Zenislev
Zenislev
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@WussLeeTTV said:
I mean this really isn't that much different than flashbangs or a flashlight. Though you say It does more than just stun the killer but basically that is all that is happening here.
Did you miss this part?
"All the killer would have to do is mend themselves (takes 5 seconds) or else it’ll drastically slow them down."
Stunning the killer with a flashlight blinds them but it doesn't slap them with a persistent speed penalty that they need to drop chase in order to fix.
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@Pulsar said:
I am still of the mind that unhooked Survivors should lose collision.
Prevents tunneling and bodyblocking.
That would be the ideal solution, which is why it will never happen.
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A couple of things 1) The word you're looking for is whittle, not widdle,
2) Absolutely not. Never. The killer's time is already stretched thin as it is, and you want to slow them down more? 5 seconds of mending on a killer is worth 20 seconds of survivor time, and that's not including the time it took them to chase someone, only to then lose all the progress they made during that chase because of that park, and it doesn't include the time they go before they mend. If all 4 survivors bring it, that's a minimum of 80 seconds of survivor time, which is almost enough time to get a gen done. Do you have any idea how utterly broken a perk like that would be?
The last thing killers need is more pressure when they're already under an insanely strict time crunch.
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God forbid survivors ever be punished for bad plays.
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You're asking the devs to do something that would be beneficial for killers. Why would you ever expect them to do that? Being able to see SWFs would be absolutely fantastic, and I'd love to see it, but you have to be realistic here, the devs don't care about the killer's experience.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547781#Comment_3547781
AB testing is done without announcements and there's no way to opt in or out - they are done very randomly. You can find out more on AB testing here if you're interested: A/B testing - Wikipedia
It's certainly not "gaslighting".
That's garbage. I don't want to be part of this test, but I don't have a choice in the matter so my games get to be made significantly worse and I get no say in it.
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Why would they do anything to gen times? They added 10 seconds to them a few patches ago. Any more and survivors will start whining (I say as if they didn't throw a fit over those 10 seconds), and they can't have that, so, no, gens will continue to fly, but don't you worry, on top of making sure you're punished as a killer if you're ever in the same zipcode as a hooked survivor, the devs are going to kill 3-genning to make sure you absolutely cannot pressure survivors anymore than you already can. That's what you actually want right?
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Unfortunately, you're going to get what you want there. The devs have been running A/B testing with a group of people, not letting them see survivor levels, and I'm one of them. It's been awful, meaning the devs are almost assuredly going to implement it.
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You're got basekit BT, you're getting a better version of deliverance in the form of the anti-killer-is-ever-near-the-hook system, and we already know that they've got an anti 3-gen system in the works, and you want more? Really? How about this, if the killer nearby when the survivors get unhooked, they lose control of their body, shove their weapons down their own throats and the exit gates are automatically powered and opened, and a personal hatch opens right next to every survivor, because, you know, expecting survivors to walk all the way to the exit gates themselves is really toxic.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550241#Comment_3550241
The perks that survivors got basekit are situational and require situations that benefit the killer anyway. The buffs that killers got, while smaller, stack up because they come into play, guaranteed, many times over the course of standard gameplay.
Which do you think would be more impactful: if a survivor has not performed a conspic action for 10 minutes, the killer gets to see their aura
Or
Pick-up speed increased by 10%?
Situational vs consistent is a factor. Killer's buffs were less blatant but overall more impactful because they impact EVERY gameplay loop.
Survivor just get anti-camp, anti-tunnel, anti-gamebreaking strats.
3-gen, as well. What could possibly have motivated the devs to address 3-genning now when it's been in the game since its inception and no one ever complained about it?
Almost seems like some incomprehensible, 4D CHESS move, ne?
