Your_Dad_Playing_DbD
Your_Dad_Playing_DbD
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103690#Comment_4103690
They have banned all cheaters I have reported. Last cheater they banned with three other people getting most likely temp bans was just before the anniversary when one cheater was Medic heal spamming and the three others were abusing it with the cheater t-bagging the killer. This even proves that they do ban and they do punish people who abuse the cheaters abilities intentionally.
It’s great that they are responding to your reports, but if that’s all they are doing, it’s not a real solution and it’s a losing battle. What really needs to happen is server side validation to flag when someone is doing something in the game that isn’t possible without cheats. I understand that the main issue is false bans, but that is easy to address by simply counting how many times this happens to a player and have a threshold for banning. Innocent players are extremely unlikely to be falsely flagged for cheating multiple games in a row, whereas real cheaters will be far more likely to be flagged multiple games in a row.
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It’s been a problem forever, but BHVR aren’t doing anything about it. Their position seems to be “deal with it or play something else”.
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Because DbD has no competition and people will play the game no matter how crappy the servers are, so there’s no reason for BHVR to spend more money for better servers.
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@ForTheEntity said:
There are people on this forum that argue that the stats from Nightlight are useless. Well how are these stats any more useful?
They gave us a grand total of 8 numbers.
The BHVR stats are just as useless as the Nightlight stats.
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These data releases are so useless and frustrating. There is almost nothing interesting here to draw conclusions from. Wake me up when BHVR start providing actual regular updates with stats for all killers/survivor escape rates, not just “top killer” (after a brand new killer release) or “top survivor” (which is a laughably useless statistic).
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Do you work for free?
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What is your average kill rate? Are you below the average 60% on Chucky or your average across all killers? Just curious if your matches really are that consistently difficult, or if maybe it’s just a matter of your expectations. Just for reference, I also ask this question to survivor players who are complaining about the game, so it’s not just you 😊
Often it turns out people are doing just fine relative to the target kill/escape rates, and it’s a matter of unrealistic expectations for how often they should be winning. Then there are players who are just on the lower end of the skill curve - that’s true with any game. The game shouldn’t be balanced around the high or low end of the skill curve, but around the middle where a majority of players reside.
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@Memesis said:
It's an asym. Killers win condition is eliminating all the survivors. Do it however you want.
^^this. Don’t worry about the comments or downvotes from people who don’t play killer and play however you want to play within the rules of the game. If the survivor team if going to do a risky unhook while you are still close and haven’t started a new chase yet, that’s their decision. My preferred approach in this situation is to try to down the unhooker unless the unhooked person uses their free endurance offensively to prevent me from hitting the unhooker. In that case they’ve willingly made themselves a tunnel target.
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@CrypticGirl said:
Probably the Go Next prevention system "working as intended"...again.
What is that supposed to mean? Do you have any evidence that the system is falsely banning people who are playing, legit trying, and getting banned because they are getting eliminated too quickly? Would love to see it if you have it
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I really don’t understand the point of posts like this. Anyone can post something like this without actual evidence that they are really seeing this in their matches. I personally haven’t seen much of Jason or Ghoul lately. Is there something that we are supposed to discuss here?
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@TheDavidKingMain said:
Perks like Sprint Burst + Vigil are necessary to deal with top tier killers. Yet because the loud minority of killer players complained, this combo gets gutted despite killers like Ghoul still being in a laughably broken state over a year past his release. And no, the “nerfs” that Ghoul got were not significant and he is still way too strong for how easy he is to play.
Why keep playing survivor? If every tool we have to deal with the BS that killers get gets taken away why even bother? I really hope killer players enjoy the 5+ minute queues. You asked for this.
I keep playing survivor because I enjoy it most of the time. The times I don’t enjoy it are when my teammates are terrible at the because of the non-functional matchmaking that keeps putting me with new players, not because killers are too difficult to deal with.
Please explain what you mean by “BS that killers get” -
@coldflame said:
theres no way to say it without seeming like tribal shitfling but a lot of surv players are super bad at the game and want it balanced around their skill level
I wouldn’t have put it quite that way, but I agree that a lot (most?) of the complaints are coming from people on the lower end of the skill curve. I play solo queue and when I have decent teammates who can last more than 5 seconds in chase, know how to coordinate using the info, stay on gens when someone else is getting chased, etc. the game is almost always fun and competitive. The times when it’s miserable are when teammates get downed immediately after chase starts, run from gens when they hear terror radius even if it’s clear someone else is getting chased, spend the whole time on chests/totems, etc.
