UnicornMedal
UnicornMedal
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013954#Comment_4013954
Placing frequent ragequitters with each other shouldn't be considered punishment. It should be considered placing like-minded people with each other. It's greatly improving the matchmaking.
I was going to say something like that for the other response. That the queue tends to be a high priority for BHVR. It's why we don't have true blocks or power/perk bans or perks with BP incentives. Asking for a separate one for ragequitters is unrealistic.
The only exception is how damaging to the game anti-go next was and current DC penalties, but to be totally honest that might be explained away via Play While You Wait being tested.
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Lmfao, oh the irony.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013850#Comment_4013850
And the reason is a complete lack of respect for teammates, and a complete lack of respect for the rules.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013858#Comment_4013858
The game is better off without frequent ragequitters. They are the #1 problem with solo q,. They should not be bargained with, since they act out of entitlement, and you can't fix that. They should be forced to play with other people that frequently ragequit, so they can ruin each other's games.
Really, just do that. Place the frequent ragequitters with each other. It's completely fair, because if someone thinks it's acceptable to ragequit, they should be 100% fine being in groups with other people that think the same way.
Fair enough, but I really don't think it's the problem with solo q. More punishments and othering them won't solve the problem, as we've seen with anti-go next. At some point we should try to strike a balance.
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My crackpot theory is that pallets were increased so they can be reduced again. Likely to be worse than they were before.
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That's insane that it would punish you for using the perk as intended. 😵 There's literally no other use for it than to attempt to unhook yourself.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013863#Comment_4013863
It’s time to work around it and make it more balanced through mechanics, rather than just anti system that works with symptoms only. Anti system just worked on A and B which leads to C case, and BHVR will just over and over play the same game switching roles here
In such case it's simply better to find a compromise. Tunneling shouldn't be free, and it's no longer free if the team has communication and well, trying to use it for win. But solo players lack this. And powerful killers, with increased gen rush, are becoming more in demand. I don't know why BHVR finds it satisfying to think that, despite solo q being the largest part of the community, they are forced to deal with major injustices that are literally solved by adequate communication tools with SBMM. Like 9 years of the game, giving some kind of kindred and showing that tunnelled person has DS or full anti face camp already can improve experience
Very good point. I just don't like the idea that we need to keep making heavy changes that continue to harm solo while ignoring their biggest pain points as if they're tolerable enough when clearly they aren't.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013875#Comment_4013875
I guess the logical thing to me, if you're choosing a tunnel target, would be to go for the worst at chase, not the item you hate the most. Running Weave recently has shown me most people use their toolboxes immediately, so there's kinda no point in targeting them.
That's a good point. I can imagine the items drain incredibly fast because of the fear they'll be lost too.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013868#Comment_4013868
Is this actually a thing? I've never judged anyone for a toolbox. And by the time you get to them they've probably used it already. I feel like most of the tunnels I see are the first unlucky person the killer hooks.
It can depend. Historically the Killer seems to go for Survivors holding first and foremost, but the "rules" change over time.
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This is all so intentionally obtuse to be honest.
A) We know that camping/slugging/tunneling are at their core catchup mechanics, and yet they aren't balanced for that. They're simple yet powerful tools that work with any Killer at any time on any map whether they are winning or losing.
B) We know that camping/slugging/tunneling have been complained about since the game's inception and have rarely been looked at compared to other complaints about the game. Even defensive measures against them continue to be nerfed while they remain the same.
C) We flipped the entire game on its head year 5/6 because Killers were not having fun and weren't playing the game. Yet now that Survivor is in the same spot, we get a year of proposed changes that are cancelled and/or do not benefit them.
So while we're arguing about the instances of tunneling, which are purely anecdotal like most things in the game, these core issues remain. If the problems are bad enough that not enough Survivors are willing to play and measures are being tested to outright replace them, then why can't we look at the issue without getting caught in the weeds?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013682#Comment_4013682
If someone ragequits regularly, that means Go Next isn't being harsh enough. People that ragequit regularly, really need to have harsher punishments. They are the #1 problem with solo q.
