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@MDRSan said:
My knee jerk, been playing solo queue for a few days and am feeling snippy due to the near constant losses, steamrolls, and killer post game sore winner BMing thoughts:
Survivor suffering is the point. Survivors aren’t meant to enjoy a match, much less win. Sure, it happens occasionally but really the role of a survivor is to squirm on the end of a killer’s weapon. This is so players playing killers can enjoy the game - it’s not fun for them if you don’t have to sit and deal with being steamrolled. Your frustration IS what makes the game enjoyable for them.
This is the main reason I say equity kills asymmetrical games. They always suffer when everyone has a fair shot.
@tjt85 said:
I feel like BHVR got the order of implementing Phase 1 and Phase 2 the wrong way around. We should have had improvements to the Survivor experience first before considering a harsher penalty system if that had done nothing to solve the go next phenomenon. I have way more bad Survivor games than enjoyable ones.
If Survivors are to play out Trials to the bitter end, there needs to be a lot of work done to make it feel like a more rewarding experience. If anything, they've so far achieved the opposite, since a 4K is all but assured now that you can't miss skill checks to give the other remaining Survivor a fair shot at hatch (and that's only if the Killer lets hatch spawn in the first place).
I'll see what Phase 2 has to offer us, because so far we've seen only harsher punishments for not playing out those frustrating games. But until that day, I guess I'll be a Killer main.
Also why I'm not too convinced Phase 2 is gonna be noteworthy. We'll see but… the track record doesn't look too good.
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It really depends on how much stock you put into either role. Guaranteed you'll find one far less stressful than the other unless you're split right down the middle. With DBD, frustration is given freely without prejudice.
For me, Survivor can be incredibly stressful because it's the role I enjoy playing the most. It gets even more frustrating when I play other games that give me more autonomy and don't waste my time because I realize how archaic and static DBD's loop is. Meanwhile, I find Killer boring to play and therefore put almost no effort into it. Nothing the Survivors do bothers me and I just run around and do whatever I want. Usually challenges.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955694#Comment_3955694
but a nerf to botany back to the way it was would again not change speeds, all you have to do to get a full self heal is add a bandage on (brown add on btw).
putting the efficiency back on literally changes nothing, people can heal fast with do no harm and we'll make it, both useful throughout the match with not much of a condition needed.
honestly I'd personally prefer old Self care and botany back from before 6.1.0, with how different the game is I don't see an issue with it. Med kits are weaker now, and recent killers are stronger than ever.
I still to this day hate 6.1.0 (still awaiting calm spirit to be fixed)TELL ME ABOUT IT. I still have no idea why Calm Spirit caught a stray. It used to be fun to run before it was nerfed.
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To be fair, I don't know that we can ever expect any of these systems to work. Somehow I'm still getting and seeing skill checks right as the gen is let go.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955398#Comment_3955398
If you mean Strength in Shadows, this is already outclassed by Self Care. I dont think that Self Care is that good, but the time you need to run to the Basement and back to wherever you should be is not really worth the speed of Strength in Shadows. Let alone that it is more risky.
I'd run Self-Care if the priority stack didn't get in the way of chases (same reason I don't run Sabo). I like that it shows the Killer's aura at the end of the heal too. Not exactly the strongest though.
@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955446#Comment_3955446
It's not just botany, it's also desperate measures. It's healing buffs in general. Though I do think y'all downplay the botany buff to an egregious degree.
Desperate Measures is a staple in my kit primarily because it's stronger the more that Killer injures Survivors and hovers around hook. I don't see what the problem is.
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@Elan said:
I was wondering about the killer ban, because jesus I hate Knight so much, despite he's quite weak. I find no fun or interaction in either hold w 30s against bot or getting sandwiched by bot and Knight to the point where you just get hit or downed no matter what. At least with the 3x debbufer to guard despawn if Knight is close you don't get two tapped as much anymore.
On the other hand, this would make Kaneki, Nurse (strongest) or Knight, Trickster (most boring to verse) wait forever in queues, which is not fair imo.
I'm torn on it. While sure it's an imperfect system, I think that it's a good bit of data to listen to. If the majority of players choose not to play against 2 or 3 Killers, they can look into why that is. The issue is that the solution tends to be heavy buffs or heavy nerfs that feel haphazard at best, followed by another heavy buff/nerf that undoes all of it.
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@PleaseRewind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955135#Comment_3955135
I can agree with not seeing any chill Vecnas. Though more often then not I play chill when I play him.
