TheWheelOfCheese
TheWheelOfCheese
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@Aven_Fallen said:
I mean, it is rumored that the next MIdchapter-Patch will contain a few Perk-Changes. It is not unlikely that this will also affect Call of Brine and/or Overcharge, so it might be possible that the popularity of Nowhere to Hide will go down again. It could also be possible that they remove the 2 extra seconds of Lethal Pursuer which they added with the latest Perk-Changes (something which was not even needed IMO).
But I would say that if they go after Call of Brine and/or Overcharge, it should be more than fine. But I can also imagine them nerfing Lethal Pursuer to the pre-6.1.0-state. Nowhere to Hide overall is a good and healthy Perk IMO.
And aside from that - well, you say it... a very specific Killers. Thats the Dev for you, giving Nurse just another slap on the wrist and what a surprise - she is still broken. Yay.
If they are nerfing CoB they need to revert the Pop nerf from 6.1.0 then, because at that point the only regression worth running will be Pain Res (and Jolt, but that doesn't work on Nurse anymore).
Pop was one of the healthiest perks in the game as you needed to hook to get value (you can't use it solely to 3-gen because you have to take and win chases to use it) plus you had to go kick a gen (disincentivizing camping). It doesn't help with tunneling, but it actively discourages the other 2 out of the 3 most hated killer tactics.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374469#Comment_3374469
Oh boy, a meta shake up every 3 months ... with a company that balances it's game also only every 3 months? 😂😂😂
Other live service pvp games have 6-12 month seasons before a shake up but also biweekly balancing.
This would never work with DBD in it's current form and the current methods the devs have used.
It was already a miracle that skull merchants release didn't break something else like it happened with the last 5-10 killers.
Oh, absolutely, I have zero faith that BHVR could actually pull it off.
But it's what is needed.
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As others have said, Lethal Pursuer is good at the start. You want to look for a group of survivors who all run to the same gen and head there -- pushing 2-3 survivors off of a gen at the same time is efficient. If you can hit one pretty quickly, head back to the gen because the odds are someone else jumped back on it. If you hit them, too, now you're keeping multiple people busy at the same time.
Discordance can also help with this. You should almost always prioritize gens with multiple survivors on it for the above reason. Pushing 2 survivors off of a gen in one trip is better than pushing one survivor off in one trip.
Slowdown doesn't have to be gen regression. Every second you keep a survivor from being on a generator is just as good as a second of regressing a generator. As an example, consider running A Nurse's Calling with Sloppy Butcher. Not only do heals take longer, if you can catch someone healing and interrupt them, the mangled effect from Sloppy will waste all the time they put into that heal, even if you don't ultimately down them. That's time they have to spend healing again, which is time spent not doing gens.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374673#Comment_3374673
I dont recall this at all. The last mass DCing was before the 6.1.0 update and it was because of the Thana-Legion games. People were leaving because no one wanted long games. Same situation as SM.
Oh, no, my friend, there was a huge rash of DCing following 6.1.0 as survivors' favorite shiny toy (DH) was ostensibly nerfed into oblivion. It stopped once they figured out that, not only is DH still viable, it is actually better post-update when you use it and successfully tank a hit. The month or so after 6.1.0 it was nigh impossible to get a game where everyone stayed in and played it out until the end.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374513#Comment_3374513
This isn't an absolute. Otherwise tunnelling would occur in EVERY game, and every killer would always tunnel, no questions. Tunnelling isn't fun for the killer, so there's already incentives to not tunnel, in that the game is more enjoyable when you don't. This isn't a transaction, it's a game.
There are already many perks that incentivise not tunnelling, such as Make Your Choice, Gift of Pain, Thanatophobia, etc. and on the right killers, these can be decent perks. So more like this, particularly if they're powerful enough to be meta, would reduce the amount of tunnelling.
Old BBQ reduced tunnelling, as evidence by the sudden surge in tunnelling after 6.1 gutted it. Many killers cite the fact that spreading out hooks and getting 4 BBQ stacks acted as a secondary objective that they didn't mind losing the 4K in order to complete.