As someone who plays both sides about equally it’s hard for me to understand the complaints coming from either side about the game being wildly unbalanced or a consistently miserable experience. And it’s not like I play this game all the time - I’m a causal player who plays maybe 5-10 hours a week when I get a little bit of rare spare time. I’m not a particularly skilled gamer. If someone like me can enjoy the game, then anyone can. It just takes some perspective from both the survivor and the killer role. The only conclusion I am left with is most of the complaints about balance are coming from one-sided players. -
Killer queue times went up a lot with the Jason release, which is to be expected with a new killer with a popular license. They still haven’t gone back to “normal” yet. Will be interesting to see if the SB/vigil meta nerf will keep the killer queue times higher for an extended period of time.
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@Xray said:
Both sides are misreable to play as right now. Lets not pretend its just the killers who suffer. The only thing fun right now in dbd is using the quit game option menu.
Why is the player count at an all-time high then?
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A new one for Wraith would be great. His mori is super plain and boring
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I wouldn’t hold your breath. They rework a killer what maybe once or twice a year? So just do the math for how long it will take for your favorite killer to get updated. You may not even be gaming at all anymore by that point.
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There are some people here who clearly only play killer or only play survivor. The is nothing inherently wrong with that, but IMO you can’t have objective opinions about game balance without having a decent amount of experience playing both sides. Many of them downvote anything pro the side they don’t play. Few of them ever admit that they only play one side, but at least some of them provide explanations for why they disagree instead of just anonymously downvoting without explanation. Just based on the downvote numbers I see, there are definitely more survivor-only players than killer-only players. I bet this comment will be strong proof of that 😉
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@cammoking123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101698#Comment_4101698
It’s not that Vigil and SB are super strong, it’s more like survivors have nothing else to use. You know things are bad when 5 moves ahead is considered meta.
5 moves ahead is a really good perk just like WoO. The fact that it’s popular doesn’t mean other perks are bad
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There’s a good reason that sprint burst and vigil are so common - they’re two of the best survivor perks in the game. I started using both a while ago and chases became significantly easier with these perks equipped. Although I’ll be sad that they’re not as strong for my preferred build, I understand the need to adjust the strongest and most commonly used perks. The same should done for the strongest killer perks. Anyone who is complaining about a stale meta should be fine with this.
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I love Wraith based on his simplicity. I don’t play a ton, so I don’t have time to master the more complex killers. I’ve been doing well with uncloaking speed addon and the iri addon that lets you see gen progress while cloaked. Helps a ton to see where you need to pressure gens and also helps force remaining gens closer together for late game.
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@Wyndsor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101467#Comment_4101467
Curious how you left out the Walking Dead map.
Nevermind the fact that it doesn't matter how many pallets there are if most of them are trash, killers are doing just fine according to the most recent data + killstreaks that are on-going all over the tier-list.
If you're struggling this much, just run Legion pallet break build. This reads to me like you want only one or two strong areas of a map you can brute force so the rest of the trial can be easy, no thanks.Everyone agrees that the Walking Dead map is garbage for survivors, even people who play killer. How is cherry-picking this specific example supposed to prove that the person you are responding to is wrong about all the other maps they are talking about?
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101468#Comment_4101468
Most recent data? Where can I find this?
Also please don't use win streaks(which I assume you meant from kill streaks) as evidence, as certain people can play Trapper, a known meh killer, and still can go on a streak.
Winstreaks are such a flawed way to draw conclusions about balance. People don’t understand how population statistics work. Only a handful of the worlds best players at the very very high end of the skills curve can achieve these winstreaks, yet people act like it’s representative of the average players in the middle of the curve.
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@Wyndsor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101463#Comment_4101463
Why should chaining loops be exceedingly difficult when most modern killers have a low skill floor and most modern maps are killer-favored?
Besides Ghoul, what killers have a low skill floor? Do you know from personal experience?
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So much of this could easily just be tweaks to numbers. It would take one person to do this in their spare time. It’s certainly not a lack of resources that is preventing this - it’s a lack of interest on BHVR’s part.
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What this shows more than anything is how easy and resource-light it would be to make these kind of changes on a regular basis to maybe not shake up the meta but at least make considerable improvements in the match-to-match variety in perks and playstyles. One guy can do this in his spare time while somehow the entire BHVR company doesn’t have the resources to do it? It’s clear that it’s not a lack of resources but a lack of interest on BHVR’s part.
