UnicornMedal
UnicornMedal
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@jedimaster505 said:
killer mains are overdosing on copium after this update…relax, the devs still inflate your kill rates to ensure you win more by design. you're gonna be okay learning to overcome a little challenge once in a while.
I am willing to believe that it's stressful and Killer goes on losing streaks too. But I still can't help but feel like they're first world problems, for lack of a better term. The fact that something like basekit BT is even worth bringing up is wild.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972598#Comment_3972598
https://us.v-cdn.net/6030815/uploads/3XMG8JR2MX1L/image.png
My survivor queue time is obnoxious right now, and it's usually way too early for me to be seeing a bonus on the killer side.
Opposite in my region atm.
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The fact that we have a big Survivor chapter and the queues are still skewed should be very concerning. At the same time every trial today has been a steamroll before 3 gens are even done, so I can see why.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972393#Comment_3972393
To confirm, is this in relation to their Twisted Masquerade outfit having the wrong name and voice lines? If so, I can confirm that a fix for this is on the team's radar.
That's the one. Thank you 😎
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I was hoping the Baermar glitch would be fixed. 😭 Oh well. It took a million years for Ash's puppet to get fixed so I can wait.
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I used to do cute things like this, but it's rare that anyone is cool anymore. If the Killer calms down though, I'll bring items and farm.
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@jedimaster505 said:
Survivor mains are masochists, and killer mains love the power trip as much as if not more than Reddit mods.
Pretty much. Survivor always fights for the hope they'll get to play even to the detriment of their own time and energy, while Killer wants enough power to dominate and takes it personally if they don't. Sweaty SWFs fall into the latter too.
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I think the art team ran out of ideas and made the same character twice personally.
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@ThatRyanB said:
Coming back to this thread to confirm that, yes, the team pushed a fix for this issue today, which lowers the required quests for these cumulative quests. As an important note, you'll likely need to play one match in order for these in-game quest values to update.
Thanks for the news!
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@Marc_123 said:
They will probably do it.
As they did with the rift packs - but of course they only sell it in expensive packs. You can not just buy the piece that you miss.
I was very disappointed with these first rift packs not sold seperately.
I really hope they don't do it the way they did with that one rift bundle a while back. I was NOT willing to spend what they were asking for just for David's London Dawn jacket. It's like those chapter bundles but on steroids.
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There needs to be a way to help players that are body blocked without punishing players for stealthing. Sadly, with how they've chosen to approach the situation, having a body blocked Survivor take the fall is healthier than punishing everyone for not sitting on a generator at all times.
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@Deadman7600 said:
You said making one side more powerful by design. By design, yes the killer is stronger. 1 killer is meant to be equal to 4 survivors, that makes the killer more powerful than any individual survivor.
I understand the argument you think you're having right now tho. I think 60% is fair-ish but that's just personally. I like to think of it like the game trying to manufacture a 'final girl' scenario like how in alien the xenomorph kills the majority of the cast but there's always a survivor. Whether you think that's fair is just a matter of opinion like everything when discussing game balance.
The issue with DBD ultimately is that you either go for what feels natural for the genre or what's fair for a PVP game. The two clash too much for it to do both at once successfully.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971503#Comment_3971503
It i unfortunate when it happens, yes. But at least, with 8 survivors, it isn't always easy to target a specific one.
That's what makes it feel more balanced. There's only so much you can do with the game without some really big decisions being made, so it's the best of a bad situation.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971087#Comment_3971087
I think the problem with 2v8 is that the only good reason to play survivor in 2v8 is the BP bonus, meanwhile the killer role has extremely long queues and many killers are still unavailable.
That's very true. Camping and tunneling render it pretty unfun these days.
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I said this in another post, but we always hear about how they don't crunch when this is brought up. Which I think is great. I hate hearing how miserable game dev can be. But no amount of time in the world can make up for poor time management and planning. The evidence for that is seen in both how long it takes for things to get done, but also in how many resources go into patch ideas that are almost immediately scrapped.