You don't need ONE incentive that trumps tunnelling completely. You just need enough individual reasons not to tunnel. No individual incentive needs to be "at least" as beneficial as not tunnelling. At all. So ultimately your argument and metaphor amount to the equivalent of "you can't cure cancer, so why bother treating the symptoms" or "climate change has already begun, so there's no point using clean energy"
It's very hard to say since the game has changed a lot since BBQ was nerfed. It is a leap to suggest that an increase in tunneling since is solely due to removal of things like BBQ stacks and has nothing to do with the way the meta shifted from everything else in 6.1.0.
Things like the DH and OTR changes combined with basekit BT makes tunneling off hook that much more impactful because not doing so means you probably will have to deal with DH and/or OTR on that survivor later. Hitting off hook disabling these perks is a very strong incentive to tunnel. (Ironic, yet again, that changes intended to help defend against tunneling only made it that much better of a strategic choice.)
Having said that, yes, certain things may incentivize some killers not to tunnel, but I would daresay the majority of those who do are not going to be swayed by minor incentives. It's the "win at all costs even if it's not fun" mindset that feeds into the epidemic of tunneling, and telling the killers in that mindset "hey, if you do this thing you still won't win, but you'll lose by a bit less than if you didn't tunnel and also didn't do this thing" isn't going to sway them.
There are already many perks that incentivise not tunnelling, such as Make Your Choice, Gift of Pain, Thanatophobia, etc. and on the right killers, these can be decent perks. So more like this, particularly if they're powerful enough to be meta, would reduce the amount of tunnelling.
Sure. They reduce tunneling by making not tunneling very close in power to tunneling. This is making my point, not disproving it.
You still have to voluntarily equip them, though. Maybe if you make those three perks basekit, it would move the needle.
Maybe.
So ultimately your argument and metaphor amount to the equivalent of "you can't cure cancer, so why bother treating the symptoms" or "climate change has already begun, so there's no point using clean energy"
You'd only draw those comparisons if you don't understand what I said.
I never said don't try. I'm saying don't expect killers who relentlessly tunnel to accept a not-as-bad-loss in exchange for a win. Maybe some will, but I think most won't. This is not an argument not to try; it's a caution to manage your expectations and to get people thinking along the right track when proposing incentives.
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I've said this before and I'm not replying to anyone directly here, but it's something you need to keep in mind when discussing changes to incentivize not tunneling:
Whatever incentive you give killers not to tunnel someone out has to be at least impactful as eliminating a survivor from the match. If it's not, it's not a strong enough incentive.
The metaphor I've used before is that if there are no repercussions for stealing $10 from you, offering someone $5 not to steal $10 from you isn't going to work. They're just going to steal the $10.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374471#Comment_3374471
Yeah, they overwrite hexes. But survivors would just cleanse it before. They even take double the time if they bless the hexes.
The only hex boons nerf is Pentimento, but Pento wasn't in the game before boons.
Literally the only thing that happened is that survivors got incentives to look for totems. But this would happen with any perk that bhvr would release that incentives survivors to look for totems, it isn't really a boon thing.
Literally the only thing that happened is that survivors got incentives to look for totems.
Yes. Exactly.
Before the only real reasons to look for hexes were:
- You're running Inner Strength.
- You are doing a tome challenge.
- You know the killer has an active hex.
- You are anticipating NOED.
These were all rather situational and are collectively overshadowed by arguably one of the stronger survivor perks in the game (CoH) that requires a totem to work.
But this would happen with any perk that bhvr would release that incentives survivors to look for totems, it isn't really a boon thing.
The argument was never "boons are the only thing that make survivors look for totems." The argument is that boons are the most consistent thing that makes survivors look for totems -- particularly because of how prevalent CoH is, there's almost always at least one person actively looking for totems in matches now, compared to before boons.
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@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374390#Comment_3374390
What do you mean by boons destroying Hexes? I don't understand.
