only APVP game that has really gone anywhere.
I do wish changes happened a bit faster, but the game has definitely been getting better. From when I started, maybe 16 months ago to now - night and day.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2788298#Comment_2788298
Interesting. I've seen plenty DC, both pre game, early game when their totem blows up, or even at the end of the game as all the survivors are about to exit. happens on both sides shrugs
Granted, I play around 80% killer. Survivor is just...tedious to me.
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2788148#Comment_2788148
That extra stagger is really undervalued and underrated.
Any indoor areas can be a hard to navigate by default, that boosted stagger makes them a right pain in the ass with you getting caught on everything. Not just indoor maps either. Anywhere that has some clutter or a tight area can cause the Killer to be stopped dead by that wiggle stagger for a second or 2 and that's for each bump. It adds up over a game.
But, the real problem is that Boil Over is compared to the likes of DH or DS. Those perks are so WELL BEYOND most other Survivor perks that nothing can compare to them and so everything else looks like crap.
That's why most other games change meta by taking a taking away from it instead of building on.
Holy crap this.
I really enjoy Pain Resonance, and Boil Over effectively hard counters it.
Indoor maps...I'll actually lose people sometimes because I get completely stuck against a doorway.
@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2788250#Comment_2788250
Hey Peanits, thank you for the reply!
I understand making it weaker at lower wiggle progress, making it so that you can't immediately run to a ledge and become unhookable just because you have the perk isn't the most fun thing for the game (even if those spots were few and far between).
However, considering how rare it is that a killer will drop from a great height while carrying a survivor unless you specifically force the killer to do so, and the fact that the perk explicitly tells the killer that it's active, I don't think it'll be practical at 33%, and should be made more significant considering that the perk now has counterplay for people throwing themselves at ledges. Boil Over wasn't a reliable perk if you weren't going out of your way to die in a certain spot.
That said, I can see the reasoning behind wanting to start at a safe number, considering the situations Boil Over could cause. I just hope that it'll be tweaked sooner rather than later if it isn't useful. Boil Over was a pretty bad perk for years, and it'd be a shame if the new effect it was given was useless for a while after this.
Again, appreciate the reply, it's always nice to hear the dev's reasoning on things.
This is sort of the key.
It was a weak perk, but (like Trickster) has a certain design quality that makes it annoying even when weak.
It's the sort of thing that, buffed, becomes a problem.
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@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2788097#Comment_2788097
What you're talking about sounds like a completely different issue than what OP is referring to???
Like, they're talking about the game giving a disconnection penalty to players who didn't DC because of some technical error and you're talking about people DCing and rage quitting intentionally because of how a game is going. Those are 2 separate issues entirely
Oh.
I've...literally never seen that before. If someone DCs before the match starts, the worst that'll happen is that I'll depip (and I think they changed that, I haven't seen 'Entity Displeased' for a while).
I've also never seen a killer DC - although I've had a ton recently AFK.
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@The_BiggCheeze said:
I mean for ######### sake my last 6 matches I've been paired with people that have over 6000 hours in the game. There was 1 match though, but guess what, IT WAS IN THE COMPLETE OPPOSITE DIRECTION. First it was players far better then me, then it was 1 where they were far WORSE than me. What kind of ######### joke is this.
Right now, especially in the evenings, it feels like there are a lot of people playing survivor compared to killer. With the sheer number of people, there are more lobby dodges and long queues in the stew, and suddenly the SBMM system starts breaking down.
This game sort of needs a 'Call to Arms' system, like other games have, offering say 2x BP once survivor queues exceed a certain average, to encourage more people to jump over to killer for a bit to relieve the system.
Apparently the backfill issues are going to be fixed eventually.
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@Karma336 said:
Have not had this issue often. However; it is becoming a more frequent issue as I have played and it does not seem like a good game feature to give Survivors an abandonment penalty when a killer leaves, disconnecting all who were playing from the match.
