TimberGoingDown
TimberGoingDown
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954435#Comment_3954435
Oh, you mean those placebo solutions that do nothing to mitigate the issue? Or are you talking about the features they claim are coming but refuse to even talk about that will likely just be placebo BS too? F-off, Survivor has never been worse than it is now. Killers are overpowered, maps are crap, toxic Killer strategies are being encouraged by the developers while Survivors are being punished each patch - you clearly don't play Survivor if you think it's easy now.
I do play survivor some about 20% of the time. It's easier now than it was when I started, by far.
They'll release a dev blog explaining the new features here in a couple of weeks. Patience is a virtue.
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@Contrationer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953976#Comment_3953976
You straight up don't have any knowledge about the game, dont even know what this post is about and don't even know what your trying to convince someone on. Plus how do you know if im high MMR or not? Look at my stats if you want, will be surprised:
https://us.v-cdn.net/6030815/uploads/1V5I6UN8QJ3U/image.png
I have 400h in the game and im winning more than the average.
A whole 400 hours?
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@kit_mason said:
I haven't noticed a difference in overall game length, the difference seemingly is just that survivors are doubling or tripling earlygame gens which is less progress than it was before, it just feels like more because the number in the bottom left is lower.
It's understandable to get mindgamed by that number being lower but I think it's best to recognize when a gen's been doubled and know it means you're still at an advantage because the other gens are low.
Nah, man. My games are over in about 5-6 minutes either way. I either tunnel someone out and snowball into a win or gens get done.
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@kosaba11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954408#Comment_3954408
There is a 0% chance any future events will be better. BHVR has made it clear they don't care about Survivors, and that's shown in literally every event. All future events are going to do is the same crap happening now - Survivors get useless crap to work with while Killers get their hands held.
That's why they're releasing Anti-tunnel, anti-camp, anti-slug? And why they've added a bunch of information to the HUD? Survivor has literally never been easier.
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@xGodSendDeath said:
All they're looking at is trying to make this killer fun to play against so that means she's going to completely suck
Exactly. Survivors don't find good killers "fun to play against."
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This isn't a "slug for the 4k."
Look at the hook stages. You have two survivors on the ground, neither has been hooked. Either or both could have DS. The only survivor left standing is on death hook. We don't have any idea how much progress is on the last two gens.
The smart play is to slug the other two and go for the Lara. Down and hook her, and you win the game. If you start hooking now, then the other survivors can reset and possibly win the game. Not to mention a well-timed DS could do the same. Slugging it out and getting Lara out of the game is the best play and guarantees the win.
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You're not crazy. I had a Leon in a match a few games ago who literally did nothing all match. He kind of ran around in weird circles.
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This event is driving killers away, too. Something's changed, and my matches for the last week or so have been absolutely bonkers. Gens are flying way too fast
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@Zuiphrode said:
So it would basically… just do nothing?
Literally the entire reason it exists is to prolong EGC. Your suggestion makes no sense.
This also literally isn't even a strong perk in the first place.I think they mean it would still work when gens get finished, but it wouldn't work after hatch gets closed.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953778#Comment_3953778
Yep, I do need to remember to do this more often.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953788#Comment_3953788
As I've said in my post, I won't wait for the rework because from what we've seen the rework looks awful. If I want to play Skull Merchant, and I do, now is the time to do it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953790#Comment_3953790
Well, they've released two slightly different design previews already, but both look extremely unfun.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953910#Comment_3953910
Interesting perk suggestions, my friend, thank you. I'll see if I can experiment a little bit with then, though I'll have to decide which perks to remove from my build carefully, as I only have three slots to work with (never play without our lord and savior Lightborn).
Ok… then you're playing an M1 killer with essentially no power. Play her like she doesn't even have a power, because she pretty much doesn't
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We have no idea. We'll only know when they tell us.
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@Rapid99 said:
The problem is this:
Gens haven't gotten any slower to do (if anything buffed healing has made it faster, since less time healing is more time on gens), but all the gen regression perks have been taken out back.
There's genuinely nothing except for pain res left. Even at 150% cob sucks, overcharge has been dead for years, oppression is a fun gimmick perk but good survivors rarely miss the skill check so it's meaningless, eruption is a detriment to use, pop at 20% is horrible, jolt is only usable on M1 killers and even then it's dependent on small maps to get value.