The first time I went for that achievement I didn't realize you had to activate it. Was so annoyed. Lucky I managed to get it another time. My heart was beating like crazy when I was looking for the hatch.
I managed to get Outbreak Breakout much easier. I've gotten the eye a couple times, but they always tunnel you out when you have it. Last one I went against tunneled hard right from the beginning, but I did get my chase challenges done lmao
Someday I'm sure I'll get lucky and nab it too. I'm not too stressed about it tbh but it'd be cool.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955135#Comment_3955135
Incidentally I had a chill Vecna just the other day. Wasn't lucky enough to unlock that achievement though. ☹️
Good luck 😭
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@bleep275 said:
Its the same issue with every event dead by daylight does, the players are just miserable people. I was doing killer but the Q times were so long I swapped to survior and holy cow. no wonder why the Q times are so long. It is absolutley miserbale being survivor in this event. Its not even the balance either, I just keep getting paired with the most toxic players imaginable. Most of my matches have resulted in me being slugged and/or humped. The team balancing has been god awful as well. Its like ive been getting hyper competitive killers with inexperienced survivors (i have high mmr for both sides). Like i feel like i can only enjoy this mode playing as killer because its the only way to have a chill goofy match. But when i first started the event I was looping for 5 gens, now its just super high ping killers BMing the whole time.
basically i think survivors dont really care about surviving and just want points (only reason why i play it), while the killers need the 4k or else they wont be allowed to eat dinner for the next week.
That's always been the disconnect. Survivors care more about the experience and Killers care more about the win. Then the Survivors question the Killer's experience while the Killers accuse the Survivors of only caring about winning lmao
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955188#Comment_3955188
Thanks so much for taking the time to type that out.
What do you think the scoring event should look like? I think I already know, but I don’t want to assume. Someone else’s idea of scoring may look different than yours and I’ve read scoring events before on here. If that was you my apologies and you won’t have to reiterate yourself, I just don’t remember who said it.
Scoring needs to feel like it matters. For the game's lifespan, it's felt like it wants you to play a specific way that's unrealistic to the natural game flow. Killer has an easier time with it since their range of objectives hasn't changed too, too much, but Survivor is handicapped there. The recent changes have helped, but the game really should do more to reward you as a team if it wants you to play as one. Something I loved about Killer Klowns is that it rewarded you for helping others escape. There was no shame in watching a boat get filled and you waving goodbye because their escape counted toward your team goal and would reward you as such even if you personally didn't make it out. I like that. It makes the experience feel more tight knit and like you're working together and less of a free-for-all.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955179#Comment_3955179
Let’s throw whether or not it’s realistic out the door. I would like to hear what you think the things are that are demanding and go back to what you think feasible can make the experience better?
Fairness is a must. I say it often, but I think a proper working scaling difficulty system would benefit the game a lot. The one 2v8 uses is a start, but it's not great. I think basekit comebacks that work at appropriate times would make the overall experience feel less hopeless for either side. Genrushing would be cut down and camping/tunneling/slugging would be limited, but neither would disappear at all and would retain their strength when required.
More interactive objectives are another must. Hooks and gens are cooked. If our objectives more closely mirrored mini quests, that would give the game a lot more of a dynamic flow. If both sides had more diverse ways of interacting with each other, that would also be great. Setting more traps, more ways of incapacitating (with real counterplay and objectives during that time), etc.
Another absolute must is alternative ways of advancing the trial. I can concede that OG hatch might've been too much. But the nerf was equally too much. Not only does hatch need to be stronger, we need other ways of escaping/killing than just relying on what we have now. 3 gen? No problem, because we can work on hacking the gates (harder to do and takes longer). Hooks keep breaking, throw someone in a cage (riskier but keeps them out of the trial). Little things like that.
Beyond that, we need better scoring events, better ways of communicating with each other, better matchmaking, all the stuff under the hood that's been neglected.
I think Friday The 13th, Evil Dead, TCM, and Killer Klowns have all demonstrated ways of bringing these ideas forward. The problem is, none of them survive for very long.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954502#Comment_3954502
Sounds like a single player game might be the answer for you.
To be fair, there's a lot DBD could do to feel more like a PVP game. Often times solo q feels like you're an NPC in a PVE game.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955129#Comment_3955129
I totally understand, that by no means is lost on me. This is not an easy game for the average person, especially if you’re playing survivor. I provide feedback on what I think can make a difference. If your issue is reward feel free to just vent off me on what you feel like would make the game more rewarding for you considering how demanding it is and what you feel like can alleviate that.
