Tsulan
Tsulan
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2319955#Comment_2319955
It’s not just about making it better for survivors, the game would be a lot more fun for killers if they didn’t have to worry about killing survivors as much
Problem is, we already had different Victory conditions for the killer: the Victory Cube.
Which basically required the killer to get 2 kills and 1 hook in order to pip and that's what killers did. They hard camped the first survivor they found and repeated this with the second survivor. Since getting, for example 8 hooks but no kill, ended in a black pip.
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There seems to be a trend of threads with proposals to make the game more enjoyable for survivors.
Weirdly enough, whenever someone proposes making the game more enjoyable for killers, the thread gets shot down by "git gud" comments or someone explaining that they can easily 4k as rank 1 killer without camping, tunneling or gen slowdown perks.
I have to admit, I've not played the game since Friday. So I don't know the current lobby times. But wasn't the general consensus that survivors have instant lobbies since the RE patch?
Did that already change? Or do I miss something?
Anyway, as mentioned above, killers struggle with the current gen speed. That's why they try to tunnel someone out, since that creates the much needed pressure to finally stand a chance.
Increasing the gen times won't solve that. Additional objectives would solve that, but survivors have proven that they hate additional objectives. Since they got Undying nerfed, because doing totems was just to much to ask for and still is, as the NOED nerf thread on page 1 proves.
Resuming: killers don't have time for 12 hook matches, because gens are irresistible for survivors. Attempts to draw survivors attention towards other things failed, because of the stubbornness of survivors. Which results in unpleasant matches for everyone.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2319426#Comment_2319426
The chapter has been a complete disaster and the RE fans got the worst first impression DbD could give them
I would call it the best introduction to this game and the company behind.
Sure, but that isn't exactly the way to retain customers or gain new ones.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2318927#Comment_2318927
^ This +1
We have more than enough unfun indoor maps already :(
I do feel bad for the Resident Evil fans though
I'd be honestly surprised if they are still around.
The chapter has been a complete disaster and the RE fans got the worst first impression DbD could give them.
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It will go like this:
- 5 offerings are burned
- 1 survivor disconnects after getting hit, killer ends the game quickly
OR
- survivors rush gens
- everyone ends up with 11k to 15k base points
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NOED is fine. It only punishes lazy survivors that are to busy doing gens.
/thread
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Ranks or pips are bugged anyway and seem random.
Getting 4 Iridescent emblems? Depip it is.
At least that's how my matches look like since the RE chapter released.
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The key "nerf" won't be what people expect it to be. Why? Because you don't introduce hatch offerings and nerf Franklin's, if you plan to nerf keys as much as moris.
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@QwQw said:
2034.
And we are being optimistic here.
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@aroell said:
https://forum.deadbydaylight.com/en/discussion/comment/2317186#Comment_2317186
192 hours? Not bad but you still have a lot to learn. Invest some more time and you will learn that tunneling isn’t gonna do much in the red ranks, will barely get you a kill or two. But players like you never change
Killers that don't tunnel on red ranks, end up with 0 to 1 kills.
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You can blame the current gen rush meta for this. Killers do what survivors recommended them: "just apply pressure."
Turns out, killing someone early creates a ton of pressure.
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No fun allowed, sorry.
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@skiodid7345 said:
https://forum.deadbydaylight.com/en/discussion/comment/2317818#Comment_2317818
They don't do roadmaps like that anymore because people get mad (rightly so) when BHVR doesn't actually go through with that stuff
Imagine getting a series of tasks from your boss. To complete them until the end of the year and not completing most of them.
The boss wouldn't care about the reasons behind it and be pretty upset about it.
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Ah yes, the beauty of our community. Missing no chance in giving new players a pleasant welcome.
Until the new mmr releases, there isn't much you can do about, I'm afraid.
Many new players have been scared away by this behavior and many more will follow, until this gets solved.
