UnicornMedal
UnicornMedal
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4069052#Comment_4069052
Exactly, if I ever see a killer get banned for trying to be friendly this games community is cooked lmfao
I don't want to ever see that even considered unless its clearly keeping someone in a match hostage!
Also @Skeleton23 you can't be slugged for 30 minutes, plus you can also abandon if slugged multiple times.It's always been complained about and I really don't understand it. Friendly Killers that force healing are super annoying, but who really gets upset about pallet farming? The aforementioned "normal" trials cause so much burnout.
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Being able to see what Killer it is only changes the first minute of a trial. With no TR, you already know it's a stealth Killer. And DCs are so heavily punished now, I don't even see it driving those up. But it does allow you to know when a trial is cooked and that's nice. Assuming we even get it, that is.
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It's in the eye of the beholder.
I love a casual match where we all farm points, but it's rare to see that anymore. It's more often that you have a Killer that will hard tunnel 2 people out and force the remaining 2 to finish all the gens by themselves and I don't participate in that. For one, starting the trial that sweaty makes me distrust you. Secondly, I don't want to help someone that ensured two of the people in my team weren't able to play.
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/465917/forced-to-farm
That is reportable yes, especially if it's survivors and killers working together to farm and you want a normal match and are being forced into the farming.
Personally when those things happen, I try to do the gens, get out of the match as quickly as possible - farming is not fun. It's a super grey area though, but its definitely reportable.
The big caveat being that a "normal" trial is a camp/tunnel/slug fest right out of the gate because there are no systems to prevent it like we were told there would be.
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@OrangeBear said:
Yeah at this point, i am fed up with Blood Pump spawns. It makes the event too unreliable for survivor.
It's fun and the vfx and sfx are enjoyable but it's overall just way too stacked against survivor. Killers really don't have any noticable added challenge. Survivors don't sit on blood gens but you're more likely to find them out in the open. Passive regression is stronger. Same as last year stealth is also more effective.
The game just isn't balanced around this. It needs to be more well thought out or more of an isolated experience (like limited maps, killers, perks)It's ironic because the blood gens are meant to be more fun by comparison, but I find myself preferring the regular gens in the mode because there's less BS to deal with. Not that they're getting done anyway. I've only had one trial so far where the gates were actually powered.
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I'd rather memory hole 2025 completely. That's what BHVR did.
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The plot is so ass-backwards that I don't think I'm informed enough to answer. 😵
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@[Deleted User] said:
I think so many of the game's problems stem from the balance of the 3v1.
Killers are incentivized to eliminate someone as soon as possible. There's zero downside to it.
Survivors have to complete the same amount of charges per gen despite having 1 less player. In reality, chases need to go even longer for the same amount of gen progress that you get in a 4v1.
The pacing of the game often grinds to a halt. There's often no time to make meaningful gen progress between saving and healing. The game is decided but there are still 5+ minutes that have to be played out.
You can never account for every reason that survivors leave mid-match, but you can respect someone's time. I don't think an early 3v1 should be an automatic loss for one side. It's boring even as a killer. I sit there hoping the survivors don't save each other because it pointlessly extends the game whose outcome is already decided.
For something a little less philosophical: Dissolution. Biggest cheese perk in the game
To add to this, there are too many things that facilitate it with minimal resistance. A developer that cares about their product and their audience would do more to address this, but it's clear that all that matters are numbers and shareholders.
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Being completely honest, can we stop footing Survivor with the bill for every negative consequence of the game? Is it really that difficult to see why more and more are giving up?
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What's there to say? It's another event that babies Killer and is only remotely possible with a premade.
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@angrychuck said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063627#Comment_4063627
I hate the chat censor so deeply, it might be the worst I've seen in any game. The other day it was censoring the word "game" on my screen, but my friend was able to see it. How does something like that even happen?
It's incredibly inconsistent like that. My friends and I had the same issues with it 6 years ago. BHVR have said they expect trash talk, but the filter doesn't seem to agree lol
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They were testing it today unannounced.