Ah yes, that situational benefit of "knowing what every other survivor is doing at any given time and thus knowing when it is or isn't safe to work on gens." Yeeeep, that sure isn't a thing that's useful for survivors to know outside of some really niche situations. Listen to yourself man. You're downplaying the buffs survivors have gotten so hard. The idea that getting basekit borrowed time and deliverance (which is actually better than deli since you don't get broken and you can use it on stage 2) is comparable to being able to see survivor auras if they do nothing for 10 minutes is absurd. You're talking as if being hooked isn't a normal and expected part of the gameplay loop, as if deciding whether to defend a hook or go pressure other survivors isn't (or rather, wasn't, considering the choice is going to be totally removed) an integral part of the killer's gameplay loop. The actual point of comparison here would be like if the devs gave killers basekit deadlock and basekit pain res on every hook as a means of preventing gen rushing, after all, gens poping is about as "niche" a situation as survivors getting hooked, and it's one that puts killers at a disadvantage, just like getting hooked does to survivors, but you certainly wouldn't be in favor of that, would you?
Considering they're completely gutting the character that made survivors whine and cry about 3-genning the most (despite being a pretty terrible killer otherwise), and functionally turning her into a powerless m1 killer, it sure seems to me like there doesn't need to be any other fixes to 3-genning. After all, the wicked witch of the gens is dead isn't she? But no, they're still going to push through a "fix" to survivors screwing themselves by not recognizing and breaking a 3-gen, because survivors can never ever ever be allowed to put themselves at a disadvantage because of a bad play.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550055#Comment_3550055
Exactly. Because both sides receive Nerfs and Buffs and people who focus only on one side getting Buffs or Nerfs are simply ignoring a lot of stuff.
I just think that it is a bad take to think that Survivors never get Nerfs, since they got a lot of Nerfs over time. And so did Killers. And both sides got buffs as well.
But saying that Survivors are kept strong so that more people spend money and Killers are drawn to the game via licenses and BHVR does not care about Killer players who play a long time is just made-up nonsense.
Nice to see that my objectively correct assessment of the game got under your skin.
That being said, yes, both survivors and killers get nerfs and buffs, but they're nowhere near on the same level. Survivors get entire perks that become basekit, and infinitely more information than the killer has access to. Killers get...to break pallets a few fractions of a second faster, I guess? And that was the one time killers got blanket buffs as opposed to the entirely new UI survivors got which let them know when it's safe to crank out gens, the anti hook mechanics they're getting next patch, and hey, let's not forget that the devs said that they're working on a "fix" for 3-genning, because, you know, survivors can never be allowed to put themselves in a bad situation ever.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550201#Comment_3550201
Wait, The healing nerf DID went through. Self heal was set to 24s, medkits were made 1 heal, 2 heals max with addons, all addons toned down and COH was nerfed.
The only thing that was reverted was altruistic healing because it made no sense that it was also at 24s while already having two people busy.
Self heals were supposed to take longer than 24 seconds, and altruistic heals were supposed to take 24, you know, to give the survivors something meaningful to do away from gens. The medkit changes were a nice enough bone to toss to killers, but let's not pretend like the meat of the patch, the actual healing nerf went through. As it is, survivors are still more than capable of deleting injuries because heals just don't take much time to fix.
It's not as bad as it was, hit and run isn't a completely unviable strat anymore like it was back in the heyday of CoH, but that doesn't mean that it's good. That healing nerf should have gone through. As it is, survivors can rip through gens like nothing.
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That's what happens when the devs gut every form of gen regression/slowdown without adding time anywhere to the survivors. The healing nerf was supposed to compensate for the missing slowdown, but survivors cried so hard about it that it never went through, so now we're stuck in a position where gens are flying left and right and there's nothing killers can really do about it.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549613#Comment_3549613
Yeah, but according to the person I quoted, those Killer players are drawn to the game with licenses. Their point was that Survivors are kept strong because they generate more money and Killers are drawn to the game (replacing old Killer mains) with new licenses.
And yet, if this would be true, why nerf Survivors at all?
(I mean, the take I quoted was just really bad and everyone should know this)
Do you honestly think that's not the case? When does dbd get its biggest spike in players? Whenever a new licensed killer is out, and what happens to the BP bonus then? It switches over to survivor and stays there for a long time. No one's coming to the game to play renalto and thalita. Maybe some people want to play as ripley sure, she's cool, but the real star of every licensed content patch is the killer.
