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UnicornMedal

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  • Free weekend + an influx of players always brings in a ton of cheaters. Plus the game being much more competitive encourages it too imo.

  • Do we know how far back they log? I don't see them being very accurate for a while.

  • @SAWII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950401#Comment_3950401

    Imagine continually ruining games for 4 other people and thinking you deserve to keep playing.

    Killers do it just fine.

  • @MissMischief99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950395#Comment_3950395

    What they failed to realize is that it takes four survivors and only one killer to start a match. If you continuously keep survivors, unhappy they’re not going to play and there won’t be matches..

    All of these changes that they’ve been implementing with the HUD information, now these penalties, etc., are saying that they want this to be a team game, but it’s not a team game.

    If they really wanted it to be a team game, they would give us communication, but they don’t because of SWF. You cannot truly be a part of a team if you don’t have communication. Solo Q is not a team, but they’re trying to force us to be one.

    They keep giving killers multiple powers and making them stronger while leaving survivors in a stale place. This is not like Friday the 13th where you could have three or four or even all seven counselors team up and jump Jason. Sure to a degree you can team up in dead by daylight, but it’s very limited and unless you are an SWF those team ups are going to be brief.

    Trying to force one half of the two parts that make up this game play a specific way is not going to work. And it’s not going to work when they try to force the other half to play a certain way as well. Although I do not like tunneling and slugging and camping, they are strategies. Just like stealth and running save strategies for survivor. If you’re taking all of these things away from both you’re gonna end up with a very stale game that nobody wants to play because every game will be exactly the same, which is what we are seeing right now With the FNAF release.

    Forcing survivors to do nothing but objectives and not have any type of strategy in their gameplay is a big mistake. And it will also be a mistake to force killers to not be able to have strategy.

    Imagine playing call of duty and they tell you that everybody is into a line and just walk towards each other and shoot and anything outside of that is going to be penalized. That is effectively what is happening right now. But we’ve only gotten half of it because the killer side of things hasn’t happened yet. When it does, we’re going to have constant games of exactly the things that both sides don’t like. Killers will be gen rushed because that’s survivors’ only option right now. And when killers can’t do anything but hook survivors in a specific order, they’re not gonna like that either.

    So if you are a killer man right now and you are so happy about all these changes because you’re getting your 4K just wait until it’s your turn because all of the nonsense you’ve been spewing now about how survivors are just whining and complaining will be put right back on you when you’re forced to hook different survivors and you can’t slug etc. etc. When you take the freedom of strategy out of an online game you take the fun out of it. And right now the has been taken out of the game for survivors. We are being forced to play in a very linear way with no room for variation.

    This isn’t super Mario Brothers, where the way to play is very linear. This is an online multiplayer game where people are going against each other, and to not have the freedom to form strategy is going to be the ruin of this game.

    There's a lot of comparisons being made all the time about how DBD should punish players in line with what other PVP games do, but the reality is that it's not like any other game on the market. Not even among its peers. As you said, it's lacking all of the hallmarks of a team game. The reason SWFs with comms are so popular is because it's the most efficient way to play the game. Comms were not rare when the game launched and every competitor since then has incorporated it. It also circumvents the issues with matchmaking, which operates like a competitive game but again lacks all of the hallmarks of comp. matchmaking.

    The reality is that DBD worked the best when it didn't treat itself like every other game. It was never a very strong game, but it was at least fun to play. Now it's as if it's a square peg forcing itself into a round hole. It's very much a game that does not want to be played.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950459#Comment_3950459

    Stuff like this is why I'm baffled that anyone can defend this new penalty system. It's so flawed, it simply cannot stay in the game in any capacity.

    It's literally the death of the queue. It's actively forcing the players out of the game due to no fault of their own.

  • It's not so much that DBD has gotten better for solo since year 6, it's that everyone became accustomed to it. We've continued to lose things, while gaining little things here and there along the way (very much one step forward, two steps back). The HUD is nice, healthy hook grabs going away was good. But ironically, you left at the worst time and came back at the worst time. I ground out the bathing Geralt banner because obviously who wouldn't, but that's probably the last time the game will be stable for a while.

