THE_Crazy_Hyena
THE_Crazy_Hyena
About
- Username
- THE_Crazy_Hyena
- Joined
- Visits
- 2,268
- Last Active
Comments
-
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726908#Comment_3726908
Power role in One v Four mean 1 from the One should always beat 1 from the Four. Not One power over the Four.
Any players are entitled to win half of the time. 40% win rate average on survivor is something Devs put onto survivor side, doesnt make it "right"
I always hear killers try everything to prove 60% kill rate doesnt mean higher 50%. And they should be entitled to have 50% win rate. But still, 50 is still far higher than 40.50/50 sounds pretty fair to me.
Escaping should be just as easy as getting 3-4 kills as killer, against players of your own skill level. -
@Pizzaman said:
SoloQ can only be saved with a proper MMR. There are players that queue up for a trial, but once they are in a trial they simply don't seem to play DBD.
Instead they play duck-and-cover-simulator, totem-cleansing-simulator, open-all-chests-simulator, unhook-simulator or urban-evasion-simulator
First and foremost it's the people that have a major impact on a trial, and to a lesser degree the tools they have at their disposal (which doesn't mean this could not be improved as well).
Well, matches can be more than just mindless gen-rushing.
Many who play are also doing challenges, which may require you to hide in the terror radius for XX seconds (Explains the duck and crouch or urban evasion), open chests (mostly survivor daily rituals, where you need to escape with a new item), unhook safely (often multiple unhooks), or cleansing totems (some challenges and even some perks require totems).
And, doing more stuff nets you more points. More points = more levels, more items and all of that. -
I think I had the worst of the bunch here:
No Mither - Self-Care - For the People - Object of Obsession.
-
@ArkInk said:
With the upcoming release of Vecna, that's soon to be followed by an as of yet unknown licensed survivor, that will then be upped by Castlevania being included (and don't forget the solo licensed killer in March).
What do you think is best for the game? Are licenses actually more worth it over regular chapters? Should only the ones considered "big" be focused on? Do you think more new players from a certain fanbase could be detrimental to the playing experience? Personally, this year looks worrying, but potentially very exciting if it's executed on well.
I've said it before and I will say it again:
Cold Prey (Fritt Vilt). The nighttime snow themed map with the abandoned mountain hotel, and a new (and potentially terrifying) stealth killer would bring back so much of what made old DBD good. An actual scare factor that is not just an add-on for Myers -
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721403#Comment_3721403
I've been playing for well over 3 years and tunnelling has probably been the most prominent complaint I've seen in that time. I personally don't see it that much (according to my stats about 1 in every 12 games) but thinking this started with update 7.5 is just plain wrong lol and the big perk overhaul update of 6.1 happened because of lack of variety in perks and builds. Again, not a direct result of 7.5. It went much further back than that.
Back when I started in 2018, there were tunnelers back then too, but it was not as prominent as it is today. Then again, survivors were A LOT stronger at the time. Old DS that could be activated before first hook, and no deactivation upon doing objectives. Old Dead Hard, old BT, and so many other crazy strong survivor perks. Self-Care used to be 50% normal speed back then (60% with Botany). Old med-kits, old toolboxes (with up to 180 charges), moonlight offerings, 4-man hatch escapes.
Killers had the old Ruin, which could slow the game down a lot, even more so than PR+Pop since most survivors were running around looking for the totem. Hex builds were awesome. Nurse was crazy strong, with omega-blink. Silent Spirit, the ultimate jumpscare. OG Billy, though the current version is pretty close to him.
Anyways, things were a lot more OP back then, on both sides, so tunneling wasn't that necessary, especially in the low-middle ranks, where most casual players were. -
@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/414213/will-you-stop-the-tunneling-already
I haven't seen much tunneling at all lately. Definitely more of an exception than a rule, at least in my solo q survivor matches. By far my biggest problem has been terrible, useless teammates that refuse to touch gens or immediately give up the first time they get downed.
No, like I said in my latest comment, I played some matches with a friend earlier today, and it was like the polar opposite from yesterday. I guess it is all about the luck of the draw (or luck of the matchmaking) in this case.
-
@Xernoton said:
9/10 games, huh? Sounds a bit exaggerated to be honest.
To answer your question: No. Tunneling is a strategy as old as the game itself and it will always be a thing.
Yesterday was indeed bad, but the matches I had today was the polar opposite. No one tunneled at all. So I guess it is also a "luck of the draw" when it comes to who you are opposing. Had some excellent chases, escaped some matches, and got sacrificed in others in order to give the team a chance at escaping.
Granted, I still faced Pain Res + Pop in 75% of the games I played.
-
@Nick said:
If you're playing for Tomb challenges why are you getting annoyed at not winning? You want to get wins AND go for Tomb challenges at the same time? If you want to do well and win consistently you shouldnt be doing any tomb challenges. Put on an exhaustion, anti tunnel (DS or OTR) or maybe in your case even both and maybe a Bond? Kindred? You can't expect to win every game if you're doing challenges and in a full solo team. Come on man
I was actually not annoyed with not winning, but being stuck on tome challenges due to being tunneled out before having the chance to do them. I don't really care whether I win or lose.
The point is that tunneling as a strategy is too easy, without any real form of counterplay. You can only get this far versus a double speed add-on Blight for instance, even with DS and exhaustion perks. And being stuck in an endless chase with the killer doesn't solve the problem of getting the challenges done, right?
-
@ays12151 said:
Yeah. Remove Bubba's Power near the hook and Survivors will just come before last a few seconds to unhook and Bubba won't be able to do anything. We can talk about nerfing his Power near the hooked Survivors, if Bubba would be very strong. Upcoming buffs don't make him very strong, just a little bit stronger. I completely dissagree with your statement.
They did a great job with Wesker in my opinion. These changes will decrease using his Power for Tunneling. They could give him a small buff in some way though. But, in my opinion it's very good.