Survivors will occasionally get nerfs because these devs aren't complete VHS level hacks. They pretend to care about the game's balance sometimes, but that doesn't change the fact that when they get strong stuff it mostly goes untouched, but the instant killers get something strong, it gets nuked off the face of the earth. Remember old undying ruin? You know, the meta that promoted patrolling gens and getting into chases, that thing that survivors pretend to want? Gone. Remember the gen kick meta? The one that required that you put together 3 perks that were rather mediocre on their own, CoB, overcharge and eruption, most of which could be undone by just tapping a gen, yeah that had to go. Remember pain res and DMS? Too strong apparently, so they removed the synergy and then they nerfed both perks to the ground, then once both perks had been defanged, they reinstated the synergy. Fantastic. What about old pop, a perk no one, and I mean no one thought was too strong, but it got gutted anyways because all regression had to be dumpstered because survivors didn't like it.
How many years did DH go untouched, only for it to be "nerfed" which actually kept it about as strong as it was? What about adrenaline, a perk which continues to be utterly busted. What about made for this? What about buckle up + for the people, a perk combo that they haven't even acknowledged is a problem. The real kicker here is that with killer I talked about perk combos but with survivors I'm talking about single perks. Killers bring 4 perks into the game and they have to work together well to cover the complete spread of everything you need, whether that's info, slowdown, chase power or regression. Survivors collectively bring 16 perks into the game and they can bring one, maybe two completely busted perks and be fine.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549453#Comment_3549453
Yes, you are a victim and nobody cares about you. Everyone else gets special treatment and you get forgotten. I couldn't possibly even begin to understand your suffering.
That's exactly what I said, yes. You totally nailed it.
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No.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547190#Comment_3547190
Is the Killer’s enjoyment even a consideration? I mean at all. Really doesn’t feel like it.
The answer's pretty obvious. No. The devs have never, and will never care about the killer experience. They'll give survivors all the buffs that they can possibly want to make their games as easy as possible so that they can make the killer's game miserable, and then they'll have the audacity to come and post this, implying that killers playing to win are part of the problem.
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@GannTM said:
I really don’t think this combo is anything to complain about. It’s just like flashlights where you need to stay off gens to do it. They can make it to where the duration of buckle up is slightly shorter but please don’t remove the synergy all together. The perks are fine.
I mean, by this logic then pain res and DMS should have never been nerfed since the perks were totally fine as they were, they just had some nice synergy. Same goes for the old gen kick build, CoB + overcharge + eruption. There was nothing wrong with any of those perks, but the devs went and gutted them all anyways, so why shouldn't a combo that can be used to completely invalidate a chase be gutted too?
Of course, it won't be nerfed, because the devs don't care when survivors have broken perk combos, only when killers do, but let's not sit here and pretend like the devs haven't destroyed perks that synergized well together before.
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The mistake you're making here is assuming that the killer experience matters to BHVR. It doesn't. There's 4 survivors to every one killer and considering survivors play the game in 3rd person and the characters themselves are mostly just skins, they're going to be way more likely to buy cosmetics. That means that BHVR has a pretty vested interest in keeping them as happy as can be. if that means giving them a ton of information, making perks like BT basekit, on top of giving them busted perks that let them extend chases forever, while designing maps such that they have an easy time looping killers forever, all while gutting any killer perks and strats to ensure that survivors have a good time, then yeah, they're going to do all of that.
Killers sell on name brand recognition. There's always someone that'll go "Oh #########, a game that lets me play a freddy krueger and nemesis? I'm in!". There's always going to be new killer players to feed to grinder, so they don't have to bother trying to retain them, so the killer experience is going to get worse and worse and worse, and it won't matter. Killers aren't getting #########.
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@Venusa said:
Why do you guys act like killers are the only ones getting outmatched by matchmaking? Do survivors get to skip a sweatlord P100 Blight if they choose to? No. You aren't entitled to do so either.
Your thought process is so "me, me, me" and you would blame anything for your loss except for yourselves. Even a meaningless number next to survivor's name. Those people won't magically perform any different if they choose to play on their low prestige characters just for you to not feel emotional about the match.
This is good for the overall health of the game and if you claim otherwise you're just saying so because it doesn't benefit you personally and you got too comfortable skipping every other lobby and you don't care about others.
At no point have I said or indicated that I'm against survivors being able to see the killer's level. If survivors want to duck out of a game against a p100 killer then they should be able to do that too.