Like you said, we don't know what goes on exactly behind the scenes, but we do see the effects all the same. How DBD is up there in terms of games that are poorly managed. I think feedback like this being louder and more concise can only serve to help them too. I'm not really sure the game is in any position to change, but we should make our feelings known regardless instead of only showering them with praise for what often amounts to breadcrumbs.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970981#Comment_3970981
The fact that this doesn't progress the AFC mechanic is unbelievable. Vecna is right there.
The next event is 2v8, isn't it? Hopefully this one will be fun, the last one with Oni and Legion was miserable.
Yeah, it's easily negligible. I always assume it's not going to work and if it does I'm going down anyway.
That's every 2v8 from now on as far as I know. 😭 Even so it tends to be more balanced than the base game in my experience. Still gets old fast though.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970580#Comment_3970580
Well friend, you can get the "fun" and "interactive" gameplay that is engaging for both sides:
https://us.v-cdn.net/6030815/uploads/T6404YGIENTX/image.png
All jokes aside, I don't mind playing DBD in-between events. It is the regular gameplay we are all used to, it is alright.
☠️
Yeah, exactly. 😜 I need an incentive to play these days. Even during events, sometimes I have to tap out early if it's bad enough.
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Where is Joey Greco when you need him?
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970816#Comment_3970816
Maps reworks seem to be the same issue. 🤣🤣
It's everything, I swear lmao At least it's kinda fun when it swings in a direction you like, but still. 😝
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970811#Comment_3970811
I agree. On paper, the second design sounded good. In game, it was too strong and not to mention boring to play as. It really was. Mindless spamming of tvs.
Her 3rd iteration is similar just toned down but survivors now also have complete control over your power. 🥱Honestly, kind of typical fashion when it comes to balancing with the game. Too far in one direction, then too far in the opposite. There's always this tangible middle ground that goes totally ignored.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970800#Comment_3970800
It’s actually super simple. 1st design. Today’s buffs in her. Done.
Yeah I don't remember having a ton of issues with her first iteration. But the second was cooked.
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It's one of those things I don't get. BHVR is pretty vocal about how they don't want Survivor perks to only affect certain Killer powers. Some still do, but I think that's only because they're on the back burner. However, they don't mind if Survivor perks are blanked out by a Killer's power (or challenges—don't even get me started on heal and chase challenges against Plague or Ghostface respectively). OoO is one of those perks that could be easily tweaked to bring it more in line with that philosophy in a way that would be a QoL change without making a huge impact.
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@Hex_Ignored said:
She is a difficult killer to balance solely because of her insta kill mechanic. We've seen how quickly that can spiral out of control after her first rework.
Honestly, yeah. Most Sadakos I go against use her invisibility to tunnel, similarly to Wraith. If you can't copy the tapes and they progress too fast, it just gets easier to force players out quickly. At the same time, if you're able to ignore them then what's the point of having them at all?
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I think it's important to be reliable, and if they said something they should honor it. At the same time however, cosmetics are a part of player expression. In a game as predictable and often times two-dimensional as DBD, that's important. I think the one year (maybe two year) exclusive on cosmetics is good enough for the Deep Rift.
You have to think too, what would happen if your account were ever compromised? It's not exactly an unheard of thing for someone to lose all of their content on their account due to a glitch, only to be told that none of it was logged and they're SOL. If you still wanted to play after that, not only do you have to track all of your stuff down again, you also have a chunk of content that you can never have back.
Personally I'm glad they've been shying away from the exclusivity model, even with the things that I have. It was cool being special when the ST license was gone and being able to be more than base Steve and bloody Steve, but I was glad when everyone had access to all of it again. Ultimately I want everyone to be able to play with the same toys and have fun.