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@ShanoaLegendaryPlz said:
I wouldnt mind if it were removed. It just promotes sitting there waiting to say something about how the others played instead going to the next round in peace.
Meanwhile the console players think we have this amazing feature they are left out of, its something that makes the game worse lol
Not to mention you get censored just trying to compliment people sometimes. Awkward all around.
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Accessibility options are important. They could rebalance her after the fact. I wouldn't be against a toggle for turning off different sounds like the puke noises or screams too. Lots of little features people have wanted for years.
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Sadako is one of those Killers that is rare but consistently sweats in my games. She's pretty good at shutting gens down.
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@Hannacia said:
This topic alone shows me a lot about survivor mentality in this game.
I don't run DS, but i don't also complain if i get hard tunneled. I take the risk of being tunneled with my perks and i accept it if it happens. I used to run DS and DH together and i prolonged the tunneling by quite a bit, but nowdays i prefer going with my healing builds and aura reading builds to help out the team as much as possible.
DS does help if you can loop. If you can't loop then nothing is going to help you. Using Off the record, DS or deadhard will always prolong the tunneling. giving your team chance to do gens. Given they do any gens since in soloQ people are more interested in hiding or breaking bones.
If you don't run perks to help you against tunneling i don't think you should be whining about it. Accept the fact that some killers will hard tunnel you out and move along then. Don't come asking for nerfs in the forum afterwards.
Ive helped and taught my friends who just started playing this game and ive seen them improve their looping, map and perk knowledge, since they are willing to learn. Both of them run some sort of antitunnel since their looping isnt great, and it does help out quite a bit.
Is it really that difficult to see where players are coming from? You're intentionally designed to lose more (death = a loss when it shouldn't) and it's common to be pushed out of the game with a very low amount of progress (XP affects gains across the entire game). If the only solution is to work much harder than your opponent to gain a better chance at matching their success, what incentive is there to keep trying? It makes more sense to switch to Killer or to stop playing entirely.
This idea that we should take accountability for something out of our control, or worse, to try to exert control anyway and end up frustrated and burnt out is very strange to me.
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Probably the goofiest mistake was investing in it at all. 😵
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@Mandy said:
We're actually doing some tests on the matchmaking incentives so that's why you might notice the odd bit of weirdness here and there
Was this announced anywhere?
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@Tsunami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063449#Comment_4063449
Like distortion? Yea i dont think hidden aura its in more than 2 perks so sure its under utilized. I dont want it to become easy to hide aura tho, I think it would be too frustrating for the killer if they coudlnt reveal you for most of the game. So perhaps this could also be put under trapping mechanic that would prevent the killer from reading aura for some time. Overall I enjoy those slowing bombs perk, I think its one of the best perks they added.
Not like Distortion, no. That's just blocking your aura. I mean something more like Mindbreaker but inflicted upon the Killer. It might make camping/tunneling/slugging more prominent, but let's be honest—it's happening anyway. It just might be a fun thing to use. I'd say it needs special balancing, but I don't know if it does.
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I think we need more things to trick the Killer. I'd prefer setting traps, but the ability to block Killer aura reading or M2 for a period would be something interesting.
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If only we had an anti-tunnel feature. 😵 I guess at the end of the day, it will always be on Survivor.
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Have the Twitch drops ever gone smoothly? They should really stop doing them.
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@crogers271 said:
I always find it interesting how these discussions go and everything that gets glossed over:
If the survivors make it to endgame
AND the survivor being hooked isn't death hook
AND the survivors are all alive and healed up
AND the killers doesn't have an end game build
AND the survivors get the gate 99ed/open
AND the hooked survivor is close enough to the gate to get out
AND the killer isn't one who can tear through a group of survivors and/or catch up to the unhooked survivor or the first one who got injured going for the unhook
then yes, the odds are in the survivors favor that they are going to get the 4 out. But how silly would it be if they had all of those advantages and still the 4e was unlikely?