Deathslinger buffs are very minor, but it's a buff and it's nice. He will lose less distance while reloading. It's a chapter, nit Midchapter Update, but still we'll receive many balancing changes.
Blight Iridescent Add-Ons were making him the best Killer in the game and that's good they will nerf these Add-Ons.
- I think Bubba should be slowed down considerably when using his chainsaw power to camp/tunnel. This is the ONLY way to properly get rid of this playstyle. - Especially considering how he is able to completely bypass the anti-camp feature, since he catches up to the survivor way too easily after getting the initial hit
-
@pseudechis said:
To play devil’s advocate here I haven’t tunnelled anyone all evening and have been accused of tunnelling and/or camping on multiple occasions.
Are players really being tunnelled or are they just choosing to see it everywhere because it’s easier to blame it than to admit and assess their own poor play.
The one thing I will say toward a lot of the comments is yes survivors in general need a baseline BP bump.
Well, in my case, I was genuinely being tunneled by a Blight with double speed add-ons. He didn't care at all about the other survivors. He just wanted me out asap. I got mad, DC'd in his face.
That was after facing Huntresses in 4 prior games - Yes, I absolutely hate Huntress, and with a good reason.
When I said 9/10 games of tunneling, I wasn't really lying. Granted, I did not get tunneled in more than a few games, but I had teammates who did, including my friend whom I duo'ed with.
I did not face versus you, but I understand the frustration of being constantly accused of tunneling, despite not doing it.
However, my point is that in 90% of my games today, someone has been tunneled out at 4 or 5 gens, with the killers running the same 4 out of 6 perks (Pain Res + Pop, Deadlock, Dead Man's Switch, Grim Embrace, Nowhere to Hide). It gets repetitive and boring, really fast. -
I versed a Myers as well. No tombstone, but two of my teammates kept feeding him stalk all the time, so every time he found me, he was at 99%. The worst part is, he was not a good player either, just lucky that my teammates kept feeding him. That was really annoying to go against.
In all of my survivor games, besides one where we got a farming Ghostface, I did not escape. -
So, after those horrible survivor games, I played a few rounds of killer. - No slowdown/meta perk builds.
1st match: A bit rusty since it has been a while. Got absolutely smoked, but the survivors were cool, and not toxic or anything. Granted, one of them told me that playing against me was a good relaxing session, from having to deal with all the tunnelers, plus he enjoyed versing Dredge.2nd match: Walking Nurse - Ended up against a 4-man SWF with flashlights. Not too fun, but I got 2 of them in the end.
3rd match: Bone Clapper Wraith - Had a good time sneaking up on unsuspecting survivors. One gave up immediately, so I ended up farming points with the other 3 instead. All of us had over 35k points in the end. It is so boring when the games are over before a single gen has even been done.
It isn't the end of the world if you happen to have a bad round as killer, since you do end up getting well compensated with points anyways. It is way more frustrating as survivor, since you risk ending up with so little, it feels like you wasted the hard-earned offering for nothing - Plus survivor tome challenges suck to do at times.
Now, you don't have to play like you were in tournament in order to have fun. Be creative, try other builds, and stop following the meta in every single game. It gets repetitive and boring fast. -
100% thumbs up from me!
The dark appearance on the old maps is so much better. No idea why BHVR made Coldwind daytime anyways. -
@Lost_Boy said:
Trying to balance a game around 3 groups of players is never going to work. The game has constantly been shifting towards having balance between SWF & Killers, which ultimately makes solo queue players extremely weak. Add in the 60/40 desired win/lose ratio for killers and you have an even bigger gap when it comes to balance.
The biggest portion of the playerbase comes from solo queue and what you're now seeing is the consequence of solo queue players feeling like they have been abused and left out of game balancing for over a year.
BHVR are making changes but it's never enough and they're too scared of balancing around solo v killer due to the fact that it would make SWF god tier and most likely cause massive issues with queue times if Killers just decided to quit.
Its really an impossible situation because whatever they do they will lose. The healthiest thing for DBD would have been to never allow SWF teams in the first place, as that would have made balancing significantly easier, but that ship sailed long ago and it's definitely not a viable option these days.
Granted, when talking about SWF, the biggest issue is the 4-man groups. Eliminating 4-man SWF, or adding another mode that is balanced around them would pretty much be the only real solution to the SWF-balance nightmare. 2 or 3-man SWF's still have to deal with random teammates, that is probably why their win-rate isn't that much different from solo queue.
-
@alaenyia said:
Maybe killers (including Otz) need to recognize that if 9/10 survivors are leaving your match. It is not the survivors that are the problem. I play killer and I almost NEVER have someone DC and suiciding on hook is rare. But I also NEVER run back to the hook, do not slug at the beginning of matches, I don't camp or tunnel. And you know what, people stay and play with me.
I win some and I lose some but it's always fair. And you know what that is all survivors are looking for. DbD devs (and killer mains) seem to be under the impression that if a 4k doesn't happen every match something is wrong and needs fixed. Which is why maps are all half the size and killers all have 14 built-in abilities before you even strap on perks. Survivors are tired of playing this way.
I wholeheartedly agree here.
The matches I play killer, I play it fair and enjoyable (like trying to go for 8 hooks), instead of sweating my ass off for the 4K, and the survivors generally enjoy going against me. Now, I do on occasions see survivors that DC, but it might have been due to a misplay on their end, and not due to my own actions. - Alternately, it could happen sometimes when I run Lightborn, just to mess with their overpowered flashlight/flashbang + BGP builds. They really don't like it when their flashlights don't work xDAlso, I consider getting 2-3 kills a win, and I don't mind losing the match, if I had fun while playing a silly build like Scratched Mirror, Walking Nurse or something like that.
I do think that the main issue with the game not being fun is caused by the playerbase itself, since many take the game WAY too seriously. The need to always win is too strong, especially among the killer players.