They just suck… there's hardly any real defense for gens left meanwhile, gens still progress the same speed.
Even Pain Res is a shadow of its former self.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953788#Comment_3953788
Is there a plan to do so or you're assuming it will happen?
They're currently in the process. They've released a couple of dev blogs about it, and it should be done either late 2025 or early 2026.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953898#Comment_3953898
Kill rate dropped because system doesn't track abandons. BHVR stated that the kill rate hasn't changed.
I don't really believe them, tbh. It's not really possible to take away someone giving up on first hook in 30% of matches and have the kill rate stay the same.
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Make it basic attack hits. Give the weaker killers in the game a good slowdown that doesn't make Nurse and Blight absolutely miserable to go against.
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Don't play Skull Merchant until they rework her. That's my advice.
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953782#Comment_3953782
No, the vast majority of people do not do that. They go "that game was fun, lets play another" or they go "that game wasn't fun, I don't want to play anymore". People want to have fun, which can come from a plethora of reasons, someone does something cool, you goof off with friends, someone does something funny, etc etc etc; all of those things can happen and they can still lose, but because they HAD FUN, that is what matters. This isn't real life, you don't have to "win" every single time, have you ever heard of a good loss? Because I have. In my years of playing actual competitive games I have spoken with thousands of people who go "I might have lost, but I had fun and learned something, so I don't feel I wasted my time".
The exact same thing can be said for the other side, sometimes its just a slog and you don't enjoy it whatsoever, but you win by the games terms. That is directly what drives addiction, continuing to do something to try to grasp at the enjoyment you felt at some point, even if you hate it, even if you never actually do get to enjoy it for any reason. Any number of reasons can make a game a bad one, and can lead to a bad win that makes you feel worse. Play against a character you dislike, play on a map you dislike, play with people who are rude. etc etc etc. That's why people will say "Glad that ones over" they aren't "happy" they won, they are relieved they don't have to suffer through it anymore.
Obviously enjoyment is subjective, but if you only play a game for the endscreen you are not correctly playing a game. You should be spending nearly all of your time enjoying your time doing it, the world can suck, that's why games are an escape for a lot of people, that's why they want to have fun before anything else.Then don't play competitive multiplayer games. Or lose your way into an MMR where everyone just wants to goof off and paint rainbows.
It also doesn't help that survivors will absolutely take any and every chance they can to rub every loss in your face. So even if I'm feeling good about a loss, it all ends when I get a dance party in the exit gates and bm in the EGC. I'm sure survivors go through something similar.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/449557/generators-are-pure-madness
You could also just take some losses and lower your MMR to a place more comfortable for you.
MMR does nothing. Matchmaking is so loose that you can get 400 hour Dwight one match, then 14000 hour Steve the next.
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It's absolutely the spawn logic. The first two gens get destroyed in the first minute of the match, leaving the killer behind the 8 ball for the entire match. That and heals are so fast these days. I injure someone, they're healed and back on gens within 20 seconds. Hit and Run is dead, and things like Sloppy Butcher don't help.
You have to commit to chases and get fast downs, or else all of the time you spent getting the first injure is undone in about 10 seconds. Only a handful of killers can really do this, and even then it's a struggle.
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953776#Comment_3953776
No actually most people play to have fun. No matter if they win or lose.
Lol. I'm sorry, this isn't Barney and Friends. People like to win. Gamers, especially. That's why they complain when they lose.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953758#Comment_3953758
Hence suggesting it's likely that killer powers need to be part of the discussion, or that MMR-specific tweaks or other adjustments might be needed. Honestly though, it shouldn't be possible for people to be getting massive win streaks the way some people do.
I think that this game needs to decide what it wants to be.
Is it a competitive game where both sides try to win? Then 90% of the killer roster needs massive buffs. Give blanket action speed penalties to survivors in groups to counteract the absolutely massive advantage comms give them. Either it's a competitive game that strives for balance, or it's not. But catering to and balancing around Solo Q while SWFs just keep getting stronger is not balanced to the killer, is it? So if it's a competitive game, SWF needs to be reigned in.