  • @ThatRyanB said:

    Hey there folks! I've seen some back and forth in here, so I wanted to hop in to confirm how the 20 match set for Disconnection Penalties works. As some of you have already pointed out, this system looks at your last 20 matches and the number of disconnects within this range. As you continue to play matches, they wipe the slate of your older played matches, one at a time.

    As an example, let's say you disconnected for match #1. This would remain logged within this system for 20 matches. After the completion of match #21, that first disconnect would no longer be factored into the Disconnection Penalties system for you.

    I'm not trying to shoot the messenger, but I'm surprised that this system was implemented over getting rid of the ability to DC.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950327#Comment_3950327

    Always loved being the Gen Jockey, still do.

    If my teammates want to keep the killer busy, I guarantee all five gens will get done.

    No Mither, Resilience, Deja Vu, and Unbreakable are really fun to run with that in mind. But with less successful chases and now harsh penalties for not playing in an exact manner, there's no real point to it.

    No Mither is honestly criminally misunderstood and will be my 13 Reason Why if they ever decide to change it. 😤 Which, considering the fate of some of my favorite perks, is incredibly likely.

  • @MissMischief99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449031/what-do-you-think-bhvr-is-going-to-do-to-address-tunneling

    Absolutely nothing. They just released a killer who makes tunneling easier and every game is the same. Tunnel tunnel tunnel.
    This update the message is clear: killers can use whatever strategies they want. Survivors? Do gens or get crows.

    The other thing they were “supposed to be dealing with” : slugging. Also just got easier because if you’re one of last two it’s now guaranteed they can slug and win.

    At this point why does hatch exist? The 7-8 missed skill checks it takes for surv on hook gives killer PLENTY of time to find and down last survivor. Can’t even be courteous anymore and try and give your teammate hope.

    Tbf that's been the message for years now. Whenever the experience becomes miserable for one side, the advice is either to adjust or leave. Even the tried and true method of showing your dissatisfaction in-game or during streams (which unfortunately is usually the only way to really get anything done) has only led to negative change.

  • The game prioritizes punishment with the latest patch. The DC timer doesn't count down unless you're running the game. Instead of avoiding DCing, I'd advise avoiding Survivor altogether.

  • Was that not you? lmao I swear you posted an old steam thing with it. This was like, 3 or 4 years ago.

  • If I'm being honest, I don't even pay much attention to patch notes anymore. If I can't figure out how a new power or perk works just by playing with it, then it's not worth my time.

  • @AmpersandUnderscore said:

    I genuinely miss the player mindset the most.

    Chase used to be important, and specifically pressuring survivors off gens. Not that tunneling didn't exist, but certainly not to the extent we see today.

    Killers used to focus on being in chase as much as possible, to the point where people literally said "gens aren't worth kicking" because the 3s kick animation was a waste of time.

    All of that changed with the gen kick and 3 gen metas and all we hear now is that "slowdown is all that matters".

    I've always been asscheeks at chases, which makes sense since I joined in late-2019/early-2020 which is when the shift-W meta really started to take off. But it was still much more popular at the time, which meant that genjockey and high altruism were free for the taking. I miss running my WGLF, BT, We'll Make It, Leader/BK build so much. After MMR went live, there wasn't enough mutual respect left in the game to get as much value out of that build and then 6.1.0 killed it.

    @cogsturning said:

    Fun and mercy are what I miss. There used to be constant goofing with killers, particularly Ghostfaces. A good 1 out of 5-10 games used to be silly for me. Now I try to bring a meme build and just stand there and throw rocks or play the lute and the killer doesn't hesitate to down me, a person who isn't even engaging with the objectives.

    Ever since the introduction of the last-survivor mori, mercy is dead. I often surrender to the killer when the match is lost (Iike 3 gens remaining with me and one other person left and they're just hiding). It used to be I often got mercy. I didn't expect it, but it happened and it was nice. Now they just slug/kill me.