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The bots make it not a big deal imo. Killer usually tunnels the bots in my games so it's less heat on me.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970536#Comment_3970536
Feel like the topic is shifting. I was specifically talking about games that end with 4 slugs at 5 gens left. That generally is just a huge misplay. Ppl arnt on gens and are instead hovering near where the killer is. If you are salivating for a pallet save THAT bad, I dont think the game should protect you from the consequences.
You started talking about tunneling ppl off hook in a conversation where I thought no hooking was even being done.
It happens. 😎
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970580#Comment_3970580
Honestly, the only thing im looking forward to with this update is kbm support. Everything else is whatever.
Ye. Tbh I can't even buy the chapter until next month so it's gonna be a little delayed for me anyway.
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I'm definitely waiting for TWD. There's not a ton of reasons to play the game in between events or releases anymore imo, which is sad.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970438#Comment_3970438
None. That's the answer, right? SWFing should just be an automatic "I WIN" button, and we should sacrifice killers on the altar of "Won't someone think of the solo queue?"
See? Why bother explaining it?
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970437#Comment_3970437
Its really not... the only time your likely to see a team not get ANY gens done after the killer gets 4 full chases done, its because the killer is hacking and flying around or the team grouped up rather than hop on gens. Camping/tunneling doesnt really explain 0 gen progress, especially when no one is getting hooked so no perks requiring hooks are in play.
I very rarely run into cheaters, but I do run into a Killer slowing down the trial very early very often. Again, you're right that sometimes it's a Survivor or two throwing a wrench into the gears. Sometimes it's a Killer tunneling early. Sometimes it's a Killer getting a hook at the start of the trial, camping, downing two Survivors attempting a save, and then finding the remaining one and downing them. No matter how it works out, trials shouldn't be ending that early with so little engagement. And that does go for both sides. I don't think the gates should open with 3 hooks any more than I think the trial should end with 2 gens complete. Hence my suggestions before.
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@Mandy said:
I know some regions in particular have more problems with this than others, for example this is not really an issue in NA and EU regions - but more prominent in Asia. It is something we take seriously and our recent AFK initiatives are seeking to address this - basically the player who's exhibiting this behaviour is receiving automatic penalties. It's not something we currently permanently ban for however. I do completely understand your frustration when you face this behaviour in a match :(
It's common in NA during the hours that Asian players use VPNs. Roughly 5am PST/8am EST.
As for the topic, I don't know that it's harming the game itself. Aside from the larger issue that it's most likely bots farming BP for accounts to sell online.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969897#Comment_3969897
So what comeback mechanic should we put in place when killers struggle early?
Don't ask questions you already know the answer to.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969897#Comment_3969897
What really SHOULD you do about players who are willingly making these risky plays though? The best case scenario if your trying for a pallet save is the killer is denied a hook, while the worst case is the killer has 2 ppl down. If you take away the inherent risk, there's no reason for ppl NOT to constantly make these plays. Ppl hate when the game ends at 5 gens, but are completely OK with trying to deny the very first hook.
It's still uneven. We shouldn't be so complacent about steamrolls. Because just as likely as it is that the trial ends at 5 gens because the Survivors screwed up (greeding and/or bad plays, etc.), it can end at 5 gens because Killer overexerts their power. Often times, it just takes one well timed camp/tunnel and the trial is effectively over.
I suggest it a lot, but a good (actually good) scaling difficulty would be the answer to this I think. The idea of a casual mode with classes like 2v8 could help too. But as is, the risk/reward is gravely askew.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969768#Comment_3969768
The beginning of the match is when survivors are at their strongest. It would generally mean getting 4 ppl down during this time is the hardest to pull off as compared to literally any other time during the trial when pallets have been used up. Generally when this happens, its because people get caught trying for pallet saves and such instead of being spread out on gens. Had a game like this just last night… a team of 4 Aces essentially threw the match trying for a pallet save while injured.