Is it a casual, party game where people play for fun? Then get rid of SBMM and embrace the goofier aspects and horror theme of the game. Make the killer this oppressive force that the survivors are actually afraid of and desperately trying to escape. Turn it back into Hide and Seek instead of Hide and Tag. Because right now, the game is more Tom and Jerry and less horror movie.
However, I feel like both sides keep trying to sweat, then complain when the other side doesn't play for fun. "The killer's tunneling stopped us from completing gens in four minutes and tbagging them at the gates!" "The survivors doing gens in four minutes stopped me from getting a 4k!" "I want to run fun meme builds, yet still win most of my games!"
Everyone wants to compete and win, but nobody wants to have to actually sweat for those wins.
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953642#Comment_3953642
The answer directly is no, asymmetrical games should never be able to thrive, and there is a good chance without the addition of Michael Myers early on the game would have gone the same way as every other of its kind. It's pretty obvious the game is riding extremely heavily on licensed content and pulling people in because their favorite character is in the game. The game has a horrendous retention problem because of how difficult it is to play with your friends, and because once you reach a certain point the game is just not fun anymore from any side if you aren't hyper competitive. But in reality games like this can never be truly competitive, the competitive scene has such a high amount of things banned that you basically can't even consider it the same game at that point.
"if you aren't hyper competitive"
Nobody plays to lose. Nobody. Everyone likes to win. Winning gives us that nice little hit of dopamine.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953648#Comment_3953648
No worries, I understood that idea long before you mentioned it here :)
The problem is that that concept is often discussed in a way that lacks a great deal of nuance. Most problems have some subtleties that make their solutions require a bit of careful planning to correctly solve for specific details.
One of those nuances here is that it's not necessarily the case that, without tunneling, the matchmaking system will just match people against massively skill-mismatched opponents. Instead, the kill rate might go down somewhat, but the experience might still be fine for the newly matched players.
That arises because while tunneling will typically lead to a player having higher MMR than someone who doesn't tunnel, given the same skill level with a given killer, that doesn't necessarily mean that there aren't sufficient non-tunneling high MMR killer players to face high MMR survivor players. It just means that those killer players will have tougher matches on average. But whether that should be the case and whether that's fun for the players in question is an important issue of killer-specific balance. That's why I mentioned cross-MMR killer-specific balance :D
Lol. Cmon. You and I both know that very, VERY few killer players can go against a 4 man without tunneling at all. I don't think even good comp players could do it. I mean, when they go against really good survivors, there's usually rules about what perks survivors can bring and what items they have. But in pubs, you can get 4 cracked medkits with syringes and 16 meta perks. Without tunneling, Lilith Omen's Blight streak wouldn't have reached 20, much less 2000.
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@XtremeDBD_YT said:
https://forums.bhvr.com/dead-by-daylight/discussion/449639/map-voting-is-coming
Thats bad. Survivors can just band together and garuntee a good map for themselves
More buffs for SWFS, I guess. Because they weren't powerful enough.
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@XtremeDBD_YT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953718#Comment_3953718
... so you don't seem to be aware of how MMR is gained. Getting near consistent 4K's would rise your MMR significantly, as if that wasn't obvious enough by the stats shown. And no offense, playing Xenomorph in general isn't a flex. Tbh I'd say its embarrassing, but thats just my opinion
Lol. You seem really pressed, brother. Take a deep breath. It's not that serious.
Every time I pick up a new killer, the first 50 or so games are against weak survivors because MMR is per killer, not per account. Hope that helps.
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There's no way they do this lol. Every match would go to the absolute most survivor sided maps
EDIT: OP, what's your source?
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@XtremeDBD_YT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953651#Comment_3953651
https://us.v-cdn.net/6030815/uploads/9QLHU4TC6E2W/1000013842.jpg
I think its safe to say i have a pretty good grasp of the killer. As you can see by my average hooks, my matches often end with hatch standoffs. This killer has a super boring, unoriginal design
I'm sorry, was this a flex? I have about as many hours in Xeno in the last 30 days alone. And no, 60 matches isn't "a good grasp of the killer." That's barely enough to start getting good survivors.