This is unfortunate, but it's not purely a survivor issue.
I know that 90% of the challenge of doing an adept as killer is getting a group where someone won't DC when you start winning.
DC and AFK penalties in this game could stand to be tripled.
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@GoshJosh said:
Did you not learn your lesson from Eyrie of Crows? This new RPD library hook is now the most campable hook in the game, mirroring the one you removed from Eyrie of Crows. I thought they were just going to make the bottom floor of the library hook permanent, but no. They had to go and make another easily campable hook. Whoever is in charge of hook placements is apparently not learning their lesson!
The issue was that the lower hook was super easy to bodyblock or sabo in a BO comp.
@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2787860#Comment_2787860
And killers still claim to this day that they receive the most nerfs and survivors don’t get nerfed.
It's more a 'when' and 'how'.
BO had to be literally breaking the game.
Tell me again why Twins got nerfed? And why Swamp still has an actual infinite?
We can go back and forth on this all day, but when you bring this 'us vs them' crap into a thread, you'd better make sure that the 'us' has an actually sustainable position.
@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2787854#Comment_2787854
And, surprise, Boil Over is already due for a nerf next update!
And by this logic - camping is going to be addressed soon (the mechanical change is undergoing internal testing at present).
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@Laluzi said:
I don't check profiles and don't really care for hours or -reps (unless there's a bunch of complaints of sandbagging/griefing). Private profiles doesn't mean anything to me because so many people do it to avoid hate mail. That said, a VAC ban would be an instant dodge from me. I don't trust anyone who's cheated on multiplayer games not to do it again, especially not here where the anticheat is about as good a protective shield as Swiss cheese.
Yeah, I have a private profile myself (unsurprisingly, this game is literally why) - but PP plus a recent VAC ban makes me go 'yeah, I'm going to spare myself the trouble'.
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@GoodBoyKaru said:
Anyone know why it was disabled in the first place?
My guess - it was a huge outlier in survivor escapes, recalling the QnA thread. Maybe they reworked it?
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@Malkhrim said:
It was blissful to play killer with both Cowshed and Haddonfield disabled for a while.
We knew it was temporary, but damn, I will miss it.
No welcome back, but hello again Cowshed, I guess. I hope Haddonfield takes a little longer to return, but don't count on it.
I'm actually really curious to see how it was changed.
The big problem were the two 'cow-tree' loops, which are among the most frustrating, 'there is zero possible counterplay if the survivor knows how to run it' loops.
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@JPLongstreet said:
Sounds like i can't do any of that from my Xbox. Da fuk is a VAC bann?
Basically it's a permanent mark of shame on your Steam profile. It shows that you were banned, and how long ago - generally for cheating.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2787969#Comment_2787969
But 99 % of times is much like this...
|>>______________|
and with boil over...
|>>______________|
the same, perhaps 0.33% to 1%
The issue is that other time, where people put themselves in certain places where you simply can't hook them.
Unfortunately, this is a design issue with Boil Over as a perk. It's just...not a good perk. It's annoying, and impossible to balance in a manner that isn't tooth grindingly frustrating to play against.
The perk needs to be reworked into something else. It's OoO all over again.
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/2787761#Comment_2787761
It was already a relatively weak perk. Now it'll be useless.
I disagree. I play a lot of killer, and as I love PR, this works really well against me. I'd say that maybe half of my attempted PR hooks end up being regular hooks because of BO.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2787829#Comment_2787829
Boil Over was not only a problem on RPD. Just solo queuing and observing my teammates (been playing more survivor than killer this event), I saw 'you can't hook me' situations unfold on Eyrie, Badham, and especially on Disturbed Ward. I saw it on Dead Dawg in the PTB as well.
https://forum.deadbydaylight.com/en/discussion/comment/2787695#Comment_2787695
This is perhaps because the survivor meta is really damn powerful and any perk that successfully breaks into the meta has to be even more powerful to be able to get through that thick layer of cement gatekeeping the ultimate survivor perks? Ergo virtually everything that becomes meta at this point is powerful enough to be concerning?