At this point, my stance is that there's a lot the game could feasibly do to massively improve the experience. But realistically, not much it can do given all of the variables—the genre, the playerbase, the developer, etc. I wouldn't say it's doomed, but I do think it's old and it's tired.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954881#Comment_3954881
Reminder that was the D&D chapter with The Lich.
The map is weird but you know I don't hate it too much. Still have never once gone against a chill Vecna, even as rare as it is to encounter him these days. Never getting that Eye Of Vecna achievement.
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@GentlemanFridge said:
While not strictly 'offline', having bot killers in custom matches would help a lot.
They're already there in 2v8, so I dunno what they're waiting for. Even if it's in waves, it's better than nothing.
Almost 2 years since we were promised it was coming, right?
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Houndmaster mains, Idk. Even at her peak I wasn't seeing many of her. I've seen a lot of Dracula mains focus only on the strongest and newest killers, so I'm guessing they became Kaneki mains.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954998#Comment_3954998
Sounds like something a quitter would say honestly.
Never challenging yourself with adversity because you can tab out or go next, it doesn’t make anyone a better player. Staying in is always practice to learn more or figure out what went wrong and how to do it better next time. Difference in perspectives. Naturally you can only be held accountable for your own performance, but I think there’s usually almost always something someone can learn.
You're not wrong. But you have to ask yourself how much the game is asking (in this case, demanding) of the average player versus how much it's rewarding.
@Nazzzak said:
I dont mind anti- Go Next features, but i feel like the matchmaking improvement update should have come before it. And if there's only 2 survivors left then make it easier to let go (ie take it back to two missed skill checks)
It would've been very different if they'd changed more of the game first versus slapping it on as is. I think at its core, it's really only correcting petty go nexts (the reasons you hear repeated here as to why it should've been implemented) but it's not changing why the trials are bad at all.
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I wouldn't say that the devs don't intend it to go down like that. I would say that they view it as a necessary casualty. It's not.
As many of us are learning and will continue to learn, being forced to stay in a trial doesn't dramatically shift the tides. It just wastes more time.
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Unless they've changed it, hit detection almost always favors Killer which means if the Killer has bad ping then you're boned.
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@SoGo said:
The Emblems are pretty much just decorative atm.
It's not worth wrapping your head around.
Exactly this. The only thing I wish would change are the challenges that require you to get specific ones, especially in one trial. Otherwise they're essentially pointless.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954601#Comment_3954601
While Survivor consistently gets the short end of the stick the last few years, I've never really gotten the sense that BHVR favors Killer per se.
I have.
But not in the sense that they're overly balancing to the benefit of killers. It's more subtle than that, like the way Invocations are designed to perfectly cater to what killers would want. Or the way that hiding became a hot topic for the design team the moment killers began to complain about it. Or the way anti-AFK/anti-go-next were initially tooled with little concern for false positives.
They seem to be more focused on killer complaints, though that may also be because the major survivor complaints took more time to address. It depends on what the anti-tunnel changes end up being.
No for sure, that's all absolutely true. But what I mean is… deep dive into my conspiracy with me…
6.1.0 was a stress patch. Sure it was a "shake up", blah blah blah, but more than anything it was a test to see how much the player base could handle. Sure enough, when Killers were handed the game on a silver platter, more queued up. And despite going next becoming a trend overnight, Survivors kept queuing up to almost the same degree. Over the years, it became more and more obvious that Survivors would still play the game despite what was nerfed, so it was safer to keep the changes focused in Killer's favor to keep the queue fast.
Notice now, that after years and years of bad decisions, they're only talking about addressing the largest concerns for Survivor now that Killer queues are clogging up. Maybe in some sense, the last patch was the final nail in the coffin for what Survivors were willing to tolerate. Granted, all of that assumes that BHVR does in fact have some sort of plan and that the game isn't a collection of happy accidents, but you never know.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954603#Comment_3954603
I know its hard to imagine the wider picture but try to imagine dbd a game finally where the devs finally stop taking either a week or 2 or 3 weeks to constantly go back and forth with balancing the perks to prevent gen rush, killer winning really fast because they can just stack values to enhance their ability + speed.
They can always monitor the AI to not be so aggressive and it would do all this in real time and wont cost them much money to do so, i believe they have many bright smart devs that can figure out how to implement machine learning balancing feature in real time in pre-lobby" before match starts, it would realistically create peace between players in game and on forums constantly complaining about gen rush, killer slugging, bullying and so on.