This is what I was saying when DS was on the chopping block. The community had already decided it was in a good place, but it activating during endgame was considered "free". Apparently holding on to the perk all game, getting unhooked close enough to gate without opening it, and running out was so free but standing in front of the hook doing nothing wasn't free at all. 😵 And as we know, that became the basis for removing Survivor presence from the endgame—the point where they are the weakest and need the most help. I thought we were past that point, but apparently not.
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@GameDesignNerd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063357#Comment_4063357
Well I think that when a player gets to a certain point of experience, they're aware that if they play survivor well and their teammates are good too (likely won't happen with how MMR is coded atm), they are very obviously the better role against most killers. (killers ofc range in strength individually) When you get inaccurate lobbies however and this is the majority of games, it skews the results of a match and official global stats, since someone/people aren't playing well on one side or both, which ends up making survivor look worse than killer. All a product of lack of tutorials
I wouldn't say that at all. I think a lot of Survivor players play the role well enough, but there are too many variables stacked against them. All by design, of course. The same isn't true of Killer. Naturally some powers are stronger than others, but even the weak links seem to do better than the average Survivor (KR/ER-wise). All that I think is happening now is that there's more pressure on gens than anything else and Survivors by and large are stepping to the plate. I don't think that means they're escaping any more than usual, but they are stressing Killers out.
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The irony that Survivors have to get better while claiming that Killers are still the weaker role is really getting old.
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@GhostRider1518 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063179#Comment_4063179
And unfortunately, that's how it will be. And people will be happy with a game that doesn't work because they're giving them skins and new characters en masse.
Sadly, yes. Although I don't even think it's the new content that's doing it these days. If I had to wager based on how they operate, the biggest pull are streamers. I think that's why you're getting a lot of pushback on such a basic argument too. This is something we've been aware of for a long time (your added insight is very welcome, though—thank you) but why is it so taboo all of a sudden? Because better matchmaking affects things like kill streaks and that affects streamers.
Day 2051 of trying to remain mentally stable while figuring out DBD. 😵
@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063184#Comment_4063184
I think we have a lot of walking wounded. Not happy per se, but playing (and paying) as they chase after those rare highs when things feel right.
100%. There's something there and we've all felt it. But the game has been pushed to a state where it does not want to be played. And nothing is being done about it. So we all feel exhausted.
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@GhostRider1518 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063032#Comment_4063032
Exactly. I have outlined methods that would improve the system. Not create a perfect system, because that is simply impossible, but one that is better than the current one. But bhvr's laziness, their greed for money, and the community's stupid attitude (here's a perfect example - “they don't collect this data during the game, it's too difficult”). And yet, every match they get points for blinding the killer, the anti-face camp system works xd), nothing will change.
BHVR historically has a lot of bad reasons for not doing things and they tend to be adopted by the community, sadly. Anti-camp is still nonexistent (it's anti-facecamp), but for years they wouldn't even attempt to try it because they said they did it in one PTB very early on and it didn't perform the way they wanted so apparently it was never allowed to be tested again. Matchmaking is the same—they tried better variables, didn't get the result they wanted, so now we're in a situation where the 60/40 often looks more like a 70-80/30-20 and that's that.
There's only so many times we can suggest things that would improve the game only to be ignored or patronized by staff until we just stop trying. Like I say often now, BHVR knows best at the end of the day. Even if the game fades into obscurity, BHVR knows best.
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It could survive indefinitely as long as they keep it online. Surviving is not the same as thriving though. Without a steady flow of new IPs (multiple parts of the same IP counts here), the player count drops. Too much of that and everyone loses interest.
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I think this is a big part of it. For years we've been told that we just have to get better at the role and apparently we have. But even though we still lose the majority of the time, there's still calls to nerf Survivor because they've gotten better and Killer can't keep up.
The more BHVR obliges the mindset that Killer is always worse off no matter what, the more they totally kill off Survivor. And from what I've seen, they're more than happy doing that.