I honestly wonder what creates this mentality of "Everyone has to be miserable and they're going to like it, or else they can leave and they won't be missed".
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I learned way back during the Key days that bringing items made you more of a target. I'd rather bring perks that generate items or perks that replace items.
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I would like it personally, but the reason they don't is because it affects matchmaking. My counter to that argument is that this year has already seen less consideration toward matchmaking with anti-go next and a solution to that problem with Play While You Wait, so why not allow it?
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@SkylarPup said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013283#Comment_4013283
Could we get a clarification on the Production Partners? Do you mean you outsourced the cosmetics? Also, can we get a better clarification on the twitter message. The wording on it seems confusing.
https://x.com/deadbydaylight/status/1976705869975794144
The responses on that are on point too. If BHVR knew this would be an issue, why didn't they communicate that beforehand? Why didn't/don't they discount the Rift now? It's a hollow apology in my opinion.
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@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012813#Comment_4012813
it could also be because Tricksters rework is supposedly some time soon. That's also possibly the reason skull merchant was chosen for the Halloween event. Just marketing for these characters before their 'big moment'.
Also a good point.
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@HexHerbz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012909#Comment_4012909
What would you say If I've got strong opinion over survivor and how easy I think the role is to play and I'm constantly saying just get better it's not that hard, without playing survivor?
I'd think that's your perspective. It's a common thing.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012813#Comment_4012813
Idk about that, who really plays trickster. Plus the survivor picks are also really unpopular characters minus claudette i guess.
Trickster is a favorite. Not necessarily in terms of how often he's picked, but in terms of how often people are willing to spend money to dress him up. Vittorio being in the Rift is also a safe bet. Unfortunately, they keep making things for him that the average Vittorio main wouldn't wear.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4013079#Comment_4013079
Pro tip: if you ever want me to shut up, just post a video, any video. There's no bigger turn off than the mid-argument video.
I should start using random videos to make a point. 😝 "OK I know you're saying that sometimes you have to tunnel but did you know that New Kids On The Block had a lot of hits, Chinese food makes me sick?"
@littlehoot said:
I definitely agree that the 'us vs them' thing isn't helping matters.
But I also understand where a lot of people are coming from with it, based on the behaviour I've seen from some people in game and on these forums. Not to mention in recent times, it seems like the way in which the devs choose to handle issues have VERY different approaches depending on whether it mostly effects killers or survivors, which definitely builds a sense of resentment toward the 'other' side.
A lot of the discussions here quickly devolve into the us vs them name calling and insults, which is a shame and unhelpful. Though there are definitely people who are trying to put forth genuinely thoughtful ideas about how to fix core issues, and I'm grateful for their contributions. I only wish I had the general game design knowledge to contribute meaningfully to those discussions.
I suppose the best way to help is just to engage with those discussions that are in good faith and trying to offer thoughtful solutions and genuine discourse, and try not to engage with people obviously commenting only in bad faith. Which is incredibly hard to do and often frustrating but definitely for the best.
Something I've learned is that most of us have a bias somewhere and that's fine. If we can see that bias and make it known without coloring our opinion so strongly that we're bogging down the conversation, then we're golden. But once it does start to go south, it's better to disengage entirely or to stop taking it seriously.
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@Xray said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012818#Comment_4012818
The takeaway from this is that people are just jerks. Aint no point starting a coversation on the forum or else some mongrel will go on a unhinged yap session.
I will admit, I make it a point not to respond to essays or posts that try to make me watch a video. 😵
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The issue with this—again my opinion only—is that even if you identify the core issues, you're relying on BHVR to implement them. Somewhere in the chain of command, healthy things are filtered through and only incredibly overwhelming or underwhelming changes remain. You could identify the healthiest pallet placement, the best place for all of the timers to be, the Killers that should be nerfed and buffed, the perks that should be adjusted, etc. in the most thorough and concise spreadsheet ever, get overwhelming community support for it, and in the end we'd get a huge buff to tunneling, another DS nerf, and gut Hag for good measure. 😵
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Lightborn is in a weird place where it's essentially comparable to the visual TR. In that sense, it's harmless. But the fact that it does everything else that BHVR has considered intolerable for the game makes it a relic. It nullifies an entire item and a couple of perks and has no counter. That only continues to support the narrative that one side is favored over the other.