-
I think the general consensus being that the last patch brought with it so many bugs, that it is severely impacting player experience in the game. I for one will not return until the damn rubberbanding stops occurring. It is not fun playing in the current state of the game.
Also, there is seemingly a connection to the survivor side being too weak at the moment, which is causing less people to play survivor, thus making matches take much longer to find. -
@AngryDuodenum said:
As the title suggests, this is getting out of hand. I played several rounds today, except for the few in the solo queue that I escaped, all of the others were left on the ground bleeding out (myself included) at endgame. This is beyond frustrating and there is zero recourse. If I DC, I get a time penalty (which is another stupid feature). Can we please for the love of God fix the slugging game? If this isn't doable, then can we get rid of the DC penalty? No one wants to be stuck lying on the ground for 10 minutes waiting for the killer to finally end the round.
This happens constantly. FIX IT
Unbreakable being meta again then. Or No Mither will be useful
-
@caligraph said:
isnt he 105% for the whole game w/out perks wih scratch mirrror?
He is 105% by default in T1. But you can increase it to 120% with PWYF. So, yes, he is s l o w.
-
A shape-shifting killer could be a really cool concept.
-
@Star99er said:
The nerf it got a couple years ago was overkill imo, making the perk have too many drawbacks. I think reverting it to where being exhausted doesn’t turn the perk off would be ideal as it would allow it to be less situational. It would allow players who like to use sprint burst to get value out of it whereas on live you’d never get value out of iron will as you’d always be exhausted. We have perks like Off the Record and Bite the Bullet which do a better job of hiding grunts of pain when Iron Wills core function is solely reducing grunts of pain.
I think the opposite should be reverted to be honest.
Make it completely hide grunts of pain, but disable it when exhausted. That will put it in a MUCH better state compared to its current version -
@sluc16 said:
Seriously is just one unwinnable match after another, nothing but teams of experience survivors doing flashlight and flashbang saves, sabos, body blocking, gen rushing, head on plays. I just absurd, there is nothing a new killer can do with a team like that, and is just match after match, is so stupid. Does MMR even exist anymore? Cause if it does is completely useless.
Damn, this is so true. I have been running into so many bully SWF's when playing killer, it's borderline ridiculous.
Truth be told, it was never this bad with the old matchmaking system.Granted, I have played a lot of killer throughout the years, and I can with certainty say that the problem got exponentially worse after the SBMM update. Also on the survivor side, whenever I queue for a solo game, I often end up getting quitters or lesser skilled players, as if the game expects me to hard-carry the match by myself, which is not possible (unless you are some god-tier survivor player like Ayrun or Hens, who can run the killer for 5 gens). I often end up against a killer who is a god-tier one-trick, who knows every little quirk inside out. - That is my matchmaking experience with SBMM. It was never this bad with the old ranks.
-
The main issue with Nurse is that she does not have to abide to the game's rules at all, being able to phase through anything (essentially a form of no-clipping). This is why she is near impossible to properly balance, without making her too weak or too strong. In other words: There is no balanced middleground for Nurse with her current power.
But she does have unique ways for counterplay, that no other killer does, which in some situations makes her really fun to verse.
-
Controversial takes:
- The meta today is incredibly stale, and favors killers over survivors to a very strong degree.
- SBMM was a mistake. Ranks were way better. - Granted queue times was longer, but the matches you got had much better quality.
- Old movement was infinitely better than the "realistic" movement we have today.
- Old Ruin (red skillchecks) was actually more fun to verse than the current regression meta. - Plus it gave survivors another goal than mindless gen-rushing.
- The game is being "dumbed-down" a lot compared to what it was in the past.
-
Personally, I have been running a healer build lately.
Botany + Strength in Shadows (for faster self-healing), Calm Spirit + Bite the Bullet (for stealthier healing) - Or swapping Calm Spirit with We'll Make it -
@Huge_Bush said:
First universal perk for both roles!
BUSH:
Allows the user to transform into a bush that fits the map. Equipping this perk guarantees the map will be outdoors.
Okay, this sounds absolutely hilarious. Turn into a bush at will
-
@BubMickey07 said:
I really wish it would go back to the way it was because it helped players get good a great skill checks and now it's honestly not that great I haven't ran it in years and probably won't any time soon
I honestly agree here. While seeing red skillchecks pretty much every game got stale fast, I still liked this version of Ruin better. Like you stated, it was a really good tool to practice great skillchecks, and it was a nice tool for killers to slow the game down a tad.
As a wise Monto once said. "We got Hex: Ruin … … … to slow the game down, just a lil' bit"Now the prime reason why it got changed was due to how punishing it was for new players, so I totally see that side of the coin as well. But what if the perk worked on a token system, like Devour Hope in a way, where you needed to hook someone to gain its effects.
I would have definitely gone with this idea, to make it worthwhile.
Hex: Ruin - Re-balanced:Now gains a token for every unique survivor hooked (up to a maximum of 4), and does not apply on a totem before gaining tokens.
- 1 token: A random dull totem gets cursed, and generators will automatically start to regress at 75% normal speed when a Survivor stops repairing.
- 2 tokens: Generators will now regress at 100% normal speed.
- 3 tokens: Generators will now regress at 125% normal speed.
- 4 tokens: Skillchecks will now turn red, and good skillchecks will regress a generator by 5%. Great skillchecks will still grant 1% extra progress, and has a 40% larger success zone. Additionally, letting go of the generator will make it regress at 150% normal speed.
-
As someone who started playing in 2018, I feel you bro. The old movement (albeit clunky and weird looking) felt a lot better compared to the current one we have nowadays. I don't know, but it certainly felt like you were running faster.
-
A Mr.X cosmetic (legendary) would have worked well for Nemesis, minus his power though.
-
@Rulebreaker A well sorted selection, and many good counter-points to be made there.