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@skiodid7345 said:
Remember when like Behavior said they'd add a trial warmup type thing? also when they said they'd add leaderboards? also when they said they'd optimize the game? also when they said they'd add incentive to play certain roles based on queue times? also when they made cloths get blood after getting hit? also when they said they'd add rank rewards? also when they'd said they would take more time on the anniversary and Halloween events? Also wh-
Just saw the year 4 roadmap from 2019. Which contained all those things that still haven't been implemented.
I guess that's why the year 6 roadmap is so vague.
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@Mert_MK said:
https://forum.deadbydaylight.com/en/discussion/comment/2317774#Comment_2317774
Were you getting camped and he was too afraid of saving or did that person just not want to save you on purpose when the killer wasn't even there? I'm asking because with no coordination it's hard to do the right play against a camper.
An improvement imo would be to include messages in game that are ready to be used for Survivors like for example "I'm getting camped" or "Save me now" and for other things that are objective/gameplay related to have some sort of communication at least.
Nothing like getting spammed with "save me now" requests, 2 seconds after the killer hooked him and while he attempts to unhook himself.
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@Avilgus said:
Instead of chasing survivors, now zombies can repair generators.
Well it doesn´t require much brains... so...
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2315398#Comment_2315398
Geez, killer main much!!!
It clearly needs to be 17. Stop coddling the killer community. 🤣🤣🤣
30 it is, just to be save.
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@Apollos said:
https://forum.deadbydaylight.com/en/discussion/comment/2311699#Comment_2311699
I'm the sap that burned the streamers I'd been saving up on a bubba match that ended in 2 minutes flat 😭
Ouch
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@OniWantsYourMacaroni said:
It's been over a year and we still can't track our progress of a challenge mid game 🙂
I mean, in their defense. If they introduce something like that, they´ll break something completely different on the way, because of the spaguetti code. Better save than sorry. 😋
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Killers camp&tunnel because survivors gen rush.
Survivors gen rush because killers camp&tunnel.
Creating an toxic experience for everyone.
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Killers are struggling with the current gen speed. So they grasp at every straw. Even if that means equipping 2 hex perks that are gone in the first 60 seconds and another slowdown perk, since its unavoidable.
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So what exactly do you want nerfed?
Increase the hits he requires to down a survivor from 3 to 4? 5? 6??
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2311564#Comment_2311564
They are kinda the worst item in the game if the killer has any game sense
Worse than green key?
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@RoboMojo said:
https://forum.deadbydaylight.com/en/discussion/comment/2311564#Comment_2311564
I definitely would argue that flashlights aren't very good. Don't get me wrong, if you manage to plunder one from a chest then they're great as the Killer mightn't expect it. If I see there's a flashlight or two in the lobby though, then I can just wait a few seconds and check around me after a down. Nine times out of ten, the Survivor with the flashlight is chilling around a corner so I can hit them and immediately gain tons of pressure. They're incredible against more nooby Killers though, I will give you that.
Well, killers had to learn the flashligh lesson the hard way. So those flashlights aren´t as effictive against veterans who always expect a flashlight.
But since the game gets balanced around new players...
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2311662#Comment_2311662
That was before the ruin rework
Correct.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311778#Comment_2311778
Yeah. I am seeing people escaping wiith 15k. 5K for escape. 10K for match objectives. Survivor had chance to win 17k more points but they ended game faster and he lost chance for more 17k points.. Maybe killer was nice and not tunnelling. But next game this killer will tunnel because of this boring lose.
When i play killer, first i am trying for slow game. But if survivors choice fast game, i am giving this to them. Community was small before, so many times i was facing with streamers because there was not so much player. And games were more fun. But now community is bigger but games are fast and boring.
Devs have to find a way to slow the matches down. Or this will turn into a unenjoyable experience for everyone.
For killers because its a total sweatfest (no one wants to sweat 24/7)
For survivors because it turns into a gen repair simulator.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2311549#Comment_2311549
Increased hindered effect shortens the time necessary to catch a survivor after contaminating them. Removing one chest removes one "get out of jail free card" survivors have to essentially tank a tentacle hit in exchange for being contaminated. The ones that give additional killer instinct time also give Nemesis more information and increase the likelihood of him quickly re-contaminating a survivor. Extra time on boxes means less time on generators.