    I kept a sort of spreadsheet the last 2 weeks or my escapes, what killers I faced, what build I brought and some other data. Out of 261 games I had only 3 goofing killer and just 4 instances of mercy.

    Most new players have no idea how to even goof off. It's rare to have players that even know how to interact with Pig. It's strange how when the game was apparently much worse off balance-wise, we all seemed to have a lot more fun.

  • Seems mostly targeted to getting tier III perks faster. Is the increased cost 2mil or something?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950175#Comment_3950175

    Complaints != real issues.

    The issue with tunneling is that the amount of skill required for the reward it presents is wildly disproportional. Every other complaint with tunneling harkens back to it.

    As a Killer, you need very little skill to successfully execute a tunnel out. The game rewards you massively for it as well. As Survivor, it is insanely difficult to counter a tunnel out. There really isn't any preventing it, but wasting time can allow your team to win. However, even IF you manage to loop the Killer long enough (big ask with modern map design, looking at you Haddonfield) you are relying on your team, which is almost always gonna be disappointing.

    It seems like you just have a huge issue with people playing Survivor. Even when people like me, who don't really play Survivor and in fact exclusively played Killer for years, give a dissenting opinion to your drivel, you lose your mind and start with ad hominem attacks.

    I've been reading your posts for years and you always have your finger on the pulse of Survivor, which is a rarity. I always know that your take in any thread is gonna be spot on, so thanks for that. 😎 Your old sewercidalslut name still pops in my mind every now and then lmao

  • @IamtheMilkman said:

    some times a killer needs to tunnel to win, especially if it a m1. Survivors already have a thousand second chance perks and enough pallets to build a new map with. How much more babying do they need?

    And yet, Killer's catchup mechanics are basekit across all powers and work at every stage of the trial. And unlike perks or maps, have been immune to nerfs and changes for 9 years now. Even with the proposed changes on the horizon, there's no guarantee they'll be affected very much at all.

  • @Defnotmeghead said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949800#Comment_3949800

    I would even go so far as to spawn in hatch once 2 survivors are remaining and one of them gets the "FIND HELP" text on their screen.

    That way, the killer only has 28 seconds before hatch spawns in after downing a survivor in a 2v1, and is forced to trigger EGC (potentially triggering Adrenaline on the downed survivor) and gives the remaining survivor the ability to open the exit gates instead, or re-open hatch in case they happen to have a key.

    It gives killers at least 28 seconds to find and down the next survivor, or go back within 28 seconds to pick up and hook the downed survivor.
    That way, the remaining survivor only has to wait 90 seconds in total, which is still more than plenty of time for the killer to locate that survivor, instead of the 240 seconds it would otherwise take.

    I can understand why it was nerfed, but I've thought it was excessive from day one. The old formula was great, but I agree that locking it to only apply once 2 survivors remain would be a good idea (if 3 gens have been completed, it spawns open, otherwise it's closed). Keep charges on key, but make them less punishing to encourage use.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448914/whats-going-on

    because developers think stealthing is a problem when it is not.

    all they needed to do is add a collision loss for 3 crows and make the abandon button work for killer after 10 minutes the match has started.

    tfw the hide in hide and go seek is considered toxic

  • @Pit_Bull_Love said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949777#Comment_3949777

    My thoughts too. All of these game breaking qol changes for survivors all turn out to be duds, or nerfed into duds.

    By the time BHVR realizes that the game is dying, it will be too late to resuscitate. Survivors have the DNR papers in front of them, and ready to sign them at any moment.

    That's why even if it's very weak, I'm no doubt expecting that we'll lose something as a result to compensate. What exactly, I don't know. But I'm not confident at all.

  • The mentality is a side-effect of how asymmetrical games work. In every one that exists, players assuming the role of the Killer don't want to play unless they can wipe everyone out with ease. UNLESS they're looking for a big challenge, which the genre isn't really known for providing. DBD is one of the few in the genre that allows killers to use powerful catchup mechanics at any stage of the trial, even allowing them to even the score against opponents that outrank them. Providing a genuinely "fair" experience would be the death knell to that system.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949777#Comment_3949777

    I doubt it on both counts.