A rework where it's harder to be blinded with it + an accessibility option for how blinds affect the screen would probably be the best call there.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004867#Comment_4004867
why not both? we have the precedence lol
True lmao
@adam1233467 said:
Hinako is 15 years old in the game, if she was 17 years old just like Laurie and Cheryl, they could just raise their ages by 1 and now they are 18, but Hinako is 15 so this is impossible, unless Konami let BHVR change Hinako appearance to make she is 18, otherwise she is never coming to dbd.
That's actually a good point I didn't consider.
Edit: Unless it's the "later" one. Have the lore be from that time, but the costume from the past like Heather.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012903#Comment_4012903
Maybe, but plenty of games have static maps that have been around for decades. Counterstrike, DotA, LoL etc. You get the variety from the opponents you face and in the case of games like LoL a differences in the character. In DBDs case that would be the killer and perks.
To be fair, we have static maps already too. But those tend to be some of the least favored.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012915#Comment_4012915
My killler matches where people try to suicide out are often 50/50. Some are utterly hopeless snowballs, with players dead at 5 gens up. Those I get the defeated attitude. The match really is over. But some are ones where victory is still very much possible and someone is just mad because they were the first hooked or something. Almosy every time someone brings a luck offering the first person hooked will go second trying to die.
But my consistent issue is that survivors lack a chance at comeback. Ghats why hoppessness is so ingrained. I just now finished a killler match where I only had maybe four hooks when they got the gens done. Everyone was still alive. I managed a 3k. There's nothing like that for survivor. If the game starts bad, it's almost certainly going to end bad. Not so for killer.
I agree. Something has to give somewhere or else we're doing the same old things and expecting a different outcome.
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@solidgamer44 said:
A second Silent Hill Chapter would be dope, especially with f out and we're still missing Harry Mason somehow…
I would love to have Eileen, Travis, or Alex but I don't think Konami is licensing anything outside of 1-3.
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@Coffeecrashing said:
(Edit) Why did the forums double post me??????
The system lags and sends two requests I'm guessing. They really need to change the software—it's genuinely one of the worst forums I've ever used. But it might be a top pick for them for the word filter alone. In my opinion.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011441#Comment_4011441
Suicide attempts in my matches aren't that fast. People getting downed in 15s are likely genuine AFKs who got nabbed by a dishonorable killer using Lethal and taking the free hook. Being away from your screen for a few seconds isn't throwing the match and doesn't need that sort of penalty, even if it's chronic. People suicide out when they get frustrated or feel the match (or rather, their own escape) is lost. Is there a point when it's okay to give up?
This is from one of my matches a couple hours ago:
https://us.v-cdn.net/6030815/uploads/QCDZTDLTN3RR/199bdda87f077-screenshoturl.jpg
This Mikalea stood or tbagged by a hook three or four times while I ignored her. This was the last time. Match was clearly over. So is this one fine or no? Is it okay at this point but not at the point a gen back with an additional living teammate?
Had this Nancy a few days ago:
https://us.v-cdn.net/6030815/uploads/TSE1F2D8Y2BR/199bddb4d5992-screenshoturl.jpg
Every time she saw me she got off her gen and chased me to die. She spent more time chasing me than I spent chasing my opponents. It was so annoying I kept becoming bats just to get away from her and her pain noises. This match was obviously a stomp, and with a DC too. Are they just supposed to run in circles and be toyed with until the end or is it okay to just give up sometimes? Like, where's the line between griefing and admitting defeat? And who determines it? Will it be based around time? On the ratio of gens complete vs amount of living teammates? When she wasn't tormenting me this Nancy at least worked gens, while the Vee dying in the background ratted. Details matter. Motivations are complex. You think a company who can't release a chapter without a random beam on the loading screen or a god-sized tambourine will be able to make anything remotely nuanced in this regard? There have been a number of people in the forum saying--just recently--that they've had grade reductions for being killed too fast. There's already a system and it's flawed. We dont need another one penalizing the wrong thing and ignoring the real problems.