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Don’t buy it then
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Just don’t play it you don’t like it. If nobody plays it, then they won’t bring it back again. Apparently there is enough demand for BHVR to give it another try.
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@JordaJ6 said:
Not calling anyone names, or contributing to us vs them, but here is a common scenario that I will proxy.
Survivor goes down on a defendable hook, in the open, or narrow lanes to be able to approach it, in the middle of my 3 or 4 gen, yeah I’m going to make that unhook hurt, I have zero reason to leave the general area. I won’t face camp it but I will be running people of the gens, returning to hook, take a health state (I play Trickster so I have the range), return to hook etc.
I’m just curious if the survivors who see this, would actually expect me not to proxy a hook like that if the exact situation happens.Agree with this. This is not “us vs them” - it’s simply pointing out the reality of playing killer. There are a lot of people who don’t play killer who don’t realize that once you get past baby MMR if you play what many survivors consider “fair” you are going to lose most of your matches. I’m happy to have a debate with people who disagree with this who actually play killer and want to provide some helpful guidance by posting some videos about how they consistently win against good survivor teams while also getting 7-8 or more hooks per game. But having this debate with people who don’t play killer is pointless.
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@sp1nu_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100423#Comment_4100423
The game being 'already lost' for survivors is 4 survivors being dead on the floor completely unable to do anything to perform a comeback. As killer I got a 4k from 1 guy being hooked in EGC. This is proof that the just getting to end game does not = the game is already lost for killer. Therefore it makes 0 sense for the killer to abandon since there are still ways to win the match. I think the give up mentality is far too prevalent in DbD.
I said multiple times that the killer can still stay in the match if they want to try to secure more kills
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This post really just proves how busted Ghoul is 😂. I am usually very sympathetic to the killer side, but I would be very happy if Ghoul was simply deleted from the game.
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I have the same experience of getting no responses for chat abuse. I don’t report for normal post-game salt, but I do report for racial/homophobic slurs, death threats, death wishes and stuff at that level. I never get responses for my reports. It doesn’t seem like BHVR take this stuff seriously, at least based on my experience.
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@Eleghost said:
Have been having quite a few games where killers are Bming(i.e. smacking on hook, tbagging/humping, etc.) i'm not talking about 1 in 10 games it's like 8/10 games right now.
I have a feeling that you’re exaggerating a bit here, unless you want to record your next 10 matches and prove to us that this is happening in most of them.
I really don’t understand what the point of these “what’s the deal with killers” or “what’s the deal with survivors” posts are, other than to stir up tribalistic arguments. Your personal experience in the past few matches you played is not a broad representation of the experience of the entire DbD community. -
@indieeden7 said:
Guys please just laugh at the stupid map generation until it gets fixed, I don't intend for this post to fuel an us vs them narrative.
The only balance-related take that I have about this topic is the fact that this tile, when working as intended, is nearly as bad as those autohaven tiles that got deleted like two updates after their introduction (which I'm hoping happens to these ones too). A window that's only half decent when looped in one direction, and a ridiculously unsafe pallet shouldn't be taking the place of something like an actual jungle gym or TL wall.
It’s unfortunate that some discussions get derailed into “us vs them” arguments no matter what the topic is
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@esarraf said:
There's totally too many pallets guys. We should remove even more pallets to make up for this.
This single occurrence of a bugged map is proof that people who think pallet density is a problem are wrong? I think pallet density is fine on most maps, but I think you’re just using this example to take cheap shots
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@Wyndsor said:
Funny how killer players are always silent about this map.
I’ve mentioned this map several times in the past as being a garbage map for survivor players and so have other players who play both sides. Why does everything always have to be an “us vs them”’ issue?
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I doubt it. There are so many perk changes that people have been asking for on a regular basis and nothing ever happens. There’s simply way too much content in the game now for BHVR to handle, so basically all they have time and resource for now is new content, skins and some occasional bug fixes.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100744#Comment_4100744
We’re talking about when the game is literally over, not when someone just feels like it’s over because they’re not doing well.
But the game is NOT literally over in EGC, the Killer just feels like the game is over because they didn't do well.
Survivors are given the abandon option when everyone is slugged; otherwise it would take four minutes to bleed out. It does not take the Killer four minutes to push Survivors out the gate, nor does it even take four minutes if they choose not to. Their wounds regarding wanting to abandon after the gens are done are entirely self-inflicted.
Yes, it is over, unless the killer wants to try to secure more kills or and they are free to do that if they want.