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There was another thread about this and I spent a good while arguing against not being able to see levels in the lobby for pretty much the same reason. Since this change rolled out I've been having miserable game after miserable game against teams of people who obviously outmatch me.
You're not going to get anywhere with these people. They want to have easy games against killers rather than have to deal with the kind of players who'd look at a team of p100s and think "Yeah, I can handle this" and because the devs are so dead set on treating survivors with the world's biggest kid gloves, that's exactly what they're going to get.
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This is why bad decisions like this go through. There's a whole legion of survivors who are only interested in their games going well regardless of what it does to the health of the game, who dogpile anyone who says otherwise.
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@chibizodo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531709#Comment_3531709
Bc I want to have fun games too? You think it’s fair that a killer tunnels me out or plays differently bc I have a P100 above my name? That I don’t get the play the game and have to watch everyone else play while I’m stuck spectating? You treat the high prestige differently so you are part of the problem, the dodging is the reason, the prestige being shown is the reason. I’m not asking to be coddled bc I chose to p100 my favorite character, im asking for fairness in my games just like you want fairness in yours.
I'm sorry your feelings are hurt when killers play the game, however your desire to have "fun" games shouldn't be more important than having fair games. If this game's matchmaking and balancing was worth anything, we wouldn't be having this discussion, but in the absence of both of those things, I'd rather killers be able to balance the game themselves, since most aspects of the game are stacked against them as it is.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531669#Comment_3531669
I strongly disagree with you. DbD is not a comp scene pro esports 3 tournaments a year in South Korea stadiums kind of game, hope you understand that. The only points of MMR is to avoid babies from getting matches with more experienced players as often, but lobby dodging doesn't help the cause because those lobbies have to be filled with somebody and disadjusts MMR. The less information regarding somebody's skill level prior to the matches the better. Survivors only need to see their team mates perks, and killers should just see the characters people are playing. If you like that kind of competitive esports mentality and games, there are plenty of others in the market. DbD is not built to do that and is extremely hard to get to that point solely for the asymmetrical nature of the game (and even like that the balancement team has done wonders with years to fix most of the abusive stuff from both sides that was in the game, and they still have a lot to polish.)
But anyways, point blank period end of my participation in this discussion with you because we are just not going to agree and I am done trying to make a point that you are not getting, and I get yours but it's just awful and harmful for the game (and it shows, since they're literally making updates to fix the issue that is being caused) and we are leaving the whole point of this discussion thread. Have a nice day!
Do you think everyone that plays fighting games is an esports pro? My dude, the average fighting game player is as hardcore and competitive as your average DBD player. They aren't going to tournaments, hell most fighting game players don't know what EVO is, let alone compete in it.
That aside, it's not that I don't understand your point, it's that I disagree with it. Your idea is what's going to make the game worse. This update, when it inevitably goes through, is going to make the game worse. More information is a good thing, not a bad thing.
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@chibizodo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531553#Comment_3531553
I’m sorry you are finding it miserable you can’t dodge every P100 you see but as a P100 survivor I feel relieved I can play the game without predetermination on my skill level, or killers won’t change their play style bc they see I am P100, it’s just a number, it’s miserable to get targeted for playing my favorite character, it’s miserable to get called names and harassed bc I don’t meet expectations of what a P100 should be like. You think it’s fun to get harassed and targeted bc of a stupid number above your head? To be held more accountable to certain situations than someone with lower prestige than me? If the P10 gives up on hook and I do the same guess who gets the harsh comments, the higher prestige.
This is exactly what I mean. Why should my games be worse because your feelings are hurt? Whether you like it or not, the number over your head says that you've dedicated a considerable amount of hours to the game. Whether the community has an issue with that and treats you differently is really not my problem. Take it up with the people harassing you, hell, you can report them if it's bad enough.
Either way, it doesn't matter, this is going to go through because the devs want to coddle you and the other survivors like you, so congratulations, you win, now my games are going to be worse, but that doesn't mean I'm not going to be upset about it and that I'm not going to voice my discontent. This change is a mistake and if the devs are gathering feedback I want them to know that.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531553#Comment_3531553
I hope that you understand that if this happens is because somebody who probably has higher MMR than you as killer thought the same and he was probably more capable than you of fighting that team, but they dipped and now due to how queue works (fast queue times over skill level matchmaking) now you got there, and after that probably somebody that is more baby than you will get the spot and it becomes a vicious cycle.