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063071#Comment_4063071
Totally agree with your point. A lot of the time BHVR seems to treat the symptom instead of the cause, ship a bandaid, and then end up rolling it back because it creates new problems or hits the wrong players. The anti AFK changes were a perfect example, good intention, messy execution, and we basically ended up back where we started.
The same pattern shows up with tunneling and slugging. I am not saying those things never feel awful, but the solution cannot be to keep stacking punishments and hoping the meta changes. If you want less tunneling, you make spreading hooks and rotating targets more rewarding than hard tunneling, not just more restrictive. Otherwise players will always gravitate to whatever is most efficient, especially when the match is going south.
MMR is the same story. A stricter system would help beginners and the middle of the pack a lot, but it has obvious trade offs. Longer queues at the top end, more consistent match difficulty, and it would also make cheating stand out way more. And until there is at least basic server side validation, the idea of a truly competitive ladder is kind of a fantasy. People already underestimate how much invalid stuff can happen in DBD because the server just accepts it.
So yeah, I agree. If BHVR wants real “health” improvements, they have to tackle the underlying systems, not keep shipping surface level fixes that the community immediately learns to work around.
For sure. Every mechanic needs to be looked at. At this point it really would be easier to make a sequel and try to future-proof as many concepts as possible.
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@Senaxu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063037#Comment_4063037
Yeah, I get what you mean. Queue times are obviously a priority, but I do not think they can optimize for queues in a vacuum.
As a killer, I do not want DBD to drift into PvE where half the lobby is bots because people can freely bail the moment they dislike the map, killer, or an early down. If DC penalties get softened too much, I honestly think I would spend more time queueing into bot filled matches than actually playing proper PvP games, and that would kill my motivation way faster than a slightly longer queue ever could.
I do agree that queue times are part of the frustration, especially in modes like 2v8 where killer queues can be longer than the match itself. Play While You Wait makes sense there. But for normal matchmaking, I would rather have stricter DC penalties and fewer bot games than shorter queues that come at the cost of match quality.The way that I see it is that there was a problem and instead of addressing the problem, they chose to stick a bandage on it like they usually do. And it's still as harmful to the game as the old system, at least in equal measure. I don't wanna say they're incapable of fixing it, it's that they're incapable of caring enough to fix it.
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I would love to see boons make a comeback, but I feel like they'd get a buff and then quickly get nerfed to be worse than they are now. That seems to be the trend. It's probably better to leave them as-is.
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It's a bad system. Realistically, the amount of upvotes or downvotes you get depends on the day. Some days you get dogpiled, other days everyone agrees with you. I wouldn't pay it too much mind.
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The simple answer is that DBD has never been able to reach a consistent base line on any front. If they didn't want people self-unhooking, then they should have removed it. But navigating that properly requires a lot more work on their end than having you waste your BP on perks and offerings that punish you.
Genuinely, if you were to tag a staff member and ask about it, you would get some form of response in the realm of "that's intended" or "we're looking into the why". That's totally unacceptable. But who are we to judge, I guess.
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@Senaxu said:
I get the frustration in the OP, but for me the biggest giveaway that MMR feels off is how wildly it swings.
I genuinely enjoy tough matches on killer. Close games where I have to think, adapt, and actually earn every down are the most fun, even when I lose. What kills my motivation is the pattern where I get one really sweaty group, then the very next match I get people who look completely new to the game. Not just weaker, I mean genuinely beginner level. At that point I am not learning anything, they are not having a good time, and it feels wrong. I have had matches where I honestly felt bad for the survivors because it looked like they were just trying DBD for the first time and they got thrown into a blender.
That kind of yo yo matchmaking is exactly why hours get brought up so much. Everyone knows hours are not a perfect skill metric, but when the system is hidden and the matches feel random, people reach for the one thing they can see.