Made survivors memorize totem spawns or made survivors look for totems more? Is that the issue?
Because, i don't see how boons counter hexes, if anything it is the opposite. Since hexes slowdown blessing speeds or remove boon placements.
Yes, survivors with boons are seeking out totems to bless.
Boons can overwrite hexes but hexes cannot overwrite boons (with the singular exception of Pentimento when also running Shattered Hope).
Hexes used to be moderately reliable until the Mikaela chapter. Since then, they've been way less reliable.
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I honestly doubt this is very much due to the current mechanics of the game and more that this game has been out for nearly 7 years and everyone at the higher end of play is trying to play optimally.
This isn't a unique phenomenon to DBD; all games become stale when the players optimize, because often there is only one optimal way to play. This makes every match identical.
The solution is to frustrate the optimization process by constantly changing the tools and mechanics that emerge as the most optimal.
BHVR doesn't seem interested in doing this, though. The only significant perk shake-up they had (6.1.0) displaced a few meta perks permanently (pop, ruin, etc.) but others only temporarily (e.g. DH was absent from most matches until survivors realized it was still broken and now we're back to 3-4 a match). This shake-up was successful in the short term but it wasn't followed up quickly enough with another shake-up when the new meta became apparent.
There needs to be a shake-up probably every 3 months at a minimum or the game becomes stale.
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No.
Hell, no.
At a time when games can last under 5 minutes because gens get completed so fast, the last thing we need is a perk that prevents the killer from slowing the game down.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373804#Comment_3373804
Killers can win and play normal. Whats with people thinking everythings set in stone?
It's the people who have to play that way to win who say things like that. The rest of us are doing just fine.
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She's not an area denial killer, though. The drones do exactly nothing unless you are nearby. If you take a chase and someone becomes exposed across the map, how does this benefit you at all? The only real utility her power has is to force survivors to leave loops, which isn't a unique thing.
To say her power is weak is an incredible understatement.
She may as well not have a power.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363396#Comment_3363396
Yes that's how it currently works, but that's the issue Tsulan was getting at, that one instant kill isn't necessarily equivalent to 3 hooks. It could be the result of camping or survivors leaving their team mates to die on first hook as well.
I think it's more equivalent to 3 hooks than it's not.
PH requires the survivor already being at stage 2 (and being tormented on top of that), so it's not really any different from a standard mori.
Onryo condemned requires an absolutely insane amount of work in a specific play style, to the point where it probably takes as long as 3-hooking anyway.
Myers tombstone requires stalking everyone almost completely. Like Onryo, it's a significant time investment and good survivors will win against it easily.
I don't think it's unreasonable at all to consider the killed survivor having been hooked 3 times for any of these mechanics.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363311#Comment_3363311
While looking at a hook-to-kill ratio could potentially be a better metric, it falls apart on killers that can bypass hooks.
Myers, Pyramid Head and particularly Onryo.
Scoring condemned mori's instead of 3 hooks is not failing, you're stilling winning the game.
Surely they could just consider a kill to grant whatever hook states remain on that survivor, just like the HUD does.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363212#Comment_3363212
Eruption has never 'rewarded the killer for playing well', it simply rewards you for playing the game.
There might be an argument for 'playing well' if Eruption expired on a timer, so you were forced to earn a down within so many seconds of the gen kick. At least then you would have to close out chases relatively quickly.
But as it is, Eruption is infinite duration, so you can play like a complete potato and get both hits on a survivor only with the help of bloodlust 3 and it still procs.
You don't even have to pick a specific survivor (like obsession perks) or down them in proximity to the gen. You can just follow whatever moves in front of you and eat pallets until eventually you win the chase by brute force. You *can* win by mind games and skill, but the perk works whether you win by skill or by bloodlust training wheels.
This isn't a perk that rewards 'playing well' or any kind of strategy.
Now do DH and pressing E!