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@XtremeDBD_YT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953530#Comment_3953530
Wesker is quite healthy in his current state after the nerfs and compensation buff. I quite enjoy faving this killer, so maybe thats my opinion, but hes in no way overpowered.
Xeno on the other hand is super boring to play against and as, cus its too easy. Being a stronger nemesis permanently is not as balanced as you might think, and shes most definitely not B tier. Her turrets do almost nothing unless stacked, and even then she can stealthily enter tunnels to regain her power in seconds. Shes around the strength level of singularity, but slightly better with effortless injures. Common trend with nurse, blight and ghoul, effortless, skilless, unfun and quick injures.
Blight can definitely be balanced with less rushes and maybe some compensation effects on his new 3 rushes only
Nurse needs to be completely scrapped and given a new power. Teleporting and blinking is cool, maybe she can do that by hugging an object and performing an action to phase through the object and appear perpendicular on the opposite side. But her furrent power of tping wherever and whenever needs to be removed, even if it makes her mains unhappy.
Ghoul needs an attack range nerf, and other than that is pretty healthy
Tell me you've never played Xeno without telling me.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953447#Comment_3953447
What I said definitely addressed your point. I'll say it again with different words:
The people tunneling "as a strategy" now just won't be able to do that anymore, and they might find that they're not actually as good at the game as people who rely on actual skill instead of cheap exploits. That means that the people facing the top survivors now might not all get to keep facing the top survivors once anti-tunneling is implemented.
And if there is actually a genuine balance issue such that nobody can compete anymore, then it's time for BHVR to actually balance their game such that more of the killer roster can compete using actual talent instead of cheap exploits that ruin the game for people. If there is 'a need to tunnel', that means BHVR has not balanced their game.
Okay. Apparently you're not understanding, so I'll try to explain it differently.
Let's say, hypothetically, that right now, there's 1000 High MMR survivors and 250 High MMR killers. Don't focus too hard on the numbers, they're just for illustrative purposes. However, according to you, and even Mandy, a lot of those 250 High MMR killers don't deserve to be there, right? They used "cheap exploits" to boost their MMR.
So you get rid of tunneling, and now the killers that used to rely on tunneling as a strategy against good players can no longer do that. Let's say 50% of those killer players. And they lose their way into a lower MMR bracket over the course of hundreds of games (assuming they stick around that long and don't just drop the game.)
Now, you still have 1000 High MMR survivors, but you only have 125 High MMR killers. That means that at any given time, 500 of those survivors don't have a High MMR killer to match with. So, after a few minutes, matchmaking gets the next best thing: A Mid-MMR killer who's about to absolutely get his teeth kicked in. So the survivors do their thing and stunt on a killer who never really stood a chance. Maybe if he'd have been able to tunnel, he'd have caught the survivors overextending and gotten a kill or three. But without it, he just gets two hooks and bagged at the gates.
You can call it a "skill issue" all you want, but the fact of the matter is that there's not enough Lilith Omens to go around. The killer players who are good enough to go against a good survivor squad without tunneling or slugging are extremely rare. So what's actually going to happen is that matchmaking is going to continually pull mediocre killers to go against survivors far outside their MMR range for the sake of expediency, and the mediocre killer is going to get his teeth kicked in.
I have no problem with taking away tunneling, or camping, or whatever. As long as you tighten matchmaking. If that means that some cracked TTV swf squad, or even just really good solo queue, has to wait thirty minutes to get a match with yet another comp Nurse, then so be it. But don't match them with a killer who's just going to get their butt handed to them after taking away any strategy that killer would have had to actually compete with those survivors.
And you can walk around telling these killer players to "git gud" all you want… but they won't. They'll either stop playing altogether or just give up when it becomes clear that the survivors are too good for them to compete with. I know I'm not going to be anyone's dancing monkey. If three gens pop in the first chase or two, I'll just tab out and surf Reddit or something. That happens often enough, I'll just play something else. Killer players are way more likely to drop the game than survivors. It's a solitary role, so there's no social pressure to log in to slog through it.