It will take some time for the AI to catch speed to finally see and figure out what actually makes players win on daily basis at the top end of the food chain and in the lower food chain it wont do much only prevent top end squads or killers to use their builds to crush and stomp.
Easy as that, devs would secure world peace in game.
It'd at least be worth a PTB I think.
@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954603#Comment_3954603
I don't trust that can work either. Look at go next prevention which was expected to do some analysis of what survivor is doing through the match and instead it seemed to be some sort of time limitation that you need to spend in game otherwise you got banned (etc. if you die in 4mins, u get banned)
Yeah, that's why I'm more partial to scaling difficulty. Even that would take careful consideration because you could have a Killer AFK all trial, forcing gens to be done as slowly as possible, and then get an easy 4k before the last gen pops. You can't really escape the game making some assumptions in its current state, but hopefully we can limit how many it has to make.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954273#Comment_3954273
I made a post about devs adding an AI that tracks pre-lobby players and can see the real time stats of recent winning history, mmr, perk builds and which maps they win most at.
The ai would then decrease the players perk values if the perks are what makes them win and be untouchable and cause killers to slug and get 1 kill only and gen rush.
Same goes for top end killers who run the certain builds to get their haste speed and stack perks on their blight or some other killer like nurse to be speedy gonzales and punish even slight failure to the max.
That could work but it seems very tricky. Idk that I'd want to affect what perks they want to bring that strongly.
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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.
While Survivor consistently gets the short end of the stick the last few years, I've never really gotten the sense that BHVR favors Killer per se.
Pretty much everything boils down to their fixation on matchmaking and their desire to make the game more competitive than it has any business being. The only issues are that more people are interested in Killer than Survivor now (rightfully so) and their latest comp initiative was a disaster, both of which greatly affect matchmaking. It seems like the pendulum is gonna swing soon.
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@spagz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954363#Comment_3954363
As I stated, “I finally got some friends to come back to Dead By Daylight”. They are not new to the game.
Oh, missed that part. I've done the same and they always leave too lmao
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While slugging does have a purpose, we're all too aware of what happens when it's used beyond just a simple catchup mechanic. The sad thing is that despite that, I don't necessarily see the wave of changes coming being too effective at preventing this scenario, but we'll see.
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It's almost always a bad idea to introduce your friends to the game. I specifically tell people not to play. In a perfect world, I'd love to enjoy the game with my friends. But I know from my own experience that it's not a great experience and frankly predatory mechanics are what keep a lot of people sticking around. I'd rather the people I love not get as sucked into it as I have.
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@jesterkind said:
Reverting Spine Chill wouldn't be healthy, it did get changed for a reason.
However, yes, the perk needs serious help.
I've suggested before that it either become a "finish this action in the killer's face" perk by affecting fewer things with a higher number (healing, unhooking, exit gates- just not gen repair), or it be wholly reworked into an anti-aura perk that lights up while your aura's being revealed. Either of those would be healthy directions to go, imo.
Latter would be a good idea. It just makes me miss Distortion though.
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I agree. Nerfing/buffing doesn't work for either side. They just need to be a different kind of mechanic altogether.
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It's an event and one of the challenges is to crank out a ton of gens. People are gonna be grinding it out.
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It's one of those things where it COULD be healthy for the game, but the game has changed way too much since its inception that it likely isn't. Thankfully it's not commonly in use, but regardless. Locking the gates should probably go unless we have better endgame perks on Survivor again or alternate means to escape.
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I get that BHVR wants the game to be mysterious and moody (in some sense) still, but competitive games don't have time for that.
Delete the pre-matchmaking lobby screen, lock builds once you're matched, lay everyone's cards out, and show their names/ping. In addition, add comms.
Otherwise, let it be casual.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953638#Comment_3953638
Excessive hiding is an issue because it heavily encourages the killer to camp and tunnel. When a killer hooks a survivor, the expectation is the killer should patrol the map to find someone else. But if all the other survivors are hiding, and the killer can't find anyone, then the killer is heavily encouraged to just go back to the hook and camp.
And that is the biggest problem with anti-camping mechanics. If the killer is expected to leave a hooked survivor to find a new target, then there needs to be a realistic expectation the killer can find a new target.
And excessive hiding is MASSIVELY UNFUN for the killer. Leaving a hooked survivor to patrol the map, and finding zero survivors because they are all hiding far away from generators, is massively unfun. Killers should not be punished for camping, if zero survivors are repairing generators, because there's zero reason to patrol generators if zero survivors are repairing them.