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363252#Comment_3363252
If countering DH was really as simple as people made it out to be, tournament-level Killers getting hit by it would be a rare celestial event that you'd be shocked to see, not a routine occurrence that happens twice a match on average, even when there's just one Dead Hard on the entire team.
"Just wait it out" is not remotely difficult. Waiting requires no precise inputs, no aiming, no fake-outs.
So why do tournament-level Killers swing into Dead Hard? Because countering DH is nowhere near as simple as that.
The "wait it out" argument has been disproven so many times, it's absolutely incredible to see so many people still using it and thinking they sound smart.
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@Peanits said:
On average, you'll pip up more than you'll lose a pip. And more importantly, both you AND your opponent can pip up at the same time. This is totally fine for a reward system like emblems/grades, but it's very bad when it comes to matchmaking. It makes it so over the course of a month, pretty much anybody who plays enough with end up in or near the highest bracket, more or less pairing anyone against anyone. This was pretty much exactly what happened under the old ranking system: Just before rank reset, matchmaking was all over the place since everyone was so close together.
The emblem system also isn't a good indicator of how skilled you are since it doesn't take your opponents skill into consideration. For instance, if you are a low MMR player playing against other low MMR players, you can still have a match where you pip or even double pip. But that doesn't suddenly make you as good as a high MMR player who does that same. You did well in that match with other similarly low MMR people, but you wouldn't do as well in a match with amazing players.
That's why we keep these systems separate. Emblems are purely a monthly ladder that you can climb for rewards (whether you're brand new to the game or an absolutely legend), and MMR is there purely to make sure you'll win about half of your matches. Mixing the two would either make it difficult to get your rewards- unless you're absolutely amazing at the game- or have a seriously negative effect on matchmaking.
It makes it so over the course of a month, pretty much anybody who plays enough with end up in or near the highest bracket, more or less pairing anyone against anyone.
And the soft cap doesn't do this? My matches are still all over the place.
Maybe it works well below the soft cap, but the situation doesn't seem that different above the soft cap.
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@TeabaggingGhostface said:
I think killers should be incentivised to not tunnel, instead of being punished for tunnelling
Imagine if there was a basekit feature that meant survivors got punished for doing gens too quickly, the survivor community would be up in arms
The trick is that in order to make tunneling less attractive, whatever reward you give for not doing so has to be more impactful than tunneling on the game's outcome. Removing one player from the game is a big deal, so the incentive to not tunnel needs to be at least as advantageous to the killer as removing a player from the game. Otherwise it won't make any difference. And if BHVR did something that had that much of an impact on the game, there would be a lot of outcry about how they buffed killer massively.
If it's not as impactful as tunneling, killers who tunnel right now will just ignore it and tunnel anyway after the incentive. It would be like saying "to stop you from doing a thing that gives you $10, we will give you $5 if you do a different thing." It doesn't take much thought to see why that's not going to work.
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3349511#Comment_3349511
That's still leagues above what the base version of the game has.
Not arguing that at all. Survivors being able to see each others' perks is something that should have been in DBD proper from the beginning. I'm just pointing out that killers still can't see survivor perks on mobile.
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@LiveBritishReaction said:
I think this moreso lies with an issue I've taken up with this game for a while now, and that is the fact that the game just does not tell you anything about what anyone else in your match is running. You have no idea what someone has in their build until you see them use it.
Matches can be won or lost because someone didn't anticipate someone to bring one out of well over a hundred perks. Lose because you didn't anticipate the one person you decided to slug would have Unbreakable. Lose because the totem you thought was Crowd Control was actually Haunted Grounds and your teammate DC'ed because they got instadowned as soon as it popped. Lose a vital chase because someone across the map activates Floods of Rage and the guy you're chasing has Distortion and his scratch marks disappear (yes, this one has actually happened to me). Go down immediately because you had no way of knowing the killer was running the Endfury-Hubris combo. Get grabbed by a Wesker because you positioned yourself around his dash not expecting him to have Golden Egg. Never get any value out of your healing build because you didn't assume that the killer was going to be Plague. Didn't get Solidarity value because your teammates don't know you have it and insist on healing you first. Lose out on Second Wind because the killer thinks it's Deliverance and sees it as an opportunity to tunnel. Teammates crowd around a boon thinking it's Circle of Healing but all go down because they didn't know you were doing adept Yoichi.