Boil Over was never going to be meta anyway. If you weren't using it to troll and become unhookable, it was a highly situational perk that wasn't going to make a difference in most of your games. It was 100% bully bait.
Sometimes, raw power isn't the major concern.
'How it feels to play against' is also a consideration, as well as 'how can people abuse this to grief'.
I'd love some more variety in the meta, but this was the wrong way to go about it.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2787801#Comment_2787801
I’m fine with that, the stagger makes me miss a few hooks but I don’t think it’s broken.
Agreed. I've been testing it out a bit on survivor and this still causes killers to either have to take the first hook available (it's excellent against PR) or risk losing me. It's so, so strong indoors.
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@[Deleted User] said:
No because they got vac banned so there is a chance they reformed.
Like...older VAC bans are whatever.
Recent ones...I'm suspicious.
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What about dead man's switch?
Boil Over wasn't changed for balance - it was changed to prevent what amounted to an exploit.
Balance means numbers, which means waiting a while and seeing what those numbers look like.
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@thrawn3054 said:
And another dead perk.
You vastly underestimate how strong the increased sway is. It negates Pain Resonance hard.
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@Seanzu said:
https://twitter.com/DeadByBHVR/status/1488950414183649290?s=20&t=S4vGoYPwJhmb04xxnDfrIA
What do y'all think?
Great change. Should put a stop to the 'you can't hook me from here nyah nyah nyah' problems.
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@ryzen0849 said:
Never checked profiles before. Didn't even know people did that.
Usually it's just curiosity - and to allow me to adapt my playstyle somewhat.
If it's someone with 80 hours, I'll go a lot easier than someone with 800.
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@Sonzaishinai said:
I try to but huntress her hatchets are like magnets
Ow you meant lobby, nope i only check the lobby quickly if the ping is allright and then i ready up and alt tab untill the match starts.
Ever since the key nerf there isn't really a reason to dodge lobbies imo
I'll dodge under 3 circumstances.
- Someone who I've played against before and was horrible.
- I suspect a hacker
- It's a TTV or multiple TTVs and I'm not on a killer I'm confident on.
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@Chimp said:
imo billy got it worst.
Freddy.
'Wait no, but Bill' - Freddy.
'No, but...' - Freddy.
Seriously, Freddy has horrible addons, a boring power and terrible perks. He may not be numerically the worst killer in the game, but he feels like the worst killer in the game.
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@Aneurysm said:
For a VAC ban probably. I don't usually look at their profiles pregame though
@MikaelaWantsYourBoon said:
I am not looking screen before match starts. So probably no.
I don't usually do it, but if I see multiple people with odd names queued together, I'll try to determine if it's an SWF - if it is, I'll load up my best addons and build and probably go hard from the start.
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@Pulsar said:
Many of his "techs" are just exploits
Kinda like most techs, even looping was technically an unintended exploit.
This. It's the greyest of grey areas.
BHVR also seem to be rather inconsistent on what exactly qualifies as an exploit.
@Vampwire said:
I see many people toss around "Blight is one of the most balanced killers we have" when discussing any changes to him. That is not true at all.
He has the best mobility in the game by far. Very little charge time, quick regeneration and fast movement speed. His mobility can be enhanced through many add-ons. Alch ring lets you catch up to a survivor almost immediately after hitting them. The blighted crow/rat will make you zoom at the speed of light. The new adrenaline vial not only increases speed but also turning rate. These are very problematic because they can turn blight into an extremely oppressive killer with very little effort on his side. A ruin + tinkerer blight will spend the ENTIRE match just chasing people off of gens. And eventually the survivors will either run out of resources or the blight makes a bunch of mistakes. Yes, ruin does not last forever. But it's not suppose to. It's suppose to reset progress long enough for you to build pressure. A gen or two reset after so long is very harsh on the survivor team. Especially when the killer can cross the map in seconds.