If BHVR ever wanted to make MMR feel more accurate, I think the direction is an activity based model, not just escape or kills. Chase performance should matter a lot because wasting the killer’s time is the core survivor skill. Unhooks, healing, and actual gen contribution should matter too. Meanwhile the hide and wait playstyle should not get rewarded the same as people actually taking chases and doing objectives. If someone plays like a locker goblin or spends the match looting and waiting for hatch, the system should naturally group them with others who play like that and not constantly pair them with high participation teammates.
But I also get why this probably stays the way it is. A stricter system means longer queue times, and BHVR clearly values keeping queues moving. And if you make matchmaking more competitive and more reliable, cheating becomes a bigger and more visible problem that needs serious investment. None of that sells a chapter or cosmetics, so it is hard to believe it will ever be a top priority unless it starts hurting player retention in a way they cannot ignore.The crazy part about queues to me is that they've been vocal that that is a top priority for years now. But 2025 introduced the anti-go next/AFK system and left us with the aggressive DC penalties that actively pull players from the queue for longer than necessary. It leads me to believe that it's not as important to them anymore. 2v8 testing Play While You Wait has me feeling some type of way on that front.
I might be jumping the gun here, I can't say for sure, but I do wonder if they're optimizing both Survivor and skill-focused Killers from the game. 🤔 Worth pondering.
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@GhostRider1518 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062782#Comment_4062782
You are creating a false dichotomy. You assume the system must either be a simple binary 1/0 (escaped/died) or a one-dimensional "chase timer." In modern software architecture, that is not how skill-based matchmaking works.
A professional MMR system uses weighted multi-variable analysis.
If a Survivor runs the Killer for 3 minutes (chase metric), completes 2 generators (objective metric), and saves 2 teammates (altruism metric) but dies at the end, a competent algorithm doesn't just say "0/1 - Fail". It weighs those high-value inputs against the outcome. Currently, the system rewards a player who hides in a locker for 10 minutes and sneaks out the hatch, while punishing the player who actually did all the work. That is a bad incentive, and it's exactly what we have now.
As for your "explloiting the metric" argument:
The "Pallet Pre-dropping" point: A weighted system can easily account for this. If a survivor pre-drops 10 pallets in a 60-second chase, the "resource efficiency" variable would be low, balancing their MMR gain.
Killer Design (Nurse/Blight): This is exactly why we need granular data. The system should know that a 30-second chase against a P100 Nurse is statistically more valuable than a 60-second chase against a Trapper.
The objective of the game is indeed to escape, but the skill required to reach that objective is what the MMR is supposed to measure. Right now, the system only measures the result, not the skill. If you think a system that can't tell the difference between a mechanical master who sacrificed himself and a beginner who hid the whole match is "working," then you are settling for a massive failure in data granularity.
Your logic is self-contradictory. You admit that a player can "run the killer for four generators" and still claim that measuring that skill would be "unreliable".From a technical standpoint, if one player is occupying the Killer for the time it takes to complete 80% of the primary objective, that player is the primary driver of the win condition. In any balanced system, that should be rewarded.
The "bad incentives" argument also fails for two reasons:
Reality check: Survivors are already pre-dropping pallets constantly in the current meta. Acting like a better MMR system would suddenly "break" the game with pre-drops ignores the fact that it's already a standard low-skill tactic.
Weighted Math: A well-designed system would simply treat "Time in Chase" as one of many variables. It wouldn't mean you "farm" MMR just by running around; it means that if you perform the hardest mechanical task in the game (looping) which allows your team to finish the main objective (generators), the system acknowledges your skill.
Currently, the binary 1/0 system treats a mechanical master who carried the team but died at the end exactly the same as a beginner who did nothing. That is the real failure in data granularity. If you are good at looping, your MMR should reflect that skill slightly—not as a "free win," but as a recognition of your mechanical input into the match outcome.
It’s not about "farming long chases"; it's about the system finally opening its eyes to what is actually happening during the trial instead of just looking at the exit gate.
Very well-put. The Rank system used to work a bit like that, but it was imperfect as well. I have a feeling their metric for matchmaking has always been really shoddy, regardless of how it appeared on the surface. It would be beneficial to get someone who knows how to create and maintain it on board, at least contractually.