Regardless of how the game is played, that's extremely early for a steamroll to happen. It's not a rare thing either, which is concerning since it is when Survivors are strongest like you said. I'm not necessarily saying there should be infinite covers for bad plays, but there really should be something that prevents that scenario from happening as frequently or as easily as it does.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969630#Comment_3969630
You said it was too easy to down everyone at the start. I was just pointing out thats essentially the part of the game it would be the HARDEST.
I don't understand. The hardest to pull off or the hardest to balance?
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I'm still sort of miffed that I bought that Baermar skin and it was glitched for the entire event.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969551#Comment_3969551
The start of the trial is when all the resources are still available. If you can down all 4 ppl at the start, they massively missplayed.
But does that make it acceptable?
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969569#Comment_3969569
Friend I agree this is mostly an MMR mismatch issue, but some Killers snowball better than others and some of those Killers may purposefully try to cause this to happen at the start. It's not always the Survivors misplaying.
Essentially this (also sorry you got banned).
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969542#Comment_3969542
I personally look forward to seeing egregous, extreme slugging reduced the way facecamping was, and I would hope if it is true that "Some Killers need to slug/tunnel/camp more", those Killers will recieve buffs - strong ones - that eliminate the need to do this beyond normal Killer pressure. That's what they want to address - excessive slugging, hard tunnelling, and facecamping. The current AMA confirms the devs believe that some slugging is part of intended Killer gameplay. Just not leaving people to bleed out for four minutes.
The concern I have is that they view it as being more than a catchup mechanic and want it to continue to be stronger than it should be. Which, treating it like a catchup mechanic means a lot more work than I honestly expect to be done. That ultimately means more band-aid fixes. But we'll see. We won't know until they go live.
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Almost guaranteed it's going to be the 3-gen version of slugging, which is sad if true. It's still entirely too easy to down everyone at the start of the trial and trigger a surrender.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969537#Comment_3969537
which… relates to what, exactly?
It's always thrown into the argument when anyone mentions that it's incredibly luck-based as to whether Survivors can coordinate in a trial or not, especially in the face of increased challenge.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969250#Comment_3969250
Thank you, there were too many people here making it personal against me for pointing this out.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969229#Comment_3969229
Brother, I am not lying. I was there. I PLAYED during CoH meta. I was a Huntress main. I don't know what else to tell you and I have nothing to prove, all I know is what it felt like.
Stop making it personal.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969361#Comment_3969361
And this was my whole point. These perks as they are now currently create a situaton which is similar to what got CoH nerfed - it made self healing stronger to the point that the medkit changes back in 2023 were utterly pointless as you can just do a sub-3 second heal anyway. This change kills hit and run.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969508#Comment_3969508
Not everything a person disagrees with is "crashing out", stop being weirdly personal. I'm not even angry, therefore not "crashing out." Meanwhile you literally come comment what appears to be purposefully inflammatory words every single time I post anything. It's weird. Stop.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969514#Comment_3969514
I agree healing needs to be viable. I just think there needs to be a middle ground between nothing, old CoH, and what we currently have. Killing hit and run as a playstyle isn't the answer either.
Hopefully phase 2 makes that a bit easier, but we'll see. Without camping/tunneling/slugging being as punishing, healing potentially wouldn't be as important.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969137#Comment_3969137
No. I'm just surprised that for YEARS killer mains keep insisting that the team just needs to get good and deal with the tunnel… when in reality either way the killer is getting an early kill or tons of free pressure.
inb4 someone mentions that we have the HUD 😵
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Just commented about this, but I manually checked my progress now and I'm exactly at 48/48 but haven't been rewarded. So I'm experiencing it too.
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Is there any chance this is getting addressed in TWD release?
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I'm having that issue now. I've heard that it auto-completes in the background, meaning you should have the rewards in your inventory. I don't have mine yet, so I'm assuming I'm not finished. But who knows?
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Skill checks when letting go of gens have been strange too. I don't think any of the recent changes are really working as they should right now.