His power in general is abusable to get unintentional hits. Many of his "techs" are just exploits. Either abusing hitboxes or using external means to break the game and get impossible hits. I think the best way to envision the flicks is to compare them to billy curves. The curve is intentional design, not an oversight or bug in the engine. You cannot call an exploit or bug "skillful", because it's just taking advantage of the game's internal flaws. It's like calling a survivor who glitched themselves into an invincible spot skillful. All they did was cheat the engine in their favor.
Blight without the exploitative techs or busted add-ons/builds is mostly balanced. And he's actually bearable in this state. But people don't play blight for that reason. They play him to master the techs and demolish teams. They use his strongest builds available so they can win easier. Blight is fun to play and also very strong. I like that. But it reaches a certain point where the fun aspect of him becomes one sided. He went from being fun to so massively exploited that loading into a match with him cant help but make you wonder how miserable the match will be.
He has some problem addons, sure.
However, his kill rates look completely fine.
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@BigFatChungus said:
I just feel like people are pointing out a lot of errors on the mmr system, but at the same time i don't really feel like there's even any better skill calculator that don't be like "escape=mmr up" "kill=mmr up".
Don't get me wrong, im not saying escaping or getting 4k's means your good, neither saying mmr system is good. Im just saying people are like "this is wrong" and not much of a "it could be better if it was like this". How would you change, and how could it be better for you?
I think the MMR system is...mostly okay. The big issue is that there seems to be a deficit of killers, and that the system doesn't handle lobby dodges well - leading to problems.
To the lack of killers problem, an easy fix would be a 'Call To Arms' system that offers double BP to the side that needs more players at a certain time of day, until queues for the other side hit a reasonable level.
To the backfill problem, BHVR said they are working on it.
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@dugman said:
Buried in today’s bug fix patch is
- Fixed an issue that caused a lack of hooks in the library of the RPD map.
Sounds good to me! 😄
We'll see how it plays out. There are still maps that people can send themselves to to be unhookable but RPD was the most frustrating.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2784426#Comment_2784426
This is what killers do all the time when they find 3 gens and refuse to chase people. Or use perks that literally make it impossible to finish the objective. It is unreasonably difficult to do the objective or avoid being caught in those cases. The killer can kill all but 2, and use tinkerer and nobody can finish the objective if he doesn't commit to a chase.
- That has never happened in any game I've ever seen played, and I've probably watched thousands of hours of this dumb game.
- Name one.
- The 'being caught' is the important part. It's an essential 'or'. What makes the difference between being cheesy and holding the game hostage is that you have an 'or'.
- And yes, they can. Regression is incredibly slow. I've lost 3gens to pure battles of attrition.
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@SunsetSherbet said:
Boil over is clearly a bad and unhealthy perk just from that one "this is childish" thread. Reading through that thread it is clear there is a severe animosity toward the perk and a lot of the community gets angry if they see the perk, because it is perceived as only being valid to troll. So far I have heard stories of killers body blocking people in corners as punishment for using the perk, bleeding them out even with a hook near by solely to punish them for using the perk, and survivors working with the killer to punish their teammate for using the perk.
It is clear that the perk is VERY unhealthy for the community. And the only defenses I have seen are basically "I wanna grief" and "I think I should always have a 50/50 shot of still getting free after losing a chase!"
Kill switching maps and such, as I have seen suggested, is just stupid. Revert the buff or killswitch the perk.
https://forum.deadbydaylight.com/en/discussion/comment/2785487#Comment_2785487
I mean the devs have continued to present ideas for changes that will worsen the queues even more, and plenty of survivor mains on the forums also demand changes that would also cause more killers to quit.
I wont wall someone in or bleed them out unless they are using this perk to take the match hostage.
However, it's just an awful perk to play against, and I'm on K+M. I can only imagine how toothgrindingly annoying it is on indoor maps on a controller.