And if enough killer players decide it's not worth it, the game will die before BHVR has a chance to course correct. They'll be too busy "watching carefully," and we all know how long it takes for them to get any changes out of the door. So this idea that we'll just "buff killers later as needed" won't really work, because those killers will have moved on to another game. Then the queue times start adding up, and survivors start leaving because they can't get matches. It's literally what has happened to pretty much every other asymmetrical pvp game so far. One side (usually the "survivor side") whines and complains about things until the devs cave, and then the "killer side" just quits the game because it's no longer fun.
BHVR needs to tread very carefully with Phase 2, or it will join everyone else in the junk pile.
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@XtremeDBD_YT said:
https://forums.bhvr.com/dead-by-daylight/discussion/449512/killers-i-want-buffed-and-nerfed
Lets go in order:
Trapper buff
Hillbilly healthy
Wraith buff
Nurse rework
Huntress healthy
Myers buff
Hag buff
Doctor buff
Cannibal buff
Pig rework
Nightmare buff
Clown buff
Spirit rework
Legion healthy
Ghostface healthy
Demogorgon healthy
Oni nerf
Deathslinger buff
Executioner nerf
Blight nerf
Twins nerf
Trickster buff
Nemesis healthy
Cenobite buff
Artist healthy
Ōnryo buff
Dredge healthy
Mastermind healthy
Knight buff
Skull merchant rework
Singularity healthy
Xenomorph nerf
Chucky revert to og
Unknown healthy
Lich healthy
Dark Lord healthy
Houndmaster buff
Ghoul nerf
Animatronic buff
This is gonna take years to do. I have detailed recommendations but lets be honest, no ones reading allat. I plan on working for BHVR when i finish game design, so hopefully I can start with a nerf to the Nurse and Blight
This looks really random, tbh.
Why nerf Xeno? They're a B tier killer at best. But Wesker, an A tier, is ok?
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953487#Comment_3953487
Of course not, thats why i mentioned trading or exchanging. If there are redundant addons on one killer that you will never use, but an equal rarity one on another killer that is vital to certain builds, you world be able to exchange the one for the other. It could even come with conversion rates to prevent abuse.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953486#Comment_3953486
Thats fine that you disagree, but I don't see a reason. Some killers have addons that are so bad you sabotage yourself while taking them, while another killer might have an addon that entire builds are structured around. I think thats similar QoL to not having to bring out the Jeff you never use because he got a bunch of items while getting his unlocks. Again, I think both sides having the issue addressed should come together.
That's a fair point
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@Ryuhi said:
Hey, thats great! Lets come up with a way for killers to share (or transfer/trade between killers) addons as well for the same reasons as well. Keeping up with addons can be a major BP sponge if you do not play often, yet wish to try to keep up with the meta across up to 40 characters (and growing of course.) As you posited earlier, it would improve multiple aspects like build diversity, less grinding, better game flow, and wouldn't have any more effect on gameplay.
For the record, this isnt whataboutism, this is a change I've wanted for both sides for years. Reworking perk acquisition was step 1, now the rest of the node types need some type of attention too.
I disagree. I think killers should share offerings, but addons should be killer dependent.
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@spokey_scary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953366#Comment_3953366
Well good spirit players can alr do this without cherry blosom, so your point is? Spirit is almost as strong as nurse, i dont see anyone complaining about nurse with Aura perks, which make her lit uncountarable. Bhvr wasnt touched the spirit or nurses addons since the rework for them aside from a few nerfs. Same for huntress with Iri hatchet, a good huntress can use IT and hit You most if not everytime. Cherry blosom is fine and doesnt need a rework imo. This game wasnt suppose to be balanced in any way. Sfw with DS, unbreakable, off the record, adrenaline, DH, etc exist, which most of the time theyre unbeatable. I dont see the problem. Both sides have theyre unbalanced perk/addons
I'm sorry, Spirit is nowhere near Nurse/Blight level anymore.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952965#Comment_3952965
There are two important considerations there.