And who is getting downed on purpose every 5 games? Who are these trolls that I've never, ever seen? All I've seen close to that is memeing.
If you want to address both genuine gameplay issues and random disgruntledness then lets address both, but efforts to improve the survivor experience have been routinely taken out back and shot. And, as I said previously, this seems to be a heavily survivor-sided issue, yet people insist it's just random reasons and minor inconveniences despite that being pure assumption, and despite killler DCs being drastically less common.
@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011474#Comment_4011474
Here's another scenario. I once went against a Huntress with Iri Head hatchets. Somehow all three teammates got slugged in the same tile. Feng Min was hooked, but Jill and Carlos continued to lay there, not moving at all. With Kindred, I could see Huntress standing there camping. She had no reason to leave the hook as long as the slugs stayed there. I hid, praying to the gods that the people on the ground would crawl away, but nope. So there was no way I could make a safe save, knowing that the Huntress could insta-down me with her Iri Head. I even considered letting that happen so we could all abandon, but my dumb arse stuck it out anyway. Only when Min died on hook did the two slugs finally start to move…towards the basement. Huntress eventually found me and gave me the signal to pick them up, so I did. And then they went into a locker and DC'd. I'm just like, "Okay then…" Should I have been punished for "ratting" in that situation?
Both put really well. I won't lie, sometimes trials feel so hopeless that I barely put in the effort. But it's typically because of scenarios like these where it's a crapshoot. Sure, we might get out. But the odds are so stacked against us and easily nullified by the right perks/add-ons and/or camping/tunneling/slugging that sometimes I just don't wanna gamble it.
I keep saying it but it's true—the quality of the trials hasn't changed for me. We're just forced to stick it out regardless of how it's going.
As a counterpoint, it is true that winning is less valuable to Survivor. I don't need to escape to have a good time. But I do need to feel like escape is always possible and I currently don't. I also need to feel like I'm moving the trial forward or doing something fun in the process, which I also currently don't. So if Survivor isn't engaging, it's increasingly difficult for continually diminishing returns, and there's cries to punish us for even queuing up when we feel that way, why play at all? What motivation is there?
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@HexHerbz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012821#Comment_4012821
How can someone agree with something that person knows nothing about as they lack experience. Jesus you actually leave these threads depressed knowing these people exist in real life lol. I don't know what I'm talking about but I will anyway. Jesus. I feels sorry for BHVR
So you need to be qualified to have an opinion on the game? 😆
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@EllenRipleyMain101 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012818#Comment_4012818
I agree it won't ever largely due to little to no competition but I should word my phrasing of killing dbd is the casual spirit of picking up the game and playing a killer you like that isn't exactly A or S tier. SBMM isn't forgiving either when you put down a game on high MMR then come back to it only to face Navy Seals playing your mid tier killer. But it should also have that casual non toxic spirit that I lost in this game playing both survivor and killer (I miss playing my locker build :[ )
I agree. I don't know that we can get that spirit back after years of pushing for the opposite, but the game really did feel better (even though it still was pretty frustrating).
@BorisDDAA said:
Downvotes made the echo chamber here on the forums way worse.
I agree here too. At best, it's negligible, at worst it really gets in people's heads. It's not even visible unless you're logged in either, so you look like a lunatic talking about it. 😅
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@HexHerbz said:
So you're telling me I should listen to people talk about playing killer when they don't play killer ? I don't think you live in the real world lol. Any walk of life you just look silly and stupid. This is no different. With you saying looking for engagement, that's what I'm talking about when you go against the grain. It's either classed as bate or looking for engagement. I've always said the dark side that you seem to be a part of is like a cartel.
They're either right or they're wrong. You either agree or you don't. If you need them to whip it out on the table and compare, you're just playing games.