The sheer lack of information this game gives you is ridiculous and, frankly, a terrible design choice. It's this design choice that breeds scenarios like this, where you wait for entire seconds for a Dead Hard that they're not running. This happened a lot back when DSUB was meta, too, and it's going to happen some more after the Skull Merchant patch because "Oh, I need to tunnel this guy out, what if he has Blood Rush?"
DBD Mobile rectifies this. You can see all the perks all the survivors are running in the lobby loading screen, full on League of Legends style. Why doesn't the PC/console version of the game have this? Why do the devs outright design so many perks like Haunted Grounds that bank on this hideous lack of information, doubling down on this horrid design choice? Something seriously needs to be done about it. It's done far more harm than good for the game's health. Waiting ten years for a Dead Hard against someone who's not running Dead Hard is just the least of it.
DBD Mobile rectifies this. You can see all the perks all the survivors are running in the lobby loading screen,
Only if you are also a survivor. Killers don't see the survivors' perk loadout. Interestingly, they can see how many perks each survivor has, whether they are brought an item and (if so) how many add-ons it has, but not specifically what any of those are.
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@Mooks said:
I mean.. the PTB is there so they can make changes based on feedback, so I don’t see how announcing changes would be taking the L? Though they shouldn’t just make changes based on the initial reactions which is all we got now. Let people play, get used to the chars and the lower.
The amount of times they've released a PTB and changed absolutely nothing despite glaring flaws being pointed out makes me pretty convinced that the point of chapter PTBs isn't to gather feedback but to have the community do QA for them and to build hype for the release.
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My main complaint about DH, aside from it feeling annoying to play against, is that it creates the same problem as Eruption currently does on the survivor side. I'm not comparing the strength of the perks, only that they both "infect" the game simply by being in the game, regardless of whether they are actually equipped:
You have to assume they're in play until you know they're not.
This means sniffing survivors' butts to bait it out in case they might have it. The same way you have to "play around Eruption" until you know the killer doesn't have it.
The fact that both of these perks force boring and silly counterplay in anticipation of them possibly being in play is really unfun and gets old quickly.
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The idea has some merit but I don't think it would feel very good to play as killer. The only thing you'd see consistently are 0k's, 1k's, and 4k's. I like that the current state of the game has a middle of the road 2k that feels like a tie.
I feel like it would also strongly disincentivize altruism plays in the endgame, as a misplay could result in everyone dying, even those who didn't misplay. Simply being in the trial when someone else goofs shouldn't result in you suddenly dying.
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It's fun when I'm playing a killer that I'm good at and that can compete against coordinated groups.
After 6.1.0 I spent a lot more time playing killers other than my main (Nurse) because it was finally viable again, with the meta shakeup and basekit buffs to attack cooldown + kicking.
Now that survivors have figured out the changes we're back to effectively the same second chance + healing meta we had before, just with some perks changed out for others. C-D tier killer fun time is over. The upcoming nerfs are going to be the nail in the coffin for weaker killers, so people are slowly going to see a lot more of the stronger killers than they did before.
This from the "be careful what you wish for" department.
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It would create tons of problems.
People using it to farm achievements / challenges.
Having one friend be a "mole" in pub matches to sandbag the other players and give away their location.
It would not work. At all.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344819#Comment_3344819
that would count as abusing the report system, which can get you banned
If that's what it takes to send them the message. Nothing else has worked.
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Honestly, the best advice I have is just to report people for anything like that, whether or not it's technically against the rules. Clog up the report system until the devs actually address the problem. If you don't make it inconvenient for the devs to deal with, they have literally no incentive to even spend one ounce of their energy trying to address the problematic players they have created by their apathy.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340175#Comment_3340175
DBD makes a lot of money.