The first is that those players who are currently overreliant on tunneling may not be as good as people who have somewhat lower killer-specific MMRs who don't tunnel. When players who rely on tunneling lose access to that, their MMRs may drop more than they would expect. That would leave players who constantly rely on and win with only their killer powers and addons to face the top survivor players. That may be enough already that this isn't a huge issue. However, I strongly suspect that top killer players will be especially numerous for just a few from the roster. That will lead to the second thing:
There should be an effort to create cross-MMR balance for more of the killer roster. I think the presence of tunneling is preventing BHVR from having to address the fact that the game is inherently unbalanced in a way that's not healthy. It's not clear how to balance more killers for play across all MMRs, but there are some viable approaches. One would simply be to apply MMR-specific buffs or nerfs to certain aspects of the game. That could be to survivor or killer abilities, or to things like map balance. Alternatively, some killer abilities could be tweaked in a way that enables enhanced use at high skill levels. Nurse and Blight are broadly already like that, where very new players don't typically have the skill, knowledge, and game sense to do well with those killers in their own MMR.
But tunneling remains a low-skill way to ruin a player's match and make them wonder why they even decided to play that day. That's something that shouldn't exist.
But that doesn't really address my point. My point is that there's not enough "good" killers who can play against good survivors without tunneling/slugging/etc. Those survivors are still going to queue and are still going to get matches. So matchmaking is just going to keep slotting the same people into those matches as it is now, except those killers won't even have the opportunity to compete without their "handicaps."
I'd be all for this idea if matchmaking was more strict, but it's not.
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And SWFS, who know this, will just run 4 Ada's and just trade hook states back and forth. You'll never get someone out of the game before hook 9.
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Of course Behavior is going to claim that no stats are changing. They're going to claim the same thing when Phase 2 hits. "Nope, killers don't need any buffs, 60% and all that." It's in their best financial interests to keep survivors happy, so that's what they'll do.
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952923#Comment_3952923
I have seen no actual evidence of this other than anecdotal player accounts.
Most likely, MMR is still taken into account when attempting to pair players for matches. But if players in a close MMR range aren't available then players in a wider MMR range are paired instead, leading to people sometimes being paired in ways that cause the myth of MMR not being real. Nevertheless, I would expect that top players are likely more often matched with top players when compared with people who just passed the soft-cap.
Here's the problem with the entire thing.
You say that after the anti-tunnel, all of the killers who "put themselves in an MMR they're not ready for" will be pushed back down to their "proper MMR," right?
Who's going to play against all of those same survivors that they "weren't ready for?" Now that there are much fewer killers in that MMR bracket, who's going to play against the really good survivors?
I'll tell you who: The same exact people who are playing against them now. Matchmaking will do its thing and after a couple of minutes will grab a former high-MMR killer and put them up against a squad they have no chance of beating. That killer will get curb stomped because all of the tactics that they used to use against those squads has been taken away, and they'll get maybe 2 hooks before getting bagged at the gates. That happens often enough, and the killer just leaves the game. I know I wouldn't play a game that regularly matches me in unwinnable games to get curb stomped and mocked.
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So… make it impossible for killers to know anybody's hook stages?
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952458#Comment_3952458
That doesn't make any sense. The answer to something that requires no skill at all to do from one player and which will very likely completely ruin someone's experience on the receiving end isn't to tell people to bring a perk or to tell those players their teammates aren't doing enough.
I've watched some players immediately break chase and run straight back to an unhook, ignoring the unhooker, and immediately tunnel out their target in spite of the teammate trying to stop it. It's actually also shockingly common for high mobility killers to just go back to unhooks so they get an artificially easier match. And we can't say I don't know how other survivors play because I watch them in chase with Bond. So yes, this is a massive issue and needs to get fixed.
It literally is used by players to simply make the game easier and place themselves into a higher MMR than they're ready for. The very sad thing is that I main Pig and don't feel the need to do this. I had a team yesterday that popped two gens on me pretty fast and then got a third one not long after. I had relatively few hooks by the time the third gen popped. But at no point from the start of the game to the end did I think "Well, I might not win if I don't tunnel the person I get at the end of my first chase," or "Wow, gens are going fast. I better make up for not playing well enough by just running back to the hook and tunneling the easiest target."
If I'm losing at a game, or if I think I'll lose the game if I don't lean on some cheap exploit, that doesn't justify me trying to ruin someone else's experience. Maybe if there were one gen left, it could be okay to think about since by that time everyone got to play the game. But tunneling someone out from five gens, and using tunneling to make up for a lack of skill shouldn't exist in the game.