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@GhostRider1518 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062631#Comment_4062631
Exactly. In software engineering, when developers claim a new algorithm yielded "inconsistent results," it’s usually corporate translation for: "We fed garbage data into poorly weighted variables, the output broke, and we didn't want to spend the resources to properly debug it."
If they tried tracking granular skill but couldn't figure out the correct math to weigh a 60-second chase against a generator repair, their test system would obviously fail. But you are absolutely right—there is mathematically no way it was worse than the current state of the game.
What we have right now isn't even an MMR system; it's just a queue-time panic button. They likely saw that actual, strict skill-based matchmaking made lobbies take a few minutes longer for top-tier players, panicked, and reverted to this lazy backfill script. It’s much easier to just throw a 900-hour player to the wolves than to actually fix the architecture.
It's funny too because they already have data to prove that players will in fact wait for trials that are longer. While the last 4/5 years have shown that Survivors will take just about anything, it's also shown that Killers will wait for just about anything.
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@EntityNea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062631#Comment_4062631
It's BHVR tho. They probably tried it but didn't understand how to properly make a system like that.
Just considering how old this game is and how matchmaking is still not even remotely functional says a lot.
Absolutely, I agree.
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@EntityNea said:
To be honest, anyone with 1000 hours on a game has spent almost a month and a half of their life playing that game.
After that many hours, you should know the game well enough for your hours played to not matter when it comes to matchmaking.
Hours played is only a problem when someone is very new to the game and are still learning the basic game mechanics.
So people with few hours and not many matches played should be put into a "newbie queue", but even then if matchmaking takes too long, they might need to be put in with more experienced players so they don't have to wait forever.
Anyway, I dont see why hours should matter for anyone with more than 500+ hours, maybe even less hours than that. At that point you should know how to play the game, and your skill level is highly personal to yourself and your playstyle. The game should have collected data about your skill level after that much playtime, and it should use your skill level for matchmaking rather than hours played.According to BHVR they tried matchmaking via skill like that and got inconsistent results. But I'm not sure how it was much worse than the system we have now. 😭
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062443#Comment_4062443
This would be wonderful, because sometimes models are just left with bad rigging, horrible bugs etc for a long time or just indefinately.
Absolutely. Some I'm here for but others I could do without. Especially after the old cosmetic overhaul where stuff changed visually. I used to like some of those things but now they just take up space.
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@Marc_123 said:
I am about 60-70% in the game.
Very well made like you expect it.
But sadly i am a bit disappointed. Grace walks so incredibly slow and the emotions with some tragic companions don´t really click.
Leon for me is a bit to cool and stylish with his hair and this kind of bubbly movement that reminds me more of RE 6 than RE 4.
The intention was for sure to reimagine 5/6/Rev2/UmbCorps. I'm not mad about it but it makes the timeline incredibly confusing now to say the least (moreso than it was already).
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062175#Comment_4062175
What they did with Chris in 7 and 8 was tragic tbh.
Personally, I really liked Grace, but I get where you're coming from.
His appearance is uncanny valley to me, but the behavior is what I like the least. He's so much more like he was in Biohazard: The Beginning or Jill's Diary in 3 than where we left off with him in 6. Which is a real shame because I feel like his arc was a good farewell to him in 6.
@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062047#Comment_4062047
Ive seen they alredy have grace in fortnite. I dont know if it was the day of re9s release or not but certainly within a day or 3 of its release. So the re9 characters are alredy being handed out for collabs but dbd's character model process seems extremely slow. (Also i really loved outbreak file 1 & 2 and i mained Alyssa too lol wouldve been nice to make an outbreak remake or 3 or somthing with her returning)
I stand corrected. 😎 Anything Fortnite gets seems like equal opportunity for DBD so we can probably count on it.
Literally decades waiting for them to do something with her and then it's that underwhelming. 😭 And then that commander later on… I mentioned Chris had a farewell I liked in 6 and I do not feel that way about those two here, sadly.