We wouldn't call it to lenient, but that may be down to word choice. The algorithm doesn't properly match, discounting things like lobby dodge and people purposefully throwing, people due to "skill" being defined by kills and escapes as previously mentioned. Then you add in the aforementioned other factors and its little wonder why it "works so well". [Incase of emergency, please notice the sarcasm button on "works so well"]. Again, this may be down to word choice so apologies if we're just restating somethin.
Exactly. And I do understand sarcasm, so no worries there.
The main problem is that, if lobby-dodging does occur, I don't think the matchmaking really cares about who takes the free spot afterwards, and therefore giving the SWF an easy opponent, as opposed to someone of their actual skill. I know that has happened to myself, many, many times. Even when playing as a killer I haven't played before.
Granted, this can work the other way around as well. If a killer of a similar skill as the survivors dodges the lobby, chances are that a much higher skilled killer shows up in the lobby instead.
This is one reason why I think the matchmaking needs to be looked at in depth.
Maybe a solution would be to add a search parameter for player hours as well. I really don't know a better way to solve the underlying problem.We disagree. Even against a 4-man you do not need to run full meta to win (hell some 4 mans are super weak even with more hrs than us and 4.5k~ a pop is already a decent amount). We do not deny it will be harder, but your not forced to play meta to beat or have a good time against them. Though "good time" is abit subjective so for clarity's sake we're defining it as "Have a reasonable chance to win/7+ hookstages" as bully squads probably won't be a good time, regardless of stomping them or not. (admittedly stomping them is SO satisfying to us though). Most seem to adopt (adapt seems a poor choice of words to us…) those tactics cause many want a quick and easy "win" of a 3+k. Which leads to….
I do agree that it is really satisfying to 4K a bully squad. Been there, done that myself.
Well, English is not my main language, although I can certainly say that I am 98.5% fluent in it.
Yes, way too many wants to take the easy route, much to the dismay of the opposing side.That underlying issue is more in line to what we think. People take this game way way to seriously. We do not see how MMR is getting them stomped again and again as they should be improving or adapting (actual adapting) to the opponents their getting. Eventually it would level out (we say would cause it doesn't work well as is due to the above points) to where they're matched with people their current "skill" level.
Yes, it has been evolving towards "sweat, or be sweated on" at this point - Or in other terms: Play the meta, or be at a major disadvantage. This is one big problem, where the meta is way too defined to have variety, thus leading to incredibly stale and boring gameplay on both sides. - I prefer a more casual anti-meta style of play, where you can just have fun, trying different things, and joking around, but in the current state of the game, that is near impossible to do.
I do wonder how long "eventually" would ultimately mean, since it has been a mess, ever since the introduction of SBMM. Now, for some, it might work in their favor, but for others, we have been stuck in this "in-between-zone" ever since it got introduced. Either getting a match that is way too easy, or getting stomped at 4-5 gens. That is really not fun, to be completely honest.
Consistently inconsistent, if you want to call it that.@Emeal - Interesting read, and take on the situation.
To base the matchmaking of in any other way, could be harmful to the player base. bHVR has metrics on exactly how long it takes the average dbd player to quit when looking for a match. So any suggestions made this way is going to look real bad when it reduces the global player numbers.
Splitting the player base is two and trying to queue them will much more likely make queue take longer and then people quitting cause it takes too long. Also you are forgetting the fact that even though most prioritize speed, they also like a match that is within rank range. So your suggestions would absolutely be detrimental to my enjoyment of the game.
Personally, I don't think that splitting the playerbase would have much of an impact, since the game has enough active players to be sustainable in this manner. - Case in point: DBD usually hovers around 30,000-50,000 concurrent players, with big spikes in June and during Halloween. With a sample size this big, it would not be too much of an issue to separate players into ranks, or have an unranked + a ranked matchmaking system in place. At least, have a way to keep the influx of players interested enough to stay with the game.
I mean, separate playlists does work well in other games with similar player counts. - Overwatch 2 (Steam) being a good example here, with almost the same player stats as DBD (28,000 - 53,000 players). Not only are there quickplay and ranked modes, but also arcade playlists (random game modes + event game modes) and custom workshop servers. And you always tend to find players around the same skill level as yourself, in any of these modes - Usually within a minute or two.
So I see no issues in DBD doing the same thing as Overwatch does, when it comes to matchmaking.The problems you cite is not the general problems of your average dbd player, its much more likely they are the problems of the top 1% and I think its pretty bad idea to ruin the game for the rest of us to cater to 1% of the player base.
I am not a top 1% of players. On the contrary, I am more the average Joe, just looking for a more casual care-free experience, which is not the case in the current gameplay loop.
I honestly don't care much about the players in our community who play to push the boundaries of gameplay to reach the top mmr and then complain that their matches are horrible, You made the bed you get to lie in it. This JRM fella seems to be having that issue, by taking the game too seriously and then wanting to change the game's entire matchmaking system to fit himself.
JRM is certainly not taking the game too seriously, based on the content he makes. But that's not the point, as I only used his latest video as an example. I see more content creators making similar arguments about the current state of the game. Now I don't fully agree with his statements in the video, but some are actually very representative of the average playerbase.
But as I stated in an earlier comment, the grand issue is more down to players being way too competitive when it comes to the game, since the MMR system is solely based on wins/losses, and not the aspects of gameplay itself. -
I mentioned this in my post as well. I do think there should be some rewards for reaching high prestige levels.
A twist on the legacy cosmetics was something I suggested too, and something that could be great as a reward for being a dedicated player. -
A good point indeed. Now some counter-arguments to be made (I like how this is going).
We still genuinely don't get how or why SBMM is causing people to play like actual lives are at stake…like its there to try and make sure you don't get thrown into a match over your head or with newbies… but we digress.
The problem with SBMM in this particular game, is that the algorithm is too lenient, so the gap between skill level can be quite substantial. This is deliberately done to reduce queue times. Backfilling is another problem, where you often end up on the receiving end of a 4-man SWF, with way more playtime than you.