    They're already trying to pad the blow, saying things like, "don't worry, your mmr will eventually even out." Or, "If kill rates drop, we'll buff killers."

    That tells me it's not weak. As for scrapping the system altogether, I don't think so. Tunneling has become the number one point of discussion on the forums and Reddit.

    It's not exactly unusual for them to make big claims they don't follow through on either. Realistically too, the only way you can really "fix" tunneling is to limit its value solely as a catchup mechanic which, if I'm being totally honest, will either end with them severely kneecapping it on accident (which I don't find to be a likely course of action to begin with) or another bait and switch like the anti-3 gen or anti-camp→anti-face camp. The former being scrapped and the latter being weak.

  • The reality is that the game is the way that it is. But considering how strongly these features have been requested for years and years, I really don't see why they can't be taken into consideration. At the very least, something that blurs/changes the color of certain things and deletes sound cues.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949080#Comment_3949080

    People keep this energy for "free escapes" but not for "free kills" in EGC when certain Killers can just sit in front of the hook and get a Kill because the Survivors physically cannot rescue (vice versa). "Free for me, but not for thee," I guess. :/

    But for a second, let me just play around with this idea.

    If Survivors did not have the Hatch to escape from, Survivors would instantly give up at the drop of a feather because there is no reason to stick a match out if you were in any losing position. Furthermore, you would significantly raise Killrates, and BHVR would nerf Killers to compensate for matches being too miserable for Survivors.

    An incredibly important aspect of hatch that I never see brought up and that BHVR themselves even fail to realize is that it's an alternative means to progress the trial. It's an anti-bottleneck mechanic.

    When the trial comes to a total standstill—too many gens for too few survivors—something has to happen to propel it forward. Before hatch was nerfed, there was a race to find it and escape or close it. Either outcome moved the trial forward. Even the standoff provided gameplay because it promoted competition. Currently, it spawns too late and with almost zero interaction to be of any practical use. Either you're lucky or you're not.

  • Now with bots, the surrender mechanic, and the loss of 4%, backfilling would bring the game full circle to totally nullify the DC penalty. I think it should absolutely be done.

  • @Gh0st2317 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948252#Comment_3948252

    I'm thankful that it has been killswitched, but I am still disappointed that BHVR has never actually tested this. And the fact that you're unable to unhook yourself when everyone is slugged is ridiculous. Would've been better if the whole thing got removed too as no one really likes it, and I miss getting the adrenaline of getting the 4% chance... 🫠

    It would've been nice if they had a certain criteria that the match had to follow. For example, no one is able to unhook themselves within the first 5 minutes of the match. UNLESS you're using perks that grant yourself or others luck, using Deliverence OR using luck offerings. Then after the 5 minutes, players can use their attempts. There's no way of entirely stopping survivors from giving up, as they'll always find their way around it.

    What still surprises me more than anything is that for years we've been told that we can't block players from queuing up with us, we can't blacklist killers or perks, we can't have stricter MMR, or even a "quitter queue" like some people have suggested, all because it would affect matchmaking. And yet we can allow players to rack up large DC penalties for nothing that don't count down unless they're in game? It really goes to show where their priorities lie.

  • Might be in their back pocket for a Dead Island collab.

  • It all depends on which role you take more seriously. If you're more of a Survivor main, you're most likely to be a very lax Killer. Same goes for the inverse.

    Personally, I don't like killing anyone. I just dick around and play poorly on purpose to make them think they got one up on me while I break stuff and smack people lmao

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947664#Comment_3947664

    Unfortunately, slugging for the 4k isn't any less viable.

    Because now, if you slug the 3rd, the 4th has two options: do gens and give away their position, or hide and let the giga buffed afk crows give away their position.

    Both options lead to the last 2 survivors dying. So it's like they just incentivized slug for the 4k even more, somehow.

    Distortion died for this, btw. So killers could "find the last one or two hiding", yet here we are.

    Aura reading is only for one group of players, don't you know?