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I don't think it'll ever die and that largely trickles down from the top. In my opinion, BHVR does a lot to keep the animosity going. But I do agree that regardless of our perspectives, we should be willing to hear people out. We don't have to agree with everything they say but there's no use being an a-hole about it.
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It's a pretty crappy time for the game, that's for sure. I usually do the challenges, but I don't care about any of them. I'd rather do something else than be stuck in a trial where I feel like an NPC. Aside from the large events, I'm only interested in getting my weekly reward.
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Making Trickster the lead character feels like they're hoping the whales jump on-board. They might, but I don't know that that will save anything. I ranted in another thread about it, but the quality alone is lesser so the pricing feels like the final nail in the coffin. Unless they really wow us next year, the Rift is just not worth it.
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I could understand if they're low on manpower dealing with the health patches (despite how poorly those are coming along, in my opinion), but the art team would have nothing to do with that. The only thing I can guess is that they're overloaded with chapters or there's maybe something big for the events? Still no excuse to put out a bad Rift though because it just comes off as a low effort cash grab.
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@HexHerbz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012529#Comment_4012529
How is asking for stats trying to mess with them? Do you not see if someone who plays survivor and never plays killer but they have an opinion on how to play killer, don't you think that's pretty stupid ? It's like debating with a mechanic on how to fix cars when you know nothing about cars lol. Its pretty stupid lol
Because you don't care about what they're saying, you care about whether you can validate it or not. If they play Hag and have 1k hours and a 90% KR, does that mean they're correct? If they play Kaneki and have 60 hours and a 30% KR, does that mean they're wrong? It's an incredibly shallow attempt at engagement.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012665#Comment_4012665
I am very sure they just turned up the dial, as it were.
That's what I'm thinking too. Hoping they realize that it's not the concept but the implementation that's the problem. It would be a shame if it got thrown into the "we tried it but it didn't work" bin.
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Hot take, but I don't feel like pre-6.1.0 DH was the end of the world either. You heard a lot about how the distance hurt Trapper, but I think the primary concern is that Killers weren't waiting it out and didn't like how risky pallets could be. Plus they got bored of how popular it was. But power-wise? I don't think it was so terrible that it destroyed the game.
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After seeing the Vittorio skins, I'm not asking for any of my mains to be in the Rift anymore. 😵 I just don't think the passion is there anymore, personally.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012329#Comment_4012329
Would you rather BHVR treat phase 2 exactly like the AFK crows, where the buffed AFK crows went live for a while, then got completely nerfed into uselessness, and months later they are still completely useless?
Seriously, would that make you happier? Because I’ve literally never seen a survivor with 3 AFK crows since the nerfs happened months ago.
First of all, that's BHVR's MO. Changes made to the game are usually extreme and very black and white. Secondly, I would like some consistency. I do believe delaying the system was most likely the right call. But you have to admit the way they handled the entire thing was not good.
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@DeBecker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012436#Comment_4012436
Thats the argument of those who wont have any logical reasoning to begin with. How do I know that you are even able to understand those stats in the right way? Do you even believe that those stats would be real? I could tell you a dozen of arguments why posting stats doesnt do aynthing useful at all.
100%. Don't ever get baited into posting them. Your argument is either valid or it isn't. The people asking just want to mess with you.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012359#Comment_4012359
I haven't touched survivor in over a year now, but my "just screwing around" build was blast mine, flash bang, residual manifest, and head on.
Terrible build for anything other than getting bled out, but getting value out of all 3 in one match was actually an interesting challenge sometimes.
Before Blast Mine was nerfed a few times, I used to run my "b*tch build" on Claire. 😝 Head On, Blast Mine, Flash Bang, and DS. I only made it for the stun/blind challenges since Flashlights are too jenky for me to get used to, but it was very rude for sure.
I had another memey build with Dramaturgy and that was fun too.