And with the current algorithm, you are pretty much forced to play the meta (and as sweaty as possible) to have a good time against those groups. - This is from a killer's point of view. And that is why many killers adapt to scummy tactics like tunneling, proxying and slugging, to slow the game down to a crawl for the survivors.
And like I said in my previous comment, it creates a snowball effect where everyone adapts to the scummiest playstyles, and only play meta builds on top of that.
Either that, or the underlying issue is that most of the playerbase has a too competitive mindset, with SBMM amplifying this to the extreme, since no one likes getting stomped, over and over again due to their MMR gaining too much from winning one game compared to decaying from several losses in a row.
Anyways, I could continue rambling about this all day long, but I have to stop it somewhereHate to break it to ya, but in the past it still had a majority (defined as over half for these purposes) were running sweaty. The difference is that in the past there was alot more busted things to…combat?…the sweaty builds. Survivors often ran DS, DH, UB, and Borrowed time (especially when it protected the user as well as the rescuee) or someone (or 3) had keys. While killers didn't have the full slowdown meta (or atleast as strong a version) there would often be a mori (which was alot more lethal than current versions)
Well, that really depended on the rank you were in. I have good memories of both killers and survivors running all kinds of builds in the past. While I did get into the red ranks myself, I was more than often playing in the purple and green ranks, since I did not play all that much, to garner ranking up constantly. And I would rarely see people sweating their socks off like we do today. Even if there was ranks, people played the game in a more casual way.
And to be fair. I'd much rather wait longer in the queue, if that means better quality matches. IMO, people are getting spoiled these days, with instant queues.
Personally, I'd also take the old moris over all the BS we have today.We can agree the intentions are good. We'd argue the results not as well. We think there would be a few more non sweats, but in the end theres those who would want to straight up ruin the match for the other side and they'd more than likely join the quickplay. At best dividing the Q into ranked vs unranked would be "Almost all sweats" to "effectively what we already have now" but the Q times increased due to having the player base divided this way.
There were definitely trolls in the past too, but much more uncommon from my experience.
But yes, bully squads were definitely a thing then as now. -
@Johnny_XMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3668882#Comment_3668882
Some people are still stuck in the past when even the developers would say "do gens".
Even without acknowledging these perks, anyone who plays enough understands that maps have shrunk (giving the killer even less map area to cover) loops have become more unsafe, further making this playstyle more attractive for players. It's a shame that we have only a handful of perks to combat this playstyle, because we are practically forced to play like we're gen ticks in order to give the other 3 people a chance.A very good point. Smaller maps are great for M1 killers, but highly abusable by high mobility killers, or ranged killers, since pressuring the survivors gets exponentially easier the smaller the map gets. Hence why so many killers has favored small maps like Dead Dawg Saloon, due to it being easy to pressure, even as a basic M1 killer.
This is why you often see survivors bringing offerings like MacMillan, or Badham since some of those maps are the only "sizeable" ones left, especially after the reworks of Haddonfield, and Coldwind Farm, which used to be great survivor maps in the past
-
I don't play too much killer to have everyone nailed down to the smallest detail, but for the ones I enjoy playing myself, these are my favorite add-on combos:
Nurse:
- Spasmodic Breath (Green) + Matchbox (Iridescent). Walking/Bamboozle Nurse is a fun take on a strong killer. And survivors are often oblivious to the fact that I run these add-ons, so I often get many free hits this way.
Doctor:
- Calm - Carter's Notes (Purple) + Iridescent King. A nice, well-rounded and strong add-on combo for the Doctor. The larger radius on his Static Blast combined with the effects from every other add-on type is a really nice buff for him.
Michael Myers:
- Scratched Mirror (Purple) + Boyfriend's Memo (Brown). Just a very fun build to run, seeing the survivors stop in their tracks while being scared the living daylights out of is just priceless fun. And getting their reactions afterwards is pure gold. Works best on indoor maps though.
Artist:
- Inky Egg (Purple) and whatever add-on that makes the crow swarm spread to grouped up survivors. - If you space the crows out correctly, you can do an initial hit, and get a free injure to boot (or several if angled right)
-
@I_Cant_Loop said:
How do you know more survivors are quitting the game?
Matchmaking incentives are pretty much only for survivors these days. I guess that might be his reason.
-
@MrPenguin said:
Well according to many, especially on the forums, bringing DS to 5 seconds was the magic bullet solution to tunneling and we got that.
5-second DS buff feels more like a "band-aid" patch, rather than a proper way to combat the tunneling issue. Since DS was nerfed for a good reason, due to many survivors using it offensively, rather than in self-defense.
- Not that I ever run DS anyways. I'm not the person playing in a toxic way, on either side.
-
I am really curious to hear what other people have to say about this, so don't be shy, and leave some comments.
-
I have a feeling the new random perks mode will be a long awaited breath of fresh air.
-
So, I do mainly play survivor myself, but for the most part, I run a healer build, without exhaustion or meta-perks (yes, yes. I am a support player in other games). Not nearly as annoying as those who run Background Player, with beamers and flashbangs.
Aside from that, I rarely get these kind of "annoying" survivors on my team when I play that role myself.On to the topic: I do play killer occasionally, and when I do, I often run into 4-man SWF's full of Russian teens with the sole intent of making the killer's life a living hell. These survivors will often run 4 flashlights, Background player, DS, Dead Hard and whatever perk they can utilize for gen-rushing. Two will have the role of occupying the killer as much as possible, while the other two churn out gens, left and right. This is by far the most annoying types of survivors to face against, since most of them probably has several 1000's of hours invested in the game.
In short, 4-man SWF's are the worst and most unfun survivors to face.
- Though, I love bringing out my trusty Lightborn when I see a full lobby of beamers.Another unfun type of survivor is the "run to the corner of the map and hide" type.
Not that I really care about the outcome of the match when playing killer, since you earn points so much easier as killer anyways.