  • I'm guessing that whatever it is, it's either going to be very weak or scrapped early on.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948696#Comment_3948696

    If that is the case then there shouldn't be a DC penalty at all, and when they have killswitched the DC penalty games are a disaster, because everyone just immediately DCs as soon as anything bad happens and not a single game actually goes to completion.

    In 2021, I probably would've agreed with you. But in the current state of the game, the balancing doesn't allow for very many trials that don't end in steamrolls or bottlenecks. It's really a question of time management and autonomy.

  • @Scarlett1111 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949015#Comment_3949015

    "The side with more skill"? Is that what we're calling overly blatant use of scummy tactics to "win" games? Skill? It doesn't take skill to tunnel someone off hook, it doesn't take skill to pick Ghoul and slug for a 4k. Which both of those stats sit at around 25% of games on their own by BHVRs own stats. That is 50% of games.

    100%. Ironically, skill expression has been optimized out of the game in this so-called "PVP" era.

  • @Plu said:

    If the experience was bad it would lose players, like it already did in the past after really bad patches and killer releases, yet this didn't happen, in fact its the entire opposite.

    Also no, it can't stay afloat if the experience is lost, because it's what retains players and make them spend money.

    Even after a string of bad chapters, a big license will turn it around. That was the case with Wesker. I think as long as they can manage to do that, the game could become anything and still have new players cycle in and out. That's why I think it's valid to say that the game has shifted to an unenjoyable state, where it feels like it's on life support, even if the steam charts never reflect that.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948755#Comment_3948755

    Exactly. And honestly, I believe the game will never recover unless most of 6.1.0 gets reverted and the design goal of 60% KR is abandoned, because survivors will never have a good experience if that number is to be maintained at all costs.

    The 3-gen example you've mentioned, friend, is one of the things that makes me a bit concerned for the anti-tunneling / camping / slugging mechanics from phase 2. Because those are supposed to help survivors, that is the goal, but recent history really makes you wonder how effective they will end up being.

    Also, thank you very much for your kind words, my friend, I appreciate it <3

    With these new changes, it's sacrificing matchmaking speed as well which is pretty risky territory. I think of all the things we couldn't have over the years due to matchmaking but that's out the window now I guess.

    I think if we keep our expectations within the realm of "anti-camping" → "anti-face camping", we won't be disappointed. That's my stance at least. 😅

    Anytime. 😌

  • In all honesty, I don't think we've had a truly "original" killer in years. Most are some sort of mishmash of already existing mechanics. Maybe Nemesis with the addition of AI?

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448917/the-new-dc-penalty-system

    Time-based penalty removal, doesn't teach survivors to ragequit less. Instead, it teaches survivors that it's ok to ragequit as much as they want, and they can just play another game for a while if the DC penalties get too high.

    The 20 match DC penalty system is far superior, because it teaches survivors that the percentage of ragequits is important.

    Also, you're completely misunderstanding how the 20 match rule works. If you play 20 games without ragequitting, your DC penalties would be 0, regardless of what they were before those 20 games.

    Honestly, I think that's very hopeful. It might have an effect on those of us that are still around, but I think the reality is that it'll just promote the high turnover rate the game already has.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948670#Comment_3948670

    Yes, I do agree that patch 6.1.0 is indeed to blame for most of it, and in my honest opinion it was by far one of the worst patches in DBD's history.

    This whole process of artificially making the kill rates higher was flawed from the start, as the way it was done basically meant depriving survivors of everything and making them easier targets as a consequence. Because that is the point, survivors were supposed to die more often and they are dying more often, which just creates a bad experience for the role.

    And honestly, my friend, I have yet to see any convincing argument proving that, somehow, DBD is in its best state ever. I find that pretty much impossible to believe. Because when you chose to play as a survivor, get one of the current Coldwind maps, against a killer that is extremely oppressive in chase and downs you extremely quickly… that is not even close to the best possible experience in DBD, and that goes for both sides involved.