You are so wrong. Devs care about fairness indeed, because this update is going to put everybody to go oblivious and blind to the match so there is no discrimination and nobody get targeted nor abandoned due to their prestige (solos will not go jumping from lobby to lobby until they find team mates they consider have the "suitable prestige" nor killers will be hunting for babies, both mentalities exist and are too common and make MMR even worse than it is.) The killers should not have access even to the profiles of the survivors, let alone see if they're in a SWF or solo. Be serious, everybody and their mothers would again start lobby dodging and shopping as killer until they face solos. People who think that feature would be a good idea are just naive, it's such a horrible thing that would be implemented.
Killers already can see the accounts of the survivors if on the same platform + even their items. People already dodge because of the items too. "4 flashlights/toolboxes/medkits ugh i'm out". All this information harms the game and the mentality of players. There is a reason why survivors can't see the killer they'd face, it would be hell as well. Nobody would stay in a Nurse, Blight, SM or any killer that displeases them.
Learn to leave the anxiety of the pre-game aside and face the games the matchmaking gives you, and from there matchmaking will be able to be actually improved.
The solution to the problem isn't to give killers less info, it's to let the survivors wait longer. If you don't understand why information is more important to the person playing the 1 in the 1v4 game, then I don't know what to tell you. Ideally the game would show you your MMR, along with the MMR and play times of the survivors you're going up against, as well as who's in a team so that the killer can decide which games are worth slogging through and which aren't. That would be fair, but I'm not going to pretend like that isn't wishful thinking on my part.
I've brought this up before in discussions like this, but I find it absurd that fighting games don't have a problem giving you all the information you could possibly want before a match. If you're playing street fighter 6 for example, you can see the opposing player's rank, their connection type (which is a much bigger deal in fighting games than it is in dbd) and you can open up their profile to see a detailed breakdown of where they stand as a player including how many matches they've played, both on a per character basis and in total, and their win/lose ratio, again, both per character and in total, and you know what, dodging isn't really a problem there because the game's reasonably balanced, and the matchmaking is mostly fair. God forbid you do anything like that in this 1v4 game. That just wouldn't be fair to the 4 players I guess.
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Not being able to see prestige levels is miserable. I know people like to pretend like levels don't mean anything, but they're an indicator of time spent in the game which you can use to get a rough approximation of the skill of the people in the lobby. If I load into a lobby and see that I'm going to be totally outclassed, I duck out. I'm not going to pretend like I'm the greatest killer ever. I shouldn't be getting matched against people who have more playtime than everyone else in the lobby combined, and yet I am anyways. I should't have to be matched against people that I know are going to stomp me into the dirt, because they're upset that their queues are a little longer. This new system is absolute trash and it should be rolled back.
Of course, the unfortunate part is that the devs absolutely love coddling survivors so this is going through. If the devs cared about fairness at all, we'd be able to see who's in a SWF or not at the very least to make up for the fact that we can't judge lobbies anymore, but that's not going to happen either.
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@Grigerbest said:
Nah, it's still a niche thing imo.
I'd rather have a better quality of skins, rather than description...
I don't mind a "It's a new cosmetic" in the description, if it's looks good.=)
These things are not mutually exclusive. The time it takes for someone to come up with half decent description doesn't take away from time that would have otherwise been spent making the cosmetic.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463859#Comment_3463859
Just because you would filter for fair games doesn't mean everyone else will. How many killer players will fish for a game they can stomp to feel better about themselves? How many survivors, if they could see killer info, would lobby shop until they can stomp the poor 4.5hr huntress that got the game yesterday?
If Street Fighter's matchmaking is sufficient to make lobby shopping irrelevant, as you've pointed out from 0 usage of match rejection since you started playing, then that's awesome. But given we both recognise that DBD's matchmaking is just as likely going to give you baby survivors as it is 4 man bully squad SWF loaded up with dead dawg saloon offerings and power struggle builds, we both know that there are plenty of people on both sides that would use the info to get free games.