You would have thought the management would have said hey let's do a system reboot of DBD with fresh code rewrites of everything. You get a built in replay system that shows the speeds during the replay of everyone doing everything. It would eliminate cheating instantly other than things like wallhack aura vision. And then we can use behavior visual analysis to flag people who are likely cheaters using wall vision.
If the devs were really clever they could have the game come out in chunks. They could have the "oldschool" block that just has every killer from the first year. You get the original maps and those killers all fixed and updated with current mechanics. In a sense this would be like some kind of "DBD throwback". Unlike the 2016 launch of the game we would have stopguards for cheese such as fast/slow/medium vaults and entity window blocking.
It would take a lot of effort but it would keep people wanting to play the game to know that a new horizon was coming for DBD.
As a developer who owns part of a software company, I totally agree with the sentiment of rewriting old code to pay down technical debt. This is something I push for when possible.
But the cold reality is that doing this doesn't make money. It can save money in the long run, but there has to be a really compelling reason and if you can't make the case as a business owner then it won't happen.
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@EvilBarney666 said:
The talk has always been, buff solos up to swf levels and then buff killers. Well, now solo has alot more info and its made swf even stronger.
I hope the devs are just waiting for data to come in after the change and they will buff killers accordingly.
I feel they want to favor the survivors as it makes them more money. At this point it's a wait and see. Killer atm is rough. The game is too random to think you can win everytime. I just think some killers suffer more than others.
Remember, win and lose with dignity
If my games are anything to go by, the recent HUD change didn't do much. Except now I know I'm the only one working on a gen for over 30 seconds while someone else is being chased.
I've always said the HUD changes won't do much for solos because you can't give bad survivors more information and expect them to stop being bad. It only helps if the survivors are good, but lack information, which was never the case for the overwhelming majority of players.
This change didn't close the gap between solos and SWF; it widened it.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344634#Comment_3344634
Eh I think it's fine, it helps with three geners. You don't want to chase fine I'll heal and be right back on that gen
Self-care fills that need and isn't a free perk for 3 out of the 4 survivors.
3-gens being too strong right now doesn't mean CoH isn't also too strong.
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Coh is fine the only boon that doesn't need a change
Stopped reading here. There's no way the rest of the suggestions could possibly be good if you actually think this.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341634#Comment_3341634
And when the event is finished, oopsie woopsie, you have a bunch of useless offerings
Oh no! Anyway...
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@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339981#Comment_3339981
Yeah, and then you'll buy two hundred more of them for every hundred that you use next Chinese New Year's.
I'm kinda with the OP on this. We should be able to trade them in for 5K bloodpoints apiece or something. We'll never actually use them all.
They don't even cost 5K to buy in the web. Aren't they closer to 2K?
@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340563#Comment_3340563
Screw the people who didn't play during the actual event days too, right?
There is no "win"
There is plenty of win. You still got a ton of extra BP during the event.
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@Rudjohns said:
They need to remove even offerings from the bloodweb 24h before the end of the event
Yeah, screw the people who didn't play until the last day of the event. The plebs.
There's a lot of issues in DBD that need fixing, but this ain't it.
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If you actually used the offerings during the event, I'm sure you earned way more extra BP than you spent on the offerings. People are forgetting that.
Yeah, having the extra items around is kind of pointless and feels wasteful. But you all made out like bandits with extra BP during the event.
This just seems like a weird thing to complain about. "We have a bunch of extra useless stuff we spent a fraction of the bonus BP on, we want BP back from that."
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I just want a different button for "pick up" vs "vault or break pallet."
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@Unimatrix00 said:
In my opinion, they should nerf boons so that the totem is destroyed when the killer snuffs it. Make it just as useful or useless as killer hexes.
That's what the perk Shattered Hope does.
Of course, it's a weak perk that's a total waste of a slot if the survivors don't bring any boons.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339855#Comment_3339855
At times it shouldn't, does the Entity still speak little nothings in your ear?