Having said that, you're right that there are occasional people who are annoying. They're not common, but some players on both sides do bm a lot. And I obviously know how annoying it is to see a survivor teabag or blind at every pallet. If I see my teammate doing that, I honestly think they brought it on themselves. But that's much less common than tunneling.
MMR is a myth. Matchmaking is so lenient that as long as you're not in the "new player" MMR, you're going up against any and everyone.
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@kdog23451 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952855#Comment_3952855
i play killer and can 4k most games without tunneling if your bad just say that sorry not sorry
Sure. Upload a vid of you 4king a decent squad with zero tunneling while using anyone not named Blight, Nurse, Kaneki or Dracula. Go ahead.
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What bug? Even without the invisibility, he gets to teleport right on top of you. Doors are inches from gens.
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I'm getting 30-40 per killer prestige manual spending.
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@GeordieKiller said:
going to post this as it is very accurate in explaining what is going on with the games currently and hits what i believe but in a much clearer way then i can:
I disagree with this. My games feel the same as they ever have. You have some tough ones, you have some easy ones, and you have some close ones. I'm still winning like 90% of my games with Spirit. Sometimes you have to do a bit of tunneling or slugging for pressure, but that's always been the case. I try not to do it during the event because everyone's using cakes and everyone should have a chance to make some BP. I don't just "let them win," but I don't go all out, either.
I like TheMrHeadache. He makes good content, and he got me into Xeno. However, he's not exactly a comp player. He's not even THAT good with Xeno. When I compare his skill with Xeno to, say, Remylea's skill with Spirit, it's not even close. Rem hits like 95% of her phases. MrHeadache whiffs his tail attack as often as he hits. Sure, he's better than the average xeno user, but that's not saying much.
Maybe games are getting tougher for lower tiered killers like Xeno, to which I say… Good. I don't think that the Xeno's, Legion's, and Clown's should be rocking a 90% kill rate and be breezing through most of their matches. Because that means that the survivors are just getting stomped, which isn't good for the game.
And it's going to get worse before it gets better once the anti-tunnel hits, whatever that is and whenever that happens. And that's a good thing. Because then underperforming killers can get real buffs that actually make them feel good to play instead of inflating their kill rate with survivors dying early, whether that's through going next or tunneling.
But there's going to be some growing pains, and there's no way around it.
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@Mandy said:
Anon mode does not affect the ability to report a player or protect them from accountability in any way. As long as you've made an in-game report and sent video evidence to Support, the person you are reporting is handled exactly the same way whether they are on Anon or not.
That's really good to know. I just assumed that wasn't the case and haven't been reporting cheaters for that reason.
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@zLoqzx said:
i agree with you, BUT WE NEED IT. so, because people get punished for leaving 10 seconds early, SO WHY DISAGREE WITH ME? on a small idea, why is it a problem to improive the quality of the game?. THIS idea is GOOD FOR THE GAME AND THE QoL OF THE GAME. NOTHING WRONG.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950707#Comment_3950707
Why do you need it? So you can get out of the match 10 seconds earlier? I think you're one of the people that rq's when they lose, and you got stuck with a timer.
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@AshFayd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951858#Comment_3951858
Opponents perks shouldn't be disabled in endgame to help you just cos you sucked the entire match.
You knew the perk would be disabled in endgame when you chose them. It's not the killer's fault that you failed to get value out of them during the match.
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@Defnotmeghead said:
Can you show me where Quiet Mode removes scratchmarks? Oh, it doesnt? Well, then you simply stop phasing whenever scratchmarks stop because the survivor literally cannot be far.
That's cute. Because survivors never double back over their own scratch marks or anything.
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@Charky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950192#Comment_3950192
The screen flashing gives away the location of which door he goes to. Atm there is an audio bug that cuts out the ambient noise when he tps. Other than that the sound of the door and his steps are your queue for doors behind a wall.
So… like I said. He gets to teleport on top of you with little to no warning.
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Try playing Spirit and having every survivor just… vanish when you phase. It's loads of fun.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951830#Comment_3951830
His teleport needs a warning
It has warning, you can tell my looking at door display….
The door display that you can only see about 10% of the time? That door display?