You're probably not going to like this answer but; I don't care how other people choose to use the tools given to them. I just want the tools to be available.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463986#Comment_3463986
Sure. That explains why best killers have literally 1000 wins in a row while best soloQ survivor 34. Or why devs target kill rate to be over fair 50%. And you talk about bias...
Do you think the average killer is going to be getting 1000 wins in a row? Look man, I can't speak for the experiences of content creators. It's their job to play this game. Like I said before time =~ experience =~ skill, and who has more time to play this game than someone who's literal job it is to do so.
I will never reach the point where I'm getting a 1000 win streak, and neither will most people, so I can only speak to my own experiences playing the game as an "average" killer.
Not really sure where you're pulling your solo queue survivor streak number from, but let's say it's true. And? What's your point? Someone losing their escape streak doesn't mean that the game they personally lost in was a loss for the team as a whole. It's a 4 v 1 game. If a person loses their streak but they did so while looping the killer for 5 gens, then they did great and that killer lost.
The devs claim that they aim for a 60% kill rate, which means they expect the average game to be about 7 hooks, with 2 of them being death hooks. I don't believe that for a second. If that were true than they would have implemented something to incentivize hooks over kills, because as it is right now, you can get 7 hooks and unless those hooks manage to kill someone, you can get no value out of them and end the game in a 4 person escape. They also would have pushed the healing nerfs through to give killers some form of pressure after they gutted gen kicking and they wouldn't have allowed DH to be the most broken perk in the game for years and years, while gutting every killer perk that inconveniences survivors. If a meta rolls around that allows survivors to have easy games, it gets to stick around forever. If a meta rolls around that makes things even slightly easier for killers, it needs to be deleted as soon as possible. What would you call that if not a survivor bias?
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463916#Comment_3463916
What does this even have to do with being survivor-biased or "us vs. them"... How do you even minimize this topic to that...
Your experience won't change if you don't see my prestige level. I swear, you'll live.
Also I'm disengaging from this conversation. Thank you for your feedback on this topic.
It's really easy to understand and I don't get how you don't see it. Although it's not a perfect indicator of skill, reaching P100 on a character takes time. Time =~ experience =~ skill. A player that's P100 on a character is more likely to be better at the game than someone who doesn't have one. Again, not a perfect indicator, but it gives you a rough idea of what to expect. The game isn't going to be ruined by not being able to see character levels, but in the absence of better matchmaking or more ways to gauge the overall survivor team's skill, it makes the game worse.
As far as it being an "us vs them" thing, I mean, that's also obvious. The devs cater to survivors. If survivors want something, they get it. If survivors don't like a thing, they don't get it. The devs have already mentioned that they're talking about this, so it's likely that you're going to be able to hide your character level at some point, despite it making the killer's experience worse because they want to cater to survivors. It's not hard to connect the dots man, and it's hardly a simplification.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463859#Comment_3463859
I just want an option to hide prestige due to reasons on my original post. I swear it's not that deep or complicated.😭
I never said anything about your motives, I believe you when you explain why you want to hide your prestige level, I just don't care. It's not that deep for me either. I want my experience in the game to be made better, which, with these devs, is likely never going to happen, so at the very least I'd rather it not be made worse, which is what your suggestion would do.
Realistically speaking, with how survivor biased the devs are, you're going to get what you want, but I figure I'd rather speak up about it before it happens so I can at least say that I tried to get my feedback through.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463168#Comment_3463168
Thanks for commenting on this post because it perfectly depicts why we definitely need an option to hide prestige for a better community.
@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463168#Comment_3463168
Your solution would lead to incredibly long wait times for both killers and survivors, and would cause new survivors to get stomped even more than they already do. Lobby shopping is an issue, and obfuscating how much information you can ascertain in a lobby helps prevent it, more than any amount of penalty for lobby shopping would achieve. Can't lobby shop based on information you can't obtain.
If you want to just get constant, easy matches, the custom games have bots. Go wild - you can even set their perk loadouts so you know what they're running before they go in.
These games aren't totally analogous, but I've been playing a lot of street fighter lately. In SF6 you can see a person's connection type, rank, character, and control type before you match up with them, and based off that you can decide if you want to play against them or not. That's a LOT of info which can be used to give someone an advantage. Only want to play against people using classic controls rather than the easy mode modern controls? You can do that. Don't want to play against a specific matchup because you know it'll be bad for your character? You can do that.