-
Personally, I would love it if he got killswitched, permanently.
Realistically speaking, I think his main event should be harder to get, especially considering how easy he can down people, most notably on maps without high walls, where as a survivor, you have almost ZERO counterplay to him.
A friend of mine who rarely plays killer got the easiest 4K of her life with him. The survivors had absolutely no chance.
Trickster was always a chore to play against, but now he is unbearable, from a survivor's standpoint. -
Well, a good and detailed breakdown comment I might say.
JRM is a highly experienced player with over 8000 hours of playtime, who happens to do Youtube content, often alongside other "titans" such as Hens, SupaAlf and Ayrun.
"Wasting the killer's time" This is the block we have the most concern about. What defines proxy camp? Why is being on the hook effectively more in-game rewarding than actually playing? We like the idea of lessening the blow of "first caught, first dead" but it does seem excessive.
- Proxy-camping would be to stay within the 16 meter radius of the hooked survivor, or just outside of it, preventing the anti-camp measure from working. This does not mean that a killer who is in chase with another survivor within the radius is actively camping.
- The idea was to lessen the blow of the first player subjected to camping/tunneling, to actually GIVE them something for their trouble. As in a way to reward them for wasting the killer's time focusing on them, I think it is only fair that the affected player gets at least a portion of the points earned for doing other objectives, so that their hard-earned offering doesn't go to waste. Just my two cents, really."Bonus points awarded for shorter chases and out-smarting survivors." Define out-smarting survivors. Survivors seem to think outsmarting us is to run around the same rock 5 times…against and Artist…
- Haha, that is just survivors being silly. But actually outsmarting them, making an otherwise long chase short is what I meant about it. - More points for less time in chase.
"To also prevent excessive camping, no hook stages or points are awarded if you are within 16 meters of the hooked survivor when they reach the struggle phase after 45 seconds, or when they are sacrificed from the struggle phase." So if a survivor comes for a last second rescue and the killer, who has been patrolling and found nothin of note, thwarts it but is within 16 meters because they thwarted the rescue…they're punished?…Why?
- I probably didn't phrase it correctly, but the idea was that if a killer was actively camping the hooked survivor, as in staying inside the radius for a majority of the time the survivor was hooked during the first or second stage, then the punishment factor came into play. A better anti-camp measure if that makes sense. I was especially targeting basement-dwelling Bubbas with this in mind, since that is the definition of anti-fun. You can't outrun his chainsaw sweeps, even with basekit BT.
Its your feeling vs our feeling and our feeling says that a GOOD amount would still sweat like their lives depended on it. It would at best lessen the number but not an overtly amount. It doesn't stop those who want to stop from joining. Also on the flip side it doesn't stop those wanting to goof off (or technically piss off the people in) ranked mode. So far the best deterrent to that is the longer que times funny enough. And this is us bashing our heads on the wall but MMR doesn't have repercussions.
The idea, and the intentions are good. I believe that a quickplay feature like this would actually encourage more silly stuff, than the tryhard BS we see today. Like the hardcore tryharding we see today is a direct snowball effect that came with the introduction of SBMM, where literally everyone plays like they are at rank 1, or in a tournament with a huge jackpot at stake.
Example point: A group of casual survivor friends enters a game, only to be completely thrashed by the killer, who runs full meta build, with steam pouring out of his ears. This in turn makes the survivor team run meta builds, and genrush the living daylights out of the next casual killer who just wanted to have some silly fun. Then that killer goes full tryhard mode in the next game, and you see where this is going. It's a snowball effect. But it can also work the other way around, where players don't feel the need to play in the most sweaty way possible, since no one else is doing it, like what was the case in old DBD for the majority of players.This is a mixed bag…On the one claw we agree that some kinda reward for hitting 100 would be nice. On the other, its known that people will lobby dodge or target the p100 in lobby. And an iridescent glowing skin would probably paint a neon target on said survivor…but thats us being picky.
Well, It was just a suggestion really. But I do think that some unique reward should come with reaching P100 on a character.
-
I went more into detail about how the classic ranking system could be implemented. It is a long read, but I think it would work WAY better than the current system.
You can read my post here:@THE_Crazy_Hyena said:
Disclaimer: This will be a long post.
The current issues:
It should come to no one's surprise that the matchmaking system we have today is fundamentally flawed, where matches can wildly vary from game to game. i.e. No consistency whatsoever. Points of interest below:
- The algorithm prioritizes speed over quality, therefore being inconsistent.
- MMR is being determined by a single factor per side; Kills vs. Escapes. No incentives to do anything but the main objectives in the match, by any means necessary.
- The highest MMR group (or bracket) has a very wide span, causing players who are in the bottom-end of the group to be matched against players way beyond their own skill level.
JRM made some good points in his video, talking about matchmaking, and the aspects of ping, facing the same killer/or people over and over again, and so on.
Potential ways to fix the player experience:
Firstly: Adding a ranked mode, where players are sorted by their ranks
This is like the old matchmaking system, where players were actually ranked based on their in-game performance. Emblems earned contributed to this. This promoted varied playstyles on both sides, making matches much more enjoyable.
Having multiple factors determine the way you rank up or down is a much better way than just going off of kills or escapes.
Now, I will go more into detail about how the ranking system would work further down.Second: Add a quickplay mode without MMR brackets
This mode is just for players wishing to play a quick match, without having to worry about ranks or longer queue times. Granted, you will face completely random people of any rank, but for just a chill, no stakes mode, I have a feeling that players would not sweat their balls off, and instead just trying silly stuff, without the reprecussions of MMR.
Third: Weekly game-modes
As the title suggests, since there has been experiments with new game mode modifiers in the game, why not have a weekly game mode on a rotating basis, i.e. one week of the pitch black mode, one week of My Little Oni, one week of the upcoming random perks mode and so on, with more new modes being added down the line.