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@Mushwin said:
This peeved me today, a Killer very much indicating he/she was just there to gain their red shard and that was it, Okay I am not into farming as it's boring yes people will say least you get or still get points but it is boring. Not all Killers do this, but remember I has a survivor have challenges to do as well, and even you opening the gate for me, I may of needed to open it as a daily. Please don't be selfish, you may get what you needed done without playing the game properly and farming, but others have things to do as well and take in regards of others.
Whoops. I literally think this was me!
I generally open one gate as a sign that 'no, I don't want to farm but I am giving you the out for whatever reason'. There is a second gate to open if you want it, and I won't stop you.
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@LeleLP said:
I honestly can see why they are considering this. How many times a day do you get survivors running up to the hook to unhook you right in front of the killer without BT because they feel like it? We either need a way to kick survivors away who try and unhook us or yeah sadly need to make BT base kit. Or need more players who aren't morons.
I'm actually not averse to the idea, but it would have to be changed so that the unhooked person cannot use BT to aggressively trigger all the Hag traps in the area while bodyblocking.
Killers would also need something to compensate for what will amount to 100% guaranteed safe unhooks though. Baseline Fire Up or something?
Let's see how the camping change plays out combined with the new survivor status icons before we totally upend the game though.
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@Tiufal said:
Its just shows killer entitlement. Killers are allowed to be annoying af to survivors, but if its the other way round the game is unplayable/broken and must be changed immediately. Double standards at its best.
Are they?
Killers walling someone in? Bannable.
Killers slugging everyone to bleed them out? Before the Boil Over change, I'd literally never seen it aside from 'it really happened that one time' shaggy dog stories. Plus, you can just go AFK and the game will end pretty fast. With Boil Over, the game can literally go on forever.
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@Johnny_XMan said:
Here is my stance on this perk.
I have not had one instance where I felt like the perk by itself did anything substantial that dramatically affected my match.
Some of the only matches where I felt they got what they wanted, were survivors who clearly brought it as part of a build. Meaning that they sacrificed other perks that could have been useful against my playstyle.
On the topic of slugging. Slugging is already being excessively exploited in matches so it doesn’t really make a difference in terms of “oh do you want more of this?” Why? Because survivors have already adapted to the idea that nothing is going to be done about it. Same with camping.
Yet god forbid anyone bring those two topics up as “issues” because they are immediately met with “Bring DS or UB” … so a perk to counter a tactic that only lays at the hand of does the killer want to abuse it or not. Interesting, you have a perk (Agitation , Iron Grasp) that could soft counter BO (same as with UB and DS) but somehow that isn’t ok.
I wanna see the same type of energy when it comes to the other things that are annoying yet somewhat counterable and then I’ll get behind an adjustment to BO.
Here's the problem with what you are saying is: It's essentially the home version of Fallacy Bingo. Let's take a look.
- Slugging isn't 'exploited', aside from situations where the killer leaves everyone to bleed out, to be annoying. Slugging is a tactical move, generally when you suspect DS or there are multiple survivors in close proximity. You are misusing the term 'exploited' to draw a false equivalency to Boil Over.
- Slugging is also required in some circumstances - to prevent a pallet save, for example. When is taking the game hostage with Boil Over required in a tactical sense?
- Taking the game hostage with Boil Over is not tactical, it's griefing. There is no reason to do it aside from being obnoxious and trying to get the killer to DC.
- You are saying 'slugging is already being excessively exploited'. Where, when and by what metric? I know I play a few survivor games every day and I've literally never seen anyone using it exploitatively. Neither have I seen this on a large number of streams.
- Slugging has counterplay in most cases, and is a trade off for the killer. It means that if someone picks that person up, you don't get that hook state. Hell, I've been doing this in my challenge - I'll slug someone and drop them where I know they'll be found, to allow me to 2 hook everyone before killing. There is literally no drawbacks to using Boil Over, if your purpose is to take the game hostage and grief.