Tbh that's a much broader issue with how hooks and generators interact. The two mechanics work well enough on a smaller scale, but the game is so big now that it's suffocating from them. They both need to change massively.
In the meantime, making gens less oppressive (multiple ways to do this—more gens with far less charges, checkpoints on gens, more objective-based gens like the Blood Moon ones, etc.) and adding in something like basekit BBQ would be a start.
@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.
Exactly. Nobody wants to hear it, but the game has a high turnover rate and starts to bleed players in between licenses. They have to be aggressive with them or else the game threatens to go into maintenance mode. At its core, DBD will always be incredibly casual. The #1 best way to play it is with 5 friends, passing the Killer role along the way. It demands too much mutual respect and good sportsmanship between players to exist otherwise. The push to make it competitive has only made it a miserable experience because the game rejects it. It's fine for the comp scene to exist as its own thing, much like it does with Smash, without forcing everyone to play like that. Plus, it only deepens the divide between players.
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953779#Comment_3953779
Lol. I'm sorry, this isn't Barney and Friends. People like to win. Gamers, especially. That's why they complain when they lose.
It's Killer mentality. Much the same when Survivors assume that the Killer wants to earn points.
You don't go into a game where you know you're likely going to lose more often than not and expect to win. When Survivors give up, it's because their time isn't valued. They want to be able to move around and breathe before that time is up. The hope to win is always there, but it's like a carrot on a stick. When their time isn't respected AND that hope is gone, that's when they go next.
@Skeleton23 said:
Fixing Tunneling is like a Illness. You can't fix the Illness without going to the roots Cause of the issue. Lowering the Symptoms will only make the the Illness worse. If survivors get more basekit perks then that will increase Tunneling not resolve the issue. If you made it harder to tunnel it will be done more often if you give Killers there own basekit perks to make the game more balanced then Killers will begin stop Tunneling or at least make it less often.
Ur asking Killers to suffer from more restrictions. If they give Basekit DS that will make Killers stop playing. If you want to give more basekit Perks for Survivors and nothing but more TBing for Killers then you need to stop and think of the other side of the game. I swear I feel like the Killer side is just Hated
In my opinion the best and only way to address both issues of gens going too fast and Killer comebacks going unchecked is first to start with a scaling difficulty system. 2v8 currently has an iteration of this, albeit a very weak one. Essentially more hooks = faster gens, less hooks = slower gens. DBD's play is so situational and still very RNG focused (despite how hard they're trying to beat it out of the game) so it's not totally black and white. It needs some thought and consideration to be successful.
Next, focus on hooks and gens. They need to be redone entirely. I have a lot of ideas for gens, but hooks are more tricky for me. I'm sure others have some good ideas on how to solve that.
But the issue will always be the same, unfortunately. DBD could have incredibly deep gameplay and have a very fun loop, but if the game is fair then it will die. This happens to every asymmetrical horror game eventually.
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These topics are always interesting to watch because they only reinforce how asymmetrical horror as a genre just doesn't work.
Really the core of the argument is that one side can accept losing more often than not as long as their time is valued. Meaning that anti-tunnel wouldn't need to outright delete tunneling, it would just have to limit its potential so that individual players could have more time in the trial. While there are a handful of ways to do that that could all be successful, the immediate concern is that the other side would not win often enough. To me, that reads more as entitlement but that's neither here nor there.
Ideally, the end goal for an asymmetrical game should be equity. Both sides are very different and come into the game with different strengths and weaknesses, but ultimately they should meet somewhere in the middle. Yet every time a game strives for that, it's not good enough. Barring BHVR's own issues, could DBD realistically thrive when fairness is such a dirty word?
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Not right now. I don't think they've rereleased banners or icons yet, but if there's enough interest they might.
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It'd make sense. Kind of like testing out classes in an MMO.
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@DeBecker said:
Now theyre just dead offerings. It just makes no sense this way.
That's my reasoning. They weren't offerings I used often so I'm not really all that affected on that front, but I dislike that we have more garbage in the web now. Literally grinding for nothing.
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The game has never been serious enough for me to really care one way or the other if someone goes next. I understand why they do and I don't blame them. Often times it's the right call, even when it's bias against a certain Killer.
My trials don't feel radically different without it and I knew that they wouldn't. The same problems persist, you're just forced to invest more time in a lost cause than you had to before.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953402#Comment_3953402
Invocations to me are sort of a repentance for Boons, which I find bizarre.
I realised at some point that Invocations are designed entirely from a killer perspective, giving them everything they want.