I don't recall, I stopped using it after 6.5.0 came out.
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@GolbezGarlandGabrant said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339847#Comment_3339847
What's wrong with Whispers? Was actually going to try using it.
It's been broken since 6.5.0. Basically it just randomly does the wrong thing: lights up when it shouldn't, doesn't light up when it should, turns off when it shouldn't, doesn't turn off when it should. It's unpredictably broken as to be completely useless as you can't trust the information it gives you.
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Still no fix for Whispers... *sigh*
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339186#Comment_3339186
Very loosely as balancing exclusively for the top is a great way to kill any game that's not an esport. It doesn't matter if it shows your opponent's MMR for discouraging discussion because the second it becomes possible to screenshot your MMR and post it on a forum it will be used to discourage discussion.
"It might be abused in discussions" is not a good reason not to let players know how they rank or how piss-poor of a job matchmaking does.
You also say that like the discussions here really impact development in any meaningful way; there's very little direct feedback that the devs appear to use when making decisions about the game. It's mostly just the community (myself included) collectively pissing in the wind.
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DH is not hard to counter, it's just obnoxious.
Just because DH exists, you have to preemptively wait and bait it out even when the survivor doesn't have it. I hate the way DH "infects" the game this way, the same way I hate that you have to preemptively let go when you are on a kicked gen just because Eruption exists.
Both are super-unhealthy perks in the sense that they drastically change the way the game is played (at least for the first few minutes) even when nobody has them equipped.
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In solo queue, Pinhead. There's always a Meghead that beelines for the box and goes down with it.
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@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338982#Comment_3338982
But we do have that right now in the form of anonymous mode made to protect streamers from possible hackers harassment but now players assume of they are on Anonymous Mode they have to be hacking or will greif during the match.
As many said knowing your own MMR would cause huge egos....people would post thier MMR on the forums to "validate" thier arguments and anyone who has low MMR or refuses to share thier MMR would be ignor d by said person because of their own ego. Heck you can see that right now with people who say "I'm high MMR...." And then will ignore many peoples thoughts and opinions because of said assumptions.
So the forum rules could be amended to prohibit posting one's own rating except in discussions where it's explicitly about matchmaking/MMR.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339129#Comment_3339129
I disagree based on my experiences with WoW arenas from a few years ago. More meta slaving, less fun and the 2200s can't contribute because the 2400's think they're trash, the 2000s shouldn't have an opinion because the 2200s think they're trash, and the 1800s shouldn't speak since they're obviously trash even though their rating was better than 80% of the playerbase involved in arenas.
Forget that noise, if you play DbD you have the right to an opinion and all players should be considered by the devs.
You have the right to an opinion but the value of your opinion on things like game balance definitely should be at least loosely related to your skill level.
Anyway, DBD doesn't necessarily need to show the rating of your opponents/teammates (at least until after the match, if at all).
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339170#Comment_3339170
I don't know anything about their community.
Consider yourself lucky...
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@Blueberry said:
Based on what I've seen..
If it's original, I expect the vampire/vlad the impaler chapter.
If it's licensed, I expect FNAF.
I do think it being an original chapter is most likely though.
I really hope it's not FNAF. We don't need that community's behavior over here. Our community is bad enough already.
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It will return next year. They've had an annual Lunar New Year event with this exact same offering every year since 2018. There's no reason to believe 2023 will be the last year you can use the envelopes.
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@thrawn3054 said:
I really wish things like that just got taken when the events end and you get the BP for them.
Same. There will be more in webs next year, there's no reason to stockpile really.
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@AetherBytes said:
This isn't fair at all when you take into consideration that (on average) there are 4 survivors to every killer, so of course the vote would skew in their favor.
Prepare for no killers to play for this period.
I dunno.
Lately I've been trying to play the whole roster for variety, but if The Game has higher odds then I might just stick to my main bae Nurse during the event. The vote cuts both ways.