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@HexHerbz said:
How do you play. Do you care about escaping or not ? I don't like doing gens so I'm not interested in escaping. My fun is flashbang saves and chases. I think If you focus on trying to escape every game and that's your fun. The game is going to become very boring fast. I'm only thinking how I would think if I care about escapes lol. If you wanna focus on escapes that's all good :)
This is where I think I should be. I used to be super altruistic but then they nerfed my favorite perks (and the playstyle, but it's recovered a bit since then). Then I took to meme builds but the 4k BP per trial wasn't so nice. Then I took to stealthing and playing gen jockey and that got nerfed. So I think I might go back to memeing.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012213#Comment_4012213
myriad of very obvious problems it entailed
I saw no evidence of problems, and only panic, anger, and other emotional responses. People have been "finding problems" with the system since they put the words "anti tunnel" on the road map, and it has literally nothing to do with the actual details, or the system, for most people. Based on the things people say on here, most killer players can't even think of any other way to play, and don't believe they can adapt to the change.
And given that there were only 2 days of actual testing, I don't honestly believe there are as many actual issues as people are trying to say.
People claiming that 25% gen speed will somehow cause survivors to die intentionally are just delusional. Same thing with "but if someone dies in the first minute why can't I kick gens?" Because you've already won the game at that point. That's why.
The one and only thing I wanted to see in testing I never got to, because they pulled the plug too fast... But did those systems, as "punishing" as they were, even matter? I didn't see anyone continue to tunnel to even see if the systems made a difference, because, and here's the real trigger for people: if hard tunneling is still the "best way to play" even despite these changes, then it's likely they actually weren't enough.
shooting m1 killers in the knees and at the same time giving killer side a bunch of effects that only benefitted the A and S tier killers
I hate to break it to you, but addressing tunneling needs to happen first. Because we can't ever seen to have any meaningful discussion about "what about trapper" until tunneling is addressed.
Then we can actually have some discussion of how we can individually buff killers who need it.
Because starting with killer buffs hasn't worked in at least 3 years now. Buffing killers had only led to more tunneling, and we still have the same disparity between blight and trapper. Maps are smaller (trapper buff), pallets are weaker (trapper buff), distortion nerfed and aura reading off the charts (trapper buff), healing nerfed (trapper buff), 7.3.0 patch notes (literally trapper buff).
And the result of all of that and tons, tons more, is that we're still having the same discussion about how trapper isn't as good as blight/nurse and we can't possibly do anything about tunneling. Yet every single one of those buffs directly or indirectly buffs tunneling too.
Tunneling first, then we can finally have the room to talk about how to fix "D tier".
That's what kills me the most about it. I'm genuinely not trying to remain stuck in the past here, but 6.1.0 wasn't pulled despite how drastic the changes were or how strong the feedback was. More recently, they let the anti-go next and the AFK crows "buff" stay live for an entire patch even though players were unfairly copping bans left and right. It got to the point that you wouldn't be wrong to assume they have some personal vendetta against The Walking Dead. 😵
And yet anti-tunnel/anti-slug was so strong that it couldn't even survive the entire PTB cycle without being cancelled. Genuinely what are we as a community supposed to take away from that? Even the pallet update feels like they're switching goal posts and giving players something they didn't even want (better, thoughtful pallet placement =/= spamming them to try to distract from the other changes to maps).
Ideally we wouldn't have to barter in extremes like this, but it's all we seem to have. And more often than not, the ball lands in the court of what's least beneficial to the game.
Ultimately, this sad attempt at Operation Health has only proven that BHVR should not be the ones to decide the direction of their own IP, in my (very fair and justified) opinion. And that's not even getting into the fiasco regarding the Rift, which has left many of us wondering what can they manage successfully? Not trying to be a d*ck either, but we're all sick of it.
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@Rogue11 said:
We're still completely ignoring the other changes to maps in this update huh. Like all the main building tiles that got nerfed, maps shrunk (again), and new trash tiles where jungle gyms used to spawn? A few more filler pallets that usually end up in a hit for the killer anyways aren't worth the other changes.