This can work well when combined with the quickplay mode, and all you have to do is to select the modifier before finding a game.Ranks. How they work, and ways to prevent de-ranking abuse:
How the ranks work.
- When starting out, you will need to play 10 placement games. At first, you start out at zero, being equal to every other player out there.
- Placements work off of the pip system. The more pips you earn (up to 2 per match), the higher your placement rank will be.
0-1 pip = Rank 20 (ash/brown)
5 pips = Rank 16 (bronze/yellow)
9 pips = Rank 12 (silver/green)
13 pips = Rank 8 (gold/purple)
17 pips = Rank 4 (Iridescent/Red)
20 pips = Rank 1
This will make it easier to place players into their respective skill brackets. - Skill brackets work in a tier of 4. Once you get placed in your skill bracket, you would rank up and down as normal, but a soft-cap on deranking would be set at one skill-bracket lower than you currently are. So for example, if you are rank 2 (red), you can not de-rank past rank 8 (purple). This needs to be in place to protect newer and less skilled players from higher ranked players looking for an easy stomp.
- Also, in order to protect lesser skilled killer players, SWF groups with a wide variety of ranks will have a biased search parameter based on the highest ranked player, and an average of the rest.
If said group consist of 1 iridescent rank (between 4 and 1), 2 green and one brown, the likely opponent would be a killer in the purple ranked bracket (between 8 and 5). - Rank resets happens on the 13th of every month. Though, this would need to be a soft reset, where players are moved down one single bracket, also to prevent higher skilled players from abusing rank reset as a way to stomp on lesser skilled players. Bloodpoint tiers are awarded based on the highest achieved rank.
Ranks 20-17 = 100k BP
Ranks 16-13 = 250k BP
Ranks 12-9 = 500k BP
Ranks 8-5 = 750k BP
Ranks 4-1 = 1M BP
Rank 1 also gets a free item or cosmetic, as an award for doing well.
How to rank up.
Survivor:
- Teamwork - How well are you able to work as a team. Bonus points towards emblems for co-operative actions, such as working on generators, altruistic healing, taking chases and/or protection hits for other survivors.
- Individual skill - This could be a culmination of a percentage between skillchecks (good vs. great vs. missed), and how well you do objectives that helps towards winning the round, such as doing totems, setting up boons, how long you can last in chases, pallet stuns, flashlight/flashbang saves and so on.
Excessive generator progression does not grant you any points. - Survival - How long you last before ending up on a hook. Did you escape or not, did you open a door, or did you escape via the hatch?
- Wasting the killer's time - If you are chased and hooked early, before any generators are done, and if you are also being proxy-camped by the killer, you will earn points that your teammates get, whether it being generator progress, healing or cleansing totems. This also applies if you are immediately being chased upon being saved from the hook. This will lessen the impact of being the first person hooked, or being the victim of tunneling, since you were being beneficial for the team's success. - Extra points awarded after the match ends for every other survivor you helped escape. - This will also feel more rewarding, especially if you were tunneled out after bringing a hard-earned Bloody Party Streamer.
Killer:
- Chases - How good are you at ending chases with survivors. Bonus points awarded for shorter chases and out-smarting survivors.
- Power usage - How well can you utilize the killer's power to secure takedowns, or injure survivors. - Bonus points, and higher amounts are given for securing takedowns with weaker killer powers - This could work as an incentive to use lesser used killers, such as the Trapper.
- Pressure - How good you are at applying pressure on the survivors, i.e. patrolling generators, regressing progress and interrupting actions. - The longer you can prevent the first generator to be finished, the more points awarded, with diminishing returns awarded for each subsequent generator finished. - This is a measure to prevent games being held hostage by 3-genning.
- Hook stages - How many hook stages you get throughout the match. 6 or more grants more points. You gain much less points for hooking the same survivor twice in a row. This is one measure to prevent excessive tunneling. If you get 8 hook stages, and even if all the survivors escaped, you still get a fair amount of points in this category. If you also did well in the other categories, this could prevent a de-rank and even earn you a pip. - Massive bonus points awarded for sacrificing/killing survivors after 8 hook stages.
To also prevent excessive camping, no hook stages or points are awarded if you are within 16 meters of the hooked survivor when they reach the struggle phase after 45 seconds, or when they are sacrificed from the struggle phase. - To prevent survivors abusing this mechanic, escape attempts during the first stage, or letting go during the struggle phase will automatically award the killer with hook stages and points, regardless of distance.
Server-side improvements, implementing more choices, and matchmaking quality.
As JRM pointed out in his video, on how to improve the server-side of things.
- Matchmaking should prioritize the best ping available.
- Hit validation should also be based on ping. If your connection is good, you should not be punished for it.
- Give players the ability to select regions, instead of automatically assigning players to the "best" region closest to them.
- More servers in general, but have it so that regions will have a main "pool" to matchmake from, if that makes sense, and the server chosen is based upon the players location with the best possible average ping within the selected server region.
- Give players "protection" from facing the same killer twice in a row, and disable map offerings if it sends players to the same realm twice in a row. This will greatly improve the quality of the matches, since no back to back matches will be the exact same.
Quickplay, the random game modes and general improvements that could be done.
- Quickplay is unranked, and does not have any pips in the end-game lobby. This is just a chill mode where players of any rank could face off against one another, without the fear of losing pips or anything.
A dynamic point system could be implemented to help players of lesser skill gain more bloodpoints from playing, if they were to be matched up against someone of much greater skill. A fresh player queueing for quickplay could earn 4x bloodpoints for instance if they matched against someone who was in the red ranks. The inverse would be true for higher ranked players, where a deduction in points would be present, if they were to completely stomp the new player. Since most players play the game to unlock and prestige up their characters, it would be fair to new players if they got more in the beginning to help them get going. - Random rotating game modes on a weekly basis could work well. One example being Overwatch 2, where the "arcade" section has rotating game modes that change daily, as well as limited time modes. League of Legends has a similar feature as well, but these modes are up for around 4 weeks, or every two patches, with a pause in between.