If any of the numbers on these are weak to the point of providing no value, they will probably get a number tweak in an upcoming patch. Nemesis has been out for 11 days.
I repeat: With licker tongue = 0,45 seconds.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311662#Comment_2311662
Yeah... This...
Camping and tunnelling were always in this game but they were not common like this times. But also survivors were not focusing on generators like this. I think both feeded each other.
Survivors were loving chases and loops. Everyone were trying for max points. But now survivors points like 16k - 18k even with escape. Or if killer tunnel and kill them fast, killer's points 18k - 20k. I really do not like fast games like this. If survivors do not genrush me, i am trying for 12 hooks but sadly this is so rare.
Killers tunnel, because survivors gen rush and survivors gen rush, because killers tunnel.
Survivors used to be mad, because they died with 23k points. Now survivors are happy, because they escape with 11k points. Makes no sense that everything goes so fast.
I also feel obligated to take specific perks in order to have a slightly decent match.
Back then, a small mistake also didn't cost you the whole match.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2311656#Comment_2311656
I mean yeah but two of those are extremely rare killers
I'm always the lucky guy that unequips Unbreakable, because I haven't been slugged in 20+ matches, only to get slugged in the next match. Or who brings a medkit for a rift challenge and then faces 3 plagues in a row.
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Someone told me after a match: "I hope your house burns down, with your family inside"
It's a freaking video game, why do people react like this?!
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No, I have the same feeling.
It's like there is simply not enough time anymore. Everyone rushes out. I remember matches where killers could afford to play fair and get a nice 8 to 12 hook match.
Completely impossible now.
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2311621#Comment_2311621
Precisely, his initial nerf reverted would be a good start. Old Freddy was much stronger than perceived to be and a full rework was not needed.
@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311634#Comment_2311634
I do not know all Freddy mains but on this forum, most Freddy mains wanna old boi back. Why BHVR did this our boi... He was unique and fun killer. I really loved your concept. Old Freddy would be perfect with teleport power.
I think we should probably talk about this in a different thread.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2311564#Comment_2311564
Compared to medkits, yes. At least in solo
It really depends on the situation. I'd take a Flashlight over every medkit against Plague, Legion or Hag.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311621#Comment_2311621
They never listening community sadly and DbD has one of the best community. I am seeing so much great concepts for game. I am seeing so much great solves for DbD problems. But they are so slow. And sadly they are gives us same killers. I don't know why they closed ears and eyes to community and they have not original and good ideas anymore
Just look last 4 chapter killers:
Blight - Half unique half like old Billy
Twins - Unique Killer
Trickster - Weaker version of Huntress
Nemesis - Weaker version of PH
Twins was THE chance to introduce a killer coop mode.
But yeah, the community has great ideas, which sadly get ignored.
Or IF they hear us, they sadly don't communicate it.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2311564#Comment_2311564
Depends on the killer you verse.
If the killer is good and has decent headphones then yes,they are pretty much trash.
SWF can still get pretty good results with Flashlights. I admit on solo it can be sometimes hard to get a save, but they are all but trash.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311594#Comment_2311594
I really do not know why they reworked him. He just needed some buffs and little changes. He would be great with teleport power but BHVR wasted one great concept sadly.
He just needed some QoL changes.
But like with the famous Wraith Cube, they didn't ask mains what they wanted.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2311565#Comment_2311565
Old Freddy was so fun but sadly we will never have him again.
And no, i did not said to you.
I miss old Freddy so much. The only killer I ever really mained.
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@Dennis_van_eijk said:
https://forum.deadbydaylight.com/en/discussion/comment/2311564#Comment_2311564
Some people don't see good things even if you handed it to them.
That's sadly true.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2311540#Comment_2311540
Survivors wouldn’t constantly be running medkits if the other items weren’t much worse (other than keys)
Flashlights are bad? Uhh okay...