- Survivor off gen for a long time
- Survivor in basement
- Survivor is permanently injured
And then the reward is laughable.
They are legitimately killer perks, not survivor perks.
100%. Even then, No Mither offers more for being broken, Alert/Wire Tap/OoO are easier than Treacherous Crows and offer a similar advantage, and in the amount of time it takes to do Weaving Spiders, you could've easily popped one gen with Deja Vu and a toolbox (assuming you're as free as you were in the basement). The risk/reward is so off balance.
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MMR almost always dictates that you'll have the worst trials imaginable. I think regardless of how the game is nerfed or buffed, that'll remain true. The only ways I can see to mitigate that are to first correct matchmaking and second to implement scaling difficulty (similarly to what 2v8 uses, but hopefully better). Anti-tunneling/camping/slugging is unlikely to be very strong, but even if it is, the odds of it being scaled back are very high. Which is unfortunate because solo q is eternally in a bad spot, but you know how it goes.
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@[Deleted User] said:
The DC penalty rework is stupid and punitive. My game crashes. It happens. I have an Nvidia card and run the game on Linux. Not ideal, but I'm not in a position to change that at the moment. The game is steam deck verified but also somehow not supported (make that make sense), so there is no fix unless I change my hardware. It happens maybe once every 10 games, but I now have an infinitely increasing DC penalty. And here's the real kicker: the penalty only goes down once you try to queue again. You've quite literally made a playable game unplayable for me. For what?
It's not even remotely reasonable to have the time only count down if the game is actively running on the character select screen. Get over yourselves. Please.
It feels like we're back in the era of comparing it to hockey lmao Totally inappropriate system for this game.
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God forbid this happen again, but if it DOES, I'm hoping BHVR wipes the DC slate clean after they fix it. I can't imagine anyone being locked out of the game indefinitely with the new penalty system for something they didn't even do.
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Legendary for Sable would make money.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953415#Comment_3953415
Haha, still ahead of me, my friend. I usually play with Adrenaline, Iron Will, DS and Botany Knowledge.
All four are from 2016.
6.1.0 forced me to run Desperate Measures in order to unhook people and it's stuck ever since. Works well with Shadows too, which I only started running because the priority stack with Self-Care makes me a sitting duck lmao. Still sad to think that my kit hasn't changed all that much in the last 3 years when I used to run unique builds on each of my characters to make them feel diverse.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953402#Comment_3953402
I agree, my friend.
And I think, for survivors specifically, the problem is particularly prominent because of how hostile the community is towards the survivor meta. The last two new perks to truly enter the survivor meta were CoH and MFT, both of which got nerfed into obscurity.
Outside of those two, survivor meta basically follows the same structure it always had: exhaustion perks, UB, DS, and often a healing perk of sorts (Self-Care used to be the chosen one in the past). But thats it. Every time survivors gain a new addition to the meta, which is already extremely rare, it often doesn't last very long.
It is incredibly comical how MFT went down, still. I'm not saying it was healthy how it paired with Hope, but the fact that it only lasted during EGC (assuming it got to that point) when Survivor resources were likely to be nil and it was considered game breaking really says everything.
And I agree. I'd argue that Nic Cage's perks were an important shift for the game, but without more of an effort to push the game in fun and unique directions, it's all some weaker variant of a perk that already exists. I love Strength In Shadows and prior to that I loved Dramaturgy, but beyond that? I think the most recent perks I bring are from Felix.
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@Rapid99 said:
I don't think I could play this game without reshade. Idc about its advantages, I just like color. The game genuinely looks AWFUL without it. It's just dead, everything is the same color. And things that are meant to be colorful get drowned out entirely. Reshade let's me crank that up and actually not want to gouge my eyes out while playing.
Same. I had to boost the light in the game, not to my advantage but because it is SO DARK that I can't play during the day. And everyone knows why you wouldn't wanna play at night lmao
Prior to that, I had fun little filters where I'd add PS2 tracers, deeper shadows, desaturated colors with a stronger emphasis on reds, etc. It just made the game feel more like a horror game.
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If they're gonna keep AFK crows in that scenario, then they need to buff hatch. It's too one-sided as is.
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There's other important variables as well. How often is matchmaking so skewed that you're counting genuine (aka not camping/tunneling/slugging or gen rush squad) steamrolls? How often does Killer allow the survivors to win/the survivors give up during the trial? The kill rates are a comp metric that don't apply to a game like DBD.
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He wasn't being played enough, I reckon.