I play both sides about equally and honestly I really don’t care if the killer gets this end game abandon option or not. But this is about fairness and addressing hypocrisy with the current abandon system. Survivor players are given way more freedom to duck out of a match for free than killer players are. I can understand why so many people here who only play one side are against this because they don’t understand/don’t care about wasting the other side’s time. I think most people who play both sides and are fair-minded about this understand that the only reason to demand killer stay in the match when the gates are open (of course, assuming a bot can take over) is to hold on to this same unnecessary BMing ritual at the exit gates. -
As long as the average kill rate is at 60%, which as far as we know it still is, what reason is there to make killers on average even stronger?
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100744#Comment_4100744
except i gave you a valid reason, you even replied and agreed. just because one gate is open doesn’t mean everyones even in it, there are so many survivor challenges that require the killer to not give up for this to not be feasible.
There are challenges that require you to safely unhook a survivor while during the egc, and others.
There are challenges that require you to be the last person to leave.Theres others that are escaping my memory at the moment but my point stands.
Your points are valid as long as there are not bot killers and the match ends immediately if the killer DCs. But this is an incredibly easy problem to fix by making very rudimentary AI bot killers for the EGC, which should be the only time killer is allowed to abandon without penalty.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100651#Comment_4100651
Perhaps for the same reason Survivors are required to stay in a match if someone gets downed too early. Perhaps for the same reason Survivors are required to stay if someone gets tunneled out at 4-5 gens. Or in a 2v1 scenario, there's no hope for us to win at that point, so why are we required to stay?
Nobody on either side should be allowed to abandon until the gates are open or until all survivors are dead/downed/hooked. People keep bringing up all these scenarios outside of EGC that aren’t relevant to this discussion. We’re talking about when the game is literally over, not when someone just feels like it’s over because they’re not doing well. It’s a bunch of whataboutisms and nobody offering a single legitimate reason that killer needs to be required to stay in the match ones the gates are open to wait for multiple minutes because people who are bad sports want to rub their win in the killer’s face.
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@MashedBroccoli said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100451#Comment_4100451
until bhvr adds killer bots there is a great reason. If survivors do not escape the gate they do not get their adepts. Challenges and achievements in which require gates to be opened. Like the rpd achievement requiring specific amount of gates to be opened.
A killer dcing or in this case abandoning at this moment would deny any and all of those.
until we get a killer bot, or achievement requirements are changed, killers should not be able to deny them.In case some of you weren’t around prior to survivor bots killer adepts could be entirely denied by 1 survivor dc, this was also back when killer adepts were significantly harder to do if i may add.
I’m sorry but it felt awful back then doing killer adepts, i would be a hypocrite to not say this wouldn’t be fair for surviors. Especially solo q survivors who just get the brunt end of the stick in the majority of their matches.
I agree that they shouldn’t allow it unless there are killer bots to finish out the match. But it would be incredibly easy to program the bots to either stand still until everyone exits or patrol open gates and simply try to M1 any remaining survivors.
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The best is when I’m playing killer and the exit gates are powered. Because of the damn bubbles I can’t see the lights on the switch until the gate is already halfway open and it’s too late to do anything about.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100450#Comment_4100450
That is the actual legit reason. If your only response to that is "So what?", then I don't know what to tell you.
You still didn’t explain why we need to require the killer to stay in the match once the gates are open. For what purpose? Survivors are in control too and they can just leave at any time they want once the gates are open. You and others keep avoiding this point. Both sides have control over what is happening in this situation, which means that they both have the ability to waste the other sides’ time. Give both sides the ability to leave without penalty if they choose so they don’t have to be subject to the other side intentionally wasting their time.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100545#Comment_4100545
Have you played against people like this? The killer gets momentum without hooking. They down someone, usually with very specific group of mobility killers, and Infectious Fright allows them to zoom to the next one, while Coulrophobia under stress makes pick ups exremely difficult. Down, Infectious scream, repeat. The team either can't get out of Infectious range fast enough (if it's even possible on the map), or they keep spending time picking up and being downed over and over instead of doing gens. Hook states don't matter once all four are downed. I've had matches end in a couple minutes. It works because people don't go in expecting it, and have no basekit tools to counter it.
Slugging at strategic or convenient moments that appear over the course of a regualr match isn't the issue. It's players that load in intending to exploit a particular system with certain perks and certain killers. It's extremely effective.