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2311466#Comment_2311466
Zombies and contamination are both a part of his power and the add-ons you're complaining about apply to those. That makes perfect sense. They also clearly do have a positive effect.
If you have specific critiques please state them. Don't just call them useless and random.
- licker tongue increases the survivor slowdown duration to 0,45 seconds (that's not a typo)
- chest addons either let survivors take a couple more seconds to open one, or remove one chest.
How would those addons help Nemesis?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2311430#Comment_2311430
Nearly everything in DBD is going to be stronger on some maps than others. Zombies are always at the opposite side of the map or stuck on walls when you play killer, and as survivor they're always camping the hook and denying key gens. It's funny how that happens 😂
Addons shouldn't be applied to completely random things.
They should at least improve the killer in some way.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2311408#Comment_2311408
Most add-ons on most killers do not allow for different playstyles. It's typically ultra rares only.
Buffing zombie speed, increasing killer instinct time and chest search time, etc. are not useless effects. Not strong =/= useless. They are weak but useful, which is exactly what add-ons should be.
Zombies are extremely map dependent. On most open maps, they just sit at the border of the map or are at the opposite side of the map.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2310263#Comment_2310263
Add-ons being weak is actually a good thing for balance. The best case scenario is a killer with a good base kit but weak add-ons. The alternatives are killers that are add-on dependent (weak base kit, strong add-ons), killers that are too strong with add-ons (strong base kit, strong add-ons), or killers that are non-viable (weak base kit, weak add-ons).
I agree that add-ons should not be actually useless, but his aren't.
Most are useless. They buff zombies, a chest or simply do nothing like licker tongue.
Addons should allow for different playstyles like they do on Hag or Myers.
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@tippy2k2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2310912#Comment_2310912
I don't know if I should be happy someone finally made the joke or disappointed it took so long when I lobbed a meatball down home plate.
Yeah I also scrolled up and down, wondering why no one got it.
Shame shame
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@Raptoriutz said:
>Now regarding the matchmaking. The devs are currently working on a skill based matchmaking. But we have no release date yet. Its supposed to only match you with people of your skill level, making it more enjoyable for everyone.
Yeah I've seen the screenshots of this "working matchmaking" on both steam and these forums, including reddit, where players with 20 ranks as survivors get vs rank 1 killer and vice versa.
That was a matchmaking test. They reset the data to test how fast the matchmaking would start to match people accordingly.
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@Raptoriutz said:
I mean, I started playing killer role just recently. I am completely new in it. I had one match with one killer, one match with other killer. they were balanced in terms it was my ranks and enemies didn't have too much perks.
And now I was eager to see what the 3rd match would give me as another 3rd killer. And it throws me against survivors who are ranks 5, 7, 10 and 2 with all 3 tier 4 perks in their slots. Meanwhile I have only one basic perk without any addon.
And this is how this game things it's balanced? I didn't even manage to hook anyone at least once because the match took like 4-5 minutes and they were also harassing in a post match lobby saying "ez noob haha uninstall" messages when it's definitely a very high skill requirement to play vs a completely new player in a killer role. S u r e.
First of all, welcome to DbD!
As you´ve already seen, our community just loves to give new players a "warm" welcome.
Now regarding the matchmaking. The devs are currently working on a skill based matchmaking. But we have no release date yet. Its supposed to only match you with people of your skill level, making it more enjoyable for everyone.
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Is it possible? Sure!
Is it fun? Hell no!
The game is balanced around the killer taking gen slowdown perks. Current gen rush meta made it painfully obvious that killers which don´t stack gen slowdown perks, will get gen rushed.
Ironically devs don´t want the killers to stack gen slowdown perks. So we might see a killer nerf in that regard.
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@tippy2k2 said:
I didn't do nothin :'(
Thats the Problem!
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The reason is mainly salt. Survivors getting outplayed by a killer? "Impossible, killer just won, because he played a no skill killer!"