    That's what's wild to me too. It was day and night. Sure DCs and going next were always a thing, but the two weeks following that patch were AWFUL. They saw it happening and did nothing about it. The game never fully recovered. And now 3 years later, somehow they're still wondering why it's happening at all.

    Exactly. Even when we get what should be a balanced patch, it somehow still skews more toward punishment than relief. The 3 gens are a great example of that. A flawed Killer is released that breaks the game, due to no fault of the players who weren't setting up a specific strategy for that one Killer, and yet we still lose gen tapping as some sort of penance which only helps to maintain the 3 gen in the first place. Why not implement a checkpoint system instead? Seems better than limiting kicks too. Hell, even Frank Stone beat DBD to that.

    Also I'd like to say that I've lurked here for a long time and I've always found you to be one of the more insightful and pleasant posters on the board. I don't know how you do it, but it's always a pleasure to see you around.

  • @Pit_Bull_Love said:

    Escaping.

    For me it, it's not one singular event. It's the overall end result, and it's just getting worse.

    • 6.1 is obvious. It was the beginning of the survivor downfall.

    • Then map changes. They have gotten very small with no safe loops. Killers can hold a 3 gen by standing in the middle of the map.

    • Tunneling and proxy camping have gone unchecked.

    • Slugging is still an issue

    • Survivors all start together opposite of the killer. Cool, it's not like half the roster doesn't have speed or a teleport ability.

    • Hatch is practically useless with these mori changes.

    • The 4% is dead

    • Stealth is dead (for survivors)

    • Constant perk nerfs, or buffs to perks that are trash and no one will still use.

    • Not a change, but still problematic. Having to go into the match blind. Might my build be completely negated by the killer? Maybe. Yet, killers can change there loadout or DC before the match starts, because they don't like something they see. This is a dated mechanic and needs to go.

    Survivors are being forced to play with only one playstyle. Genrush. Why? That's not a fun playstyle for killers either. And it will only be a matter of time until they nerf gen speeds, again.

    Why not just replace the survivor role with bots. It's clear that they don't want the role to be enjoyable for anyone to play.

    Even genrushing feels worse than it did in the past. I'm ride or die with David, so I loved having a No Mither stealth/speed build. With stealth dead, I don't see the point of even doing gens anymore. Even if we're left with one objective, if it isn't fun we're not gonna do it.

  • @Plu said:

    Yes you are, the narrive you are pushing and the game actual state are two different things, the playercount it inself speaks volume.

    I think an important distinction to make is at what point does DBD die as an experience versus at what point does it die as a money generator. It could stay afloat indefinitely even if the experience is lost.

  • @Fenril said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948696#Comment_3948696

    For me, it's kinda like Behavior is trying to make DbD as competitive as possible (LoL competitive level). Take away the strategic part of the game, the whole "hide and seek that becomes a tag" vibe. I like this vibe. We're facing a killer after all. It shouldn't be removed.

    For main killers, they probably find the whole idea of "locating survivors" boring as f… but it's part of the whole "killer-survivor/victim fantasia".

    The way things are now, I'm pretty stressed to the point of quitting a match because my team mates are hiding in the corners of the map while I'm on the hook. Someone said that, now, you have to play 20 matches to "remove 1 penalty point". Let's say your internet connection went down for a few minutes and you d/ced… 20 matches. Then you get really stressed and quit a match. +20 matches. Dude… most matches last for 15 minutes or so. Now I have to spend 10 hours playing the game (not counting the loading screens, lobbies, etc) without quitting to "remove my penalty". If, by any chance, my internet connection faulters again… probably a whole week playing or face a 30-day ban. Obviously the 24-hours-rule was better.

    What is going on? It's as if as soon as the clock hit midnight, all hell broke loose.

    I agree. It's what the heart of the game is, after all.

    These new changes are about as anti-player as you can get. I'd much rather DBD be more like Smash where the game is developed casually for a casual audience with enough leeway that other players can make it into a comp experience if they so please. Otherwise, we're left with this experience that feels like playing Monopoly with someone that keeps changing the rules.