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Microtransaction Horror 😭
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@top500spiderman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062439#Comment_4062439
But upon reflection, I don't think you had much of a point toward the argument I was making at all.
If it really didn’t apply, explaining why would’ve been simple.
The reason I brought up pro players is that a nearly 2k win streak, which you use in your example, is extreme and most definitely backed by unchecked playstyles like tunneling
You’re only saying it doesn’t apply so you can ignore the points made and keep using the 2k Blight streak example.
No. But you're free to believe that.
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Semi-unrelated but an auric cell recycling system would help a lot. Some cosmetics break indefinitely or are misleading (some details are too difficult to see outside of a trial) which instantly feels like a waste of money. Having the ability to trade them in for something else would be fantastic.
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I just criticized them for the same thing with The Importance Of Being A King chapter a couple years ago. In my opinion, BHVR likes to opt toward the direction of representation but doesn't really do much in the way of doing it right. Granted they'll never please everyone, but it always reads more like they want pats on the back instead of showing a genuine interest in the subject matter.
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@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062401#Comment_4062401
Not when that identity is about being in the bottom of the barrel. Trapper is known for his long setup time and traps, but its also for that reason that he sucks. Unless the old crowd only cares about playing a very weak killer with outdated mechanics, then I don't see how a rework would harm their identity as long you can take that setup playstyle and work into something effective and fun.
The only killer I know whose identity is about being a challenging killer is Ghostface, who should have gotten buffs like moving faster on Night Shroud and not being revealed by downed or hooked survivors long ago. Most people I know how play Ghostface know that there are better options, but like how careful they have to be on stealth, at least on the opinions I heard.Fair. My only point is that the more it's balanced toward the direction Myers took, it's just a different flavor of throwing everything in the trash.
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@top500spiderman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062349#Comment_4062349
Pro players are the ones we have evidence for. I don't think they're the only ones.
They are the only ones. The data shows that killers playing at that level are an extremely small group. They’re statistically almost invisible, even within the MMR bracket they’re placed in.
This isn’t a matter of opinion or what someone might think, it’s supported by the data.
As far as tunneling goes, your argument just explained why it should be examined. Speaking ideally of course.
If you can’t explain how my argument proves your point, then it doesn’t
I reread your post just now and actually, I was wrong. I misread it to mean that you had argued it affects Survivors across the board. But upon reflection, I don't think you had much of a point toward the argument I was making at all.
The reason I brought up pro players is that a nearly 2k win streak, which you use in your example, is extreme and most definitely backed by unchecked playstyles like tunneling. If it's very difficult to beat in average MMR and very difficult to beat at top MMR, then that illustrates a very clear problem that affects everyone.
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I think it'd be better if we had an improved shop system. Let people buy cosmetics, banners, icons, charms, and perks without rotation and implement a recycle system that lets you resell things back into the system. Include a warning that some things are limited and can't be obtained again.
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I ask for two things only: keep David's original in-game voice (no repeat of Stranger Things), and for the love of all things holy do not make him reference Tristan. 🙏
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@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4062352#Comment_4062352
Trapper has been getting numerous buffs since his inception, from putting traps on the floor way faster than on release, to his traps not being broken by toolboxes anymore. Even when equipping his best addons Trapper becomes only a decent killer at best. There are no hardcore Trapper mains like you're talking about.
And Freddy has always been a bit of a nobody, his rework didn't make him any more popular but at least it made him more playable. I am not sure why would anyone want him reverted back to his original state either.Maybe there aren't mains anymore. But that's what I'm talking about. The more their identities are stripped, the more they do appeal to a new crowd. But that new crowd is likely to move on from them as soon as the next broken Killer drops. It's what we see every new chapter.
At the core of the issue, the game is in an identity crisis. And like I said, at the end of the day these decisions appeal to nobody.
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Adepts are one of those things that happen when they happen. Sometimes it's your first try, other times you're at it for a week. Just keep playing normally and you'll get there.