I don't know if it's just because I've taken a break or not, but a trial yesterday put all of the gens so close together that a 3 gen was inevitable. It's still baffling that scenarios entirely dependent on matchmaking and luck are so prominent in spite of the direction they seem to want to take the game.
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I would say at this point, it's fair to say that (overall) no one is having fun. Despite how far they seem to bend over backwards for Killer, it's not improving the Killer experience. There are no slowdowns that benefit Survivor and without comebacks or downtime on their end, gens are more valuable than ever. Despite what anyone says, it feels like the happiest state for the game was keeping Survivor micro, Killer macro, and letting everyone have busted mechanics and abilities. Now the roles have reversed and everything is incredibly limited. And on top of that, MMR is so unreliable that you're constantly copping wins and losses that feel unearned and unsatisfying.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011611#Comment_4011611
When did weaponize (i.e. trying to use perks) become bad?
Also when did weaponize become part of BHVR's issues with the game because I don't see it in past comments (either spelling)?
Instead this seems to be a killer complaint about game feel where BHVR is now adapting killers' preferred terminology which, coming off an anti-tunnel update that was canned because of killer complaints about feel, is really strange for a QoL update where survivors had been told they were finally getting their most complained about issues looked at.
If the perk was overperforming on the numbers, fine, just tell us that.
Very bad timing for sure. Catching two nerfs in a row after getting the short end of the stick for both health phases. Unless they turn it around very soon and very quickly, it'll be another notch in the belt for why you should avoid DBD. It feels like they're speedrunning the jump to maintenance mode, in my opinion.
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@MarylinMonhoe said:
Milestones are useless. So hard to grind for such a miserable reward, it should be increasingly rewarding.
Basically, if you don't do the dailies or didn't play during 2v8 you are screwed.
Nobody asked for this rework. The only good change is the dailies.
I finished the rift today and I didn't feel satisfied.
I used to catch up all I had late in a week-end or so. Now I have to daily play.
And the fact they didn't even give us a Frenzy Frag event during this last week, feels such like a slap in the face.
Not gonna lie, I would've considered grinding if they did have a modifier. They're openly telling us they don't want us to earn anything in my opinion.
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@[Deleted User] said:
I made a conscious decision not to buy the last rift pass (first time ever) finished it with a few days to spare but said not for me.
This one tells me I made the right choice & I honestly doubt I'd ever buy one again now.
The only reason I'm still playing is because my partner has just started playing (I know tried to talk her out of it) she's having some fun in duos right now or a 4 man with a couple of other friends (also new) once that novelty wears off I'll happily drop the game for good, our custom games are the only real part of the game I enjoy anymore.
8 years + & 16,000 hours + I can't say its been a waste of life or time but I only see things getting worse from here on in, just about every choice they make seems to further prove that.
Good luck in the fog to that do try stick around long term though!
Customs have always been the best way to play the game in my opinion. Rotate who gets to play Killer like passing the controller when you were a kid. The game relies way too much on players keeping the balance that it's the only way to go.
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The irony of 2025 being the year to see everything turn around and yet it gets worse a tad poetic. Sort of like calling the Titanic unsinkable.
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@ArcT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4011810#Comment_4011810
Not just anti-tunnel, but anti-camping too, as taking a hit shortly after unhook helps prevent trades, and the one tanking the hit may have more hook states left, better chase perks, or otherwise be more prepared to take the chase. Just like how Unbreakable can be used not just for anti-slugging, but to accelerate Plot Twist. Or Face the Darkness can give intel or interrupt. Or Pain Resonance and Grim Embrace work when not tunnelling, but get even stronger when you are tunnelling.
This ain't complicated stuff. Most perks can situationally be used in varied ways. Please point to me where in the killer rulebook it says that Off the Record can only be used for personal tunnel protection and is not allowed to be used for anything else.
Absolutely agree. Calling it "weaponized" seems more like it's implying that a hook switch should always be more likely for Killer, despite the fact that returning directly to the hook is still incredibly common and effective as is.
It's one thing to say that targeting a Survivor after they body blocked is likely to happen (taking aggro), but it's another to say that they shouldn't be allowed to.