  • BHVR has wanted the game to have comp presence for a long time, even though the game is way too casual at its core. It makes sense that they'd back the comp scene after all of the changes the game has undergone in the last 4 years.

  • I'm of the opinion that the penalty should've been greatly reduced once bots were introduced. Now that the Abandon feature is here, all we need is backfilling and then there's no reason to have a penalty at all. Or if we MUST have one, let it cap at 5 minutes.

    All that cracking down on things like this and routinely pulling players out of the game does is negatively affect matchmaking, which used to be the hill that BHVR was always willing to die on.

  • @Agt_Scully said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948608#Comment_3948608

    I don't know how any maps in the game give an advantage to one side or the other. There are so-called "Killer-sided" and "Survivor-sided" maps but that doesn't mean you can't escape from a "Killer-sided" map or get a 4K on a "Survivor-sided" map. In fact, I love playing RPD and Midwich as both Survivor and Killer and thats what I spent my Bloodpoints on trying to obtain. All map offerings do is allow players to play in environments that they enjoy. Theres absolutely no reason to remove them from the game.

    Tbh those maps are more fan-sided than anything. It was fun being able to navigate RPD flawlessly on day one. 😌

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948704#Comment_3948704

    Eh. DBD has a very devoted fanbase, especially amongst survivors. A lot of survivor players ONLY play survivor, and ONLY play DBD. Until/unless there is actual competition from a competent dev team that can recreate DBD with better mechanics and licenses, DBD will never truly die.

    I used to think that, but better games have come and gone. DBD's greatest rival (hehe) these days is Marvel Rivals, which isn't in the genre at all. Even if DBD lost its most dedicated fanbase, they'd still be able to recover by pulling more licenses. And if those failed, they could lean more into anime and be set indefinitely in whale territory. And God forbid if that failed, they could sell the IP to Epic and let it go (although I don't foresee them doing that with the larger backers DBD has).

  • I'm torn. Asymmetrical horror games as a genre are always doomed to fail because they just don't work. DBD has avoided that fate for nearly a decade because it adopted the same formula Fortnite uses, which is to get as many IPs under its belt as possible. However, BHVR's track record is far from glowing. They've proven time and time again that they don't know how to balance or maintain live service games and DBD is no exception. But any time they've tanked, all they've had to do is pull a big license.

  • Personally? I don't think people should be punished for AFKing or going next. It's about as punishable as Killers that want to farm or any player that wants to meme. It's just part of the game. This system is too one-sided and it's micromanaging gameplay to the point that it's actually not even worth playing at all.

    I'd rather see something like the scaling difficulty from 2v8 be worked on as a basekit comeback for both sides. Things that move the trial forward as opposed to adding more stress to players.

  • I'm not saying offerings are great, but it's one more item that we might as well not have. It'd be nice if we could get through the webs faster now without accumulating things that have little to no impact on the game.

  • @ImWinston said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948680#Comment_3948680

    • I agree, skins are becoming more and more bizarre and absurd, in fact (with exceptions) I see older skins being used more often than newer ones.

    It's wild. Vittorio's event outfit is nice, but I had to default to an older head because the hair is way too big. David's deep rift top from the last tome is nice, but the rest? Yeesh.

  • The game needs comeback mechanics for Survivors and ways to avoid bottlenecking. It doesn't have to be a rehash of what we already have, but it does have to be something. Otherwise you have our current problem of most trials ending in steamrolls and stalemates.

  • One major thing is cosmetics. I don't know if anyone else has noticed this, but the Survivor cosmetics are getting increasingly animated and whimsical. I have no idea what's going on with the two most recent tomes, but I genuinely can't use most of it because the hair looks like a cosplay wig and the outfits themselves are very street fashion.

    Aside from that, I will never forget what they've done to some of my favorite perks that weren't causing any problems for the game—WGLF, Calm Spirit, Pharmacy, Wake Up, Blast Mine, etc.

  • The new systems are a nightmare, so I'm waiting until the Anniversary event as well. The Tome doesn't have anything I'm interested in, so there's no pressure to get through it.

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