- A lot of killers (myself included) don't enjoy slugging and won't do it unless it's tactically required.
- DS and UB are excellent perks. They have awesome benefits (DS locker hopping, for example) even if you aren't being tunneled or bled out. Again, false equivalency, heading into whataboutism.
- And there's the whataboutism. 'Do x for my side before y is done for your side'. No, that's not how it works. Even assuming you are correct about slugging (you...aren't), one thing being annoying does not mean that something else annoying shouldn't be fixed - especially when one thing is nearly impossible to fix without completely reworking the game and the other is as simple as changing a number on one perk.
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@Ghoste said:
https://forum.deadbydaylight.com/en/discussion/comment/2785719#Comment_2785719
Ok so I let go of the gen before the hook. The gen still explodes and begins regressing. Now I'm forced to A) let it regress or B) touch it and get it blocked by DMS because the Killer is surely coming to check the gen that just exploded. It's a lose-lose for the Survivor.
In which case - it's stopped regressing and you've effectively 'stored' progress on that gen. Now you work on another gen, leading to the eventual 'dam breaking' effect where suddenly I go from 3 gens left to gates opening in the span of 10 seconds.
The only slight problem that can occur is killers with interrupt abilities who are also camping and also on very small maps - but that's an outside, extreme circumstance.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2785471#Comment_2785471
They’ll probably just nerf the perk.
This may be the best way to go about it.
Rework it into something strong, interesting and not absolutely horrible to play against.
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@Mandy said:
I remember the time before SWF was introduced - there was the option at the start of KYF and SWF and KYF was implemented first (disclaimer before people jump on that, both were always intended).
Survivors just used to lobby dodge until the got into the lobbies with their friends (not difficult to do even now if you're in the same area). That actually caused bigger issues for matchmaking having lobbies being dodged all over the place. People are going to want to play with their friends, it's only natural - this can be a party game for many players, not everyone takes the game super competitively and a lot are casual players who want to have fun with their friends.
Also, a lot of SWF do not even discuss the game properly when they're playing - it's not so much information that they're passing to each other but misinformation and trolling of each other.
Also, I've been accused of being in a SWF a lot of times, when I was not - because the players coordinated together. That happens more frequently than people realise, which then again leads players to assume they're playing against SWF.
Yes coordinated SWF teams are strong, nobody is denying that. And a team of 4 solo survivors is the weakest section of the game, but fortunately as it's been mentioned, there are tentative plans (nothing confirmed) to address that issue.
I think killers are concerned that it's going to turn out to be Ash in the graveyard in Army of Darkness.
'Okay, remember: buff solo survivors to SWF level, then buff killers accordingly'.
'Buff solo survivors...to SWF level, then bu *cough cough cough*'.
We'll have to see.
What's really scary is that SWFs are matched at the same MMR essentially as their component players - that's where the real motivation-crushing stomps come from.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2785427#Comment_2785427
I can't speak for console but PC can absolutely be bad with it too. I've had it jerk me around and pin me against outcroppings plenty.
I've found that aiming my mouse away from the 'sway' and using W and D can negate a lot of it. It can be ridiculous on indoor maps, but I'm usually able to compensate.
The major issue is the % wiggle progress on even tiny drops combined with areas that have bugger all hooks near them.
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@BenZ0 said:
I played now a good bit of survivor, trying to push my rank before 13 and also i am actually enjoying the event, its really well made this time for both sides.
However I do have to say that some ppl do really kill the fun of the game.
I met a claudette that spawned with me very close to a envelope, I reached it first and opened it infront of her, she was looking at me for a few sec and just literally dcd. I asked her later why she did that and she said "cuz you took my envelope, hope you die of cancer".
If she would be able to read then she would know that you actually want that other ppl take your envelope cuz thats how you unlock the items...
This didnt happen just once, I get every few games 1 person that reacts like that. Since we end up in a 3man its basicly game over.
To be fair, I read the envelope mechanics and they are about as clear as mud.