- Per now, we have had two "modifiers" in DBD, with a third one on the way. This could be a good starting point for a more permanent feature with a rotating game modifier, that could be selected in the quickplay mode.
- Light's Out
- My Little Oni
- Perk Randomizer.
- Plus any future modes that the devs has planned. - For general improvements, I would highly suggest adding rewards to players who prestiges a character all the way to P100. The most accepted award would be a special character skin, akin to the legacy skins, but with an iridescent glow to it. There should definitely be rewards for putting so much time and effort into a single character. Maybe as a permanent reward for spending so much time, using a P100 character could also increase the bloodpoint gains by a moderate amount (50% or so).
-
Overall, I liked the new store page. Granted, some kinks could be sorted out, like others have mentioned, but it was by far a step in the right direction.
-
@Peanits said:
If you're okay with it, please let us know which platform you play on and (if on PC) what the specs of your system are. This update shouldn't have an impact on performance, but we'd be happy to take a closer look.
I've had this issue as well. It seems like a server-side issue to me.
System specs below.
CPU: AMD Ryzen 9 3900X
GPU: Nvidia GeForce GTX 1080 Ti
Memory: 32 GB
Game drive: Samsung SSD 860 Evo 1TB
Internet connection: 1000/1000 Mbps - Hard-wired.Game was playing smooth and fine before Patch 7.7.0
No doubt there is a server-side issue, as the game stutters for about half to one second at a time. It feels just as if you are playing on an unstable wireless internet connection. -
@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705777#Comment_3705777
Jumpscare Myers is fun, but it quickly becomes stale when every Myer's you face after the first two are perma tier-one jumpscare Myers. Even more so when they just Insidious camp in the middle of a 3-gen, then dare to act offended when you break said 3-gen by slugging and bleeding everyone out.
Of course, there has to be someone abusing it. Though on indoor maps, it is really fun to play this build
-
@MaTtRoSiTy said:
"Fun" is so subjective and while I may not love all of these killers you listed, to me many of these either don't bother me or are kinda fun.
I personally despise Trickster, Twins, Knight, SM and Chucky with Plague and Pinhead being annoying but just bearable.
If I could possibly dodge these killers and wait an extra 10 minutes in queue I would do so but I cant objectively say they are 'unfun' (okay maybe SM and Knight are) as these are just my personal opinions.
On the topic of fun, I find Scratched Mirror Myers being one of the most fun killer builds to both play and verse. I genuinely wish that BHVR went back to the more scary roots of DBD, and brought some genuine tension back into the game.
Jumpscares are incredibly fun.
-
I wouldn't call a harmless re-skin of the player's model a cheat, since it is just a cosmetic (and funny looking) mod. Fixing gens as a tiny killer would actually look really funny.
But other mods, that actually gives the player an advantage over others should definitely be frowned upon.
-
I was playing with some friends of mine who had been playing for about a year back then. I got the game around the halloween event in 2018, not long after the release of Spirit.
I don't remember the first killer i faced all that well, but I am pretty sure it was either Trapper or Hag.The map was Coldwind Farm, I think it was the cowshed, and I remember blowing up several gens 😅
First survivor I played was probably Meg, since I got recommended starting with her. -
WOOOHOOO!
Randomizer mode is something I have been asking for, for a long time.
No meta, just random and possibly way more fun than regular play -
@solidhex said:
I completely stopped playing in December 2023, but i already stopped playing on a daily basis somewhere in autumn 2023.
Mostly because i started to dislike the DBD-feeling (the feeling of being powerless and getting treated unfairly, only to switch sides and repeat the cycle again) and generally it just felt not fun anymore, the old coziness was gone after the introduction of MMR, new maps and new killers. The balance just didn't felt right anymore (you needed a good surv team to have a chance of winning against a mid killer, but i regularly stomped teams when i played sweaty as killer).
And the most efficient playstyle for each side (which was becoming the norm thanks to numerous tutorials and guides and lastly, MMR) is just unfun.
But, another big reason is the constant pressure of rifts and keeping myself up-to-date with the new content, balance changes etc. Once you're out of this loop it's hard to get motivated to come back because of all the stuff you've missed and all the work you have to put into it, it's like a streak that has ended. The game also got way too complex to just play it casually for 2 matches once a week. I mean surely i could just play my old loadouts and killers but it wouldn't be fun if i don't really know whats going on with that new killer power/add on or when things just don't work like they used too. And i'm too lazy to work through all the patch notes only to be frustrated anyway.The reason why i'm still here once a month is nostalgy and the small hope that things have been drastically changed to the better.
I have not been actively playing since last summer. Patch 6.7.0 was the true downfall of survivor.
I know where you are coming from with your statement, and as someone who play survivor around 70% of the time spent in the game, I know the struggle (pun not intended). And like you said, the old "coziness" got taken out after SBMM got introduced, and the game has went downhill since then.
Don't get me wrong, but if you want to have fun in the game nowadays, the only option is to play killer.To answer the main question: I probably play once a week or so, maybe one or two games, depending on how much I want to be tunneled, or camped by a lame-ass Bubba player.
If I have friends playing, I will sometimes join as well, since playing solo survivor is just painful in its current state. -
I think there could be a way to balance SWF (especially 4-man).
Since a full team of Survivors, with no randoms would likely be on voice with eachother, two options would be good here:
A: Have a voice-chat feature, so that randoms can communicate with eachother. This is a great QoL for SoloQ and duo SWF's. If you take a gander at escape rates, solos, 2-man and 3-man SWF's have about a 5% lower chance of escaping the killer compared to a full 4-man SWF.
B: A more drastic limitation for action speeds of 4-man SWF groups. Let's say a 10% penalty on repair/healing/sabo/cleansing and such. It would definitely slow down co-ordinated teams a bit, and make the game a little easier on the killer.