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I'm down for anything that improves teamwork in solo. If it's so miserable that nobody will play against it, then address it. But like anything, I'd be willing to try it out.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968282#Comment_3968282
People that ragequit are breaking game rules, and deserve to be punished.
Seriously, if someone frequently ragequits, then their feelings do not matter at all. Give them huge DC penalties. It doesn't matter if that gives them fatigue or whatever. They deserve to be punished.
In my honest opinion, rampant camping/tunneling/slugging is also giving up. At that point, the Killer gives up on a fair trial or interacting with the other players. It's like taking all of the paper money and cards and declaring themselves the winner. The only difference is that it's allowed. In that case, why would anyone want to play with someone that does that?
Flipping the table is flipping the table, and I think having the freedom to leave those trials is important.
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@SpringMyTrap said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968878#Comment_3968878
I dont think it's an issue of them refusing to crunch (not like they should, just stop making terrible changes), it's a matter of the decisions they make.
For example - they try to preserve current fundamental snowball based gameplay dynamic, but limit how well killers can snowball instead of changing it to more streamlined one with more clear mid-term goals making the game more fair for players individually. This results into all kinds of issues Im genuinely tired of talking about.
Devs keep balancing and designing the game around mandatory teamwork and efficient gentime when this doesn't work out for neither side - way too hard for bad survivors to implement, way too hard to counter when implemented by good survivors.
Make teamwork important, but not mandatory, make it so that even if you got terrible team, you can still have reasonable chances to win normally instead of playing the "throw your friends under the bus" game. Make killers rely less on "all or nothing" snowballs and stop pushing them to play for setups where they work all the match for a preparation that pays off way less than disregarding it and going straight for the kill.
They need to address not the sides playing efficiently, but the lack of fair comeback mechanics and how utterly hopeless the games can be if they got out of control way too soon. As killer you can only hope to play for maybe one-two kills if you lost two chases in a row, as survivor you basically prepare to afk stealth for hatch if the killer did get that kill way too early. It is not fun, this needs to change.
The matches need to move away from this snowball nature.
I agree. That's one of the things that Killer Klowns did that I liked, was allowing individual Humans to escape and rewarding the entire team for that (especially if you helped). It wasn't the only game in the genre to do that either as far as I'm aware. That model works because it means the match is always moving and stays dynamic. It allows for teamwork or selfish plays, often requiring a combo of both to see really good results.
With DBD, it's gens or nothing. There's no way to advance the trial once that is compromised. Hatch was a good candidate for an anti-bottleneck feature but it went from too strong to pointless. On the flip side though like you said, Killers have a very difficult time catching up without regression if the Survivor team is able to play them like a fiddle.
@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968878#Comment_3968878
Yes, I agree with the resilence for sure. While the community can be very "toxic", most of the time it does stem from a place of passion, I believe. The game is constantly changing and the community has still stuck with it, even if some changes people don't like while other changes people praised for. I think that in all honesty, Survivor is a role that can still benefit from being the weaker role, I don't think the issue is losing but more so how you lose. But in any case, I do agree that in order to consistently play survivor, you do have to have passion for the game, because you have to be okay with losing more than you win.
Definitely. I was talking to a friend about the game and he said something interesting. If the game was designed to where you never escaped and you always knew you were going to die, it might be better balanced. You would only have to worry about making the experience fulfilling without having to balance any escapes, which is something Survivor players might actually be OK with. I'm not sure how I'd feel about it, but it might be interesting. Currently though it's like we're chasing a carrot on a stick without the carrot and that requires a deeper love of the game like you said.
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Trapper technically, but Michael, Pyramid Head, and Pig were the first ones I actually played a decent amount of trials with. I'd just spook everyone and let them all go. Now I do that with Trapper and Knight lol
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I really don't think that'd be a good idea. Healing is a Survivor scoring event and one of the only ways to keep them in the trial. It has to be accessible. At the same time, I don't see it going un-nerfed forever so just be patient I guess.