I've played over 500 matches since launch and do you know how many times I've been rejected? 0. You know how many times I've rejected a match? 0. SF6's matchmaking is actually pretty good, so most games don't feel like hopeless curb stomps and the game is mostly balanced enough that even if you get stomped, there's a lot you can look at throughout the match and say "Yeah, I could have done this better"
DBD's matchmaking is abysmal. It's map balance is abysmal. It's perk balance is abysmal. If you're a killer, the deck is almost always going to be heavily stacked against you. I'm not looking for easy games, I want games where I stand a chance. That's not too much to ask for, I mean, street fighter gives me that just fine, despite having comparable player base sizes (again, not perfectly analogous I know), and in the absence of a good matchmaking system, being able to filter out matches that I know for a fact are going to be one sided stomps is important.
I mean I could ask for BHVR to improve their matchmaking, fix their maps and balance perks properly, but that absolutely is asking too much from them, so I'm just trying to keep my ask realistic here.
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@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460552#Comment_3460552
My friend you dont want to even know how many P3-9 survs you play against have another char on P100, or even multiple. Your explained behaviour is the exact reason most people dont pick their p100, so even with prestige shown, you have literally no idea who you're up against. With prestige hidden at least people can go back to playing their favorite character instead of hiding behind a low prestige to not make killers sht their pants in the pre game lobby.
I never said the system we have now is perfect, or even good, but the answer isn't to obfuscate things further. Hell, if it were up to me you'd be able to see who's in a team and you'd get an "hours played" counter next to people's names. Playing killer is miserable enough as it is, you should at the very least have some tools to figure out if you want to stick through a game or leave.
There's a reason why you have the ability to leave matches before they start. If you think lobby shopping is really a problem, then what you should advocate for is for people to get the leaver penalty if they drop out of a game in the lobby.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460552#Comment_3460552
The problem is that if you dodge the refill will be bad which is a known fact.
Cool. Your point?
@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460445#Comment_3460445
I hate that so much. As if you were suppose to be invincible or a God for your Prestige level... and that goes for both sides: survivor and killer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460460#Comment_3460460
I also heard about tunneling, camping high-prestige players but since I don't have any proof of that it would be an assumption unless the killer communicated that to me. So I just collect screenshots of me getting harassed LOL.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460530#Comment_3460530
Oh wow. That one didn't happen to me yet LOL.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460552#Comment_3460552
I understand you but imagine if I was able to see your killer's prestige and dodged whenever I saw you causing you to wait longer in lobbies...
Survivors used to be able to do that. There was a file they could open up in the lobby to see which killer they were playing against so they could dodge the lobby. I didn't care about getting dodged then and I don't care now.
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They're never going to fix gen speeds. I mean, look at what was supposed to happen when they gutted gen regression, healing was supposed to be nerfed too so that killers would have some form of pressure they could put on survivors, but then survivors cried and moaned and the changes didn't go through, so the game's stuck in this state where gens fly, and injuries continue to mean nothing because anything that makes survivors feel even the slightest bit stressed out doesn't make it into the game.
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@Coordi said:
This question was recently asked in our AMA, and was passed on!
Harassment in game is a topic we are always looking for more ways to tackle, and this has been one of the ideas we've been discussing for some time. I'm going to use this question as an opportunity to re-ignite the topic and opened a new Jira request for it today. -Justin Brown, Product Director
Well hey, as long as you guys are taking feedback, I just want to say, as a killer, I like being able to guess how miserable a game is going to be for me. Prestige isn't a perfect indicator of skill, but if I see multiple high level survivors, then I can reasonably know that I'm in for a terrible time and I should either dodge, or just prepare for the worst. That's important info that I'd really rather not lose.
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Nah, not only should hook grabs stay, but survivors should have to commit more. The dance killers have to do with survivors at the hook both looks and feels dumb. Once you click/press the unhook button, you should be locked into your choice whatever happens.
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How exactly is microsoft being sued to stop the activision buyout on anti-trust grounds related to BHVR getting back the rights to stranger things? Both sides agreed to a contract, and then the contract expired and netflix chose not to renew it. Neither side did anything wrong. BHVR has no grounds to sue netflix on.