Yes, I have, and it’s extremely rare. People always like to say that 4-man SWF bully squads are not a problem because they are extremely rare and I agree with that to some extent. But in my experience, slug for 4K killers who are actually successful at winning this way consistently are just as rare, if not more so.
For the people who still think this is a big problem - go play 10 matches as killer and try to win by slugging only and let us know how it goes. I’ve never had much success winning with this playstyle. -
@cogsturning said:
This is the sort of thing you think when you don't regularly play against high hour killers running slug builds intending to slug the whole team. It is not manageable against a Blight when you have no anti-slug perks, especially with no coordination, and the killers doing it know that and exploit it.
What I don’t understand is how slugging is somehow stronger than hooking. In either case, the survivor team needs to somehow coordinate who is going for the pickup or unhook. And of course that is much easier when survivors are coordinating on comms. If a whole team is getting found and downed so quickly that nobody has time to go pick up a slugged teammate, how would it be any different than if those survivors were hooked instead of slugged? They would have lost badly in either case. It’s because the survivors were either really bad or the killer was really good. It’s not because slugging is a stronger tactic.
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@random1543 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100524#Comment_4100524
The killers are not forced to abandon the match but if the killer leaves the survivors ARE forced to leave the match weather they chose to or not which is unfair. when survivors abandon the killer gets to choose weather they stay with bots or go next.
That would easily be solved in the EGC situation, which is the only situation in which I think it’s ok for killer to be able to abandon. Either make it so the killer just stands still wherever they are until survivors, or use the existing AI killer capabilities to have the killer to go exit gates and try to M1 any survivors they find. This should be super easy for BHVR to do.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100521#Comment_4100521
Aside from further messing up MMR and thus matchmaking? Why make it worse just because it's already bad? That repeated slugging abandon was just a bad idea. Bad ideas shouldn't be expanded upon, they should be reverted.
My preference would be to remove all abandons except for all survivors slugged/hooked, and in that case, the abandons count as kills. Easy peasy. Don’t know why this is so hard for BHVR to do.
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@Wyndsor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100524#Comment_4100524
The abandon feature allegedly exists to prevent hostage situations and extreme impediment of gameplay.
Case 1 - Four man slug in which the survivors have no chance of playing if no perks are in play.
Case 2 - A survivor being picked up and downed more than twice. This leaves them with waiting out the full timer and then getting potentially picked up or getting downed over and over again.
Case 3 - Survivors permanently hide and do not progress the gens, forcing the killer to search in an almost endless loop for more than 10 minutesThe EGC has nothing comparable to the above, any perceived harm is just a personal problem, if we add abandon clauses to these things, then the slope will be slippery on where it ends.
I agree that the abandon feature should only be available to prevent hostage situations and extreme impediment of gameplay. Case 1 above I agree fits the definition. Case 2 - not even close and that’s one that gets frequently abused. Under no circumstances should survivors be able to quit for free because they are slugged a few times. Case 3 is technically against the game rules and bannable, but it’s never enforced. BHVR could easily implement solutions to prevent survivors from doing this (like showing auras if no gens are touched for a certain period of time), but they refuse to do it.
Survivors are currently able to abandon for several reasons that have nothing to do with game being held hostage or extreme impediment of gameplay. If you can agree that we get rid of basically everything except Case 1 above, then I think we could be on the same page.
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I’ve said this many times before, but I really don’t understand the complaints about slugging. The only time I complain about slugging is when my teammates refuse to pick me or other slugged teammates, up which usually results in a loss because inevitably someone else will be slugged or hooked during that time and then it’s game over. That’s 100% a survivor teammate problem and 0% a killer problem. I find it very odd that people complain about being slugged and left on the ground for a minute or two but don’t complain about being hooked for the same amount of time. Can someone tell me what the difference is there? In either case, you’re not able to do anything. The only difference is that when you’re hooked, you’re closer to being eliminated, which is not true when you’re slugged.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100500#Comment_4100500
You have no argument, you are just doing mental gymnastics to justify how insanely strong and easy slugging is. And the Devs know this, they just did not have the spine to do actual meaningful changes to the game.
And now we are here where Killers claim that slugging is actually good or that Survivors should even be happy that they get slugged by the Killer.
Actually, the OP presented their points about why they think slugging is less bad for survivors than being hooked. So they do have an argument - agree with it or not. Rather than refute the points, you made a sarcastic response that didn’t even make logical sense because slugging survivors does not progress the game for the killer while completing gens quickly (your alleged equivalent scenario) does progress the game for the survivors.