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Nah, it didn't get nerfed enough (or at all really, it was the medkits that got nerfed, not healing). It should have gone up to 24 seconds, but here we are, with gens flying left and right and killers not having any real ways to regress or stall them.
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A parasite eve chapter would be fantastic. I'd love to see it happen, and square really doesn't have issues doing crossovers. In the gacha game space, nier is pretty much the town bicycle, however, parasite eve isn't really mainstream enough to get a crossover. It's a shame, but I don't think it'll happen.
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@I_CAME said:
I hope it's insanely strong and lasts for close to a year so killer mains have to endure what survivors did with eruption. Only seems fair.
So hey, dude, quick question for you, how many years did DH go totally untouched?
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That seems like a placeholder string to me.
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I don't see why that should have to be a perk. If survivors want to kill themselves on the ground, then they should be able to. There's no reason for someone to have to waste a perk slot on that.
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It's a perk from an original character, meaning you could have gotten it for free. It's not a "paid" perk. If your argument is that paid perks should never be nerfed then man okay, fine, I guess that means eruption and call of brine should have never been nuked, and awaken awareness should have kept its lingering aura affect. I mea, I'm okay with that, but I don't think most survivor players would be.
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Nah though. Dead hard is still good as it is. It should have been nuked off the face of the earth, but instead, it got a light little slap on the wrist. The last thing it needs is more potential activations over the course of a match.
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@Alen_Starkly said:
Thankfully, I don't have hearing problems, but sometimes I just want to mute the game, maybe play music, and play survivor in a chill way. The visual terror radius is a great help. However, skill checks are still a problem. There are no visual indicators for them (as far as I'm aware, they are present in the Mobile version of DBD). So doing gens or healing becomes stressful, and requires too much focus without the audio.
Now imagine how hard it must be for people who are actually hard of hearing. I hope you implement this. Mostly for the people who need it, but also for anyone else who wants to just play while chilling with some music.
Sure, and while they're add it, they should add a visual representation of foot steps and breathing for killers, since, you know, some killers are hard of hearing, and sometimes killers just want to play with the game muted.
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@CaulDrohn said:
Do you even pay attention WHY certain perks get nerfed?
CoB & Overcharge got hammered bc they made 3-genning an unbearable experience. Highly problematic, so changing that was necessary. Where the perks hit to hard? Most likely yeah, but the move to nerf them was justified.
PR change is hardly a nerf. It gives you more regression at the start of the game now, where killer is at it's weakest. It's more healthy now since it incentives hooking different ppl. And it cannot be "cheesed" so easily anymore by camping a scourge hooked survivor and forcing trades. Overall a healthy change, with more or less maintaining its strength. You are only better with old PR from the seventh hook onward. And I would argue you won't need that to win the game. Or not every hook before gave you any value.
Eruption was very miserable to play against with that long incapacitated effect. SWF could play around it (by calling out when to go down), but solo Q couldn't. Incap effect makes sense for having victor attached, where it's on you to remove the effect or not. But having it proc on you seemingly random without anything you can do excpect doing literally nothing, that needed to be changed.
I could go on. What all perk that were nerfed have in common: They were in some way or another problematic or unhealthy for the game, so they got changed.
And so we come to DL: What aspect of that perk is unhealthy or problematic? I can't see anything. It's very limited (only 4 activations), can be countered /dealed with, esp. with new activity hud. There's NO NEED to nerf it. So I don't expect it being changed. Yes, bhvr seems to change perks when they are picked often, but imo that was NEVER the ONLY reason for a perk change.
Dead hard and CoH made killer an "unbearable" experience, and dead hard in particular has been around for years. When they did finally deign to nerf them, they gave them both the lightest possible slap on the wrist. Dead hard's activation condition now means that you're absolutely still going to see a lot of it in games, and CoH's speed buff, along with the fact that healing speeds weren't touched means that survivors are still going to be able to delete injuries like they're nothing. I don't think the devs actually care about what is or isn't unhealthy or miserable to play against, they just care about what pissess off survivors the most, since they're the ones buying the most cosmetics.
If the devs actually cared about what was or wasn't healthy then pop and thana and ruin and corrupt would have never gotten nerfed, but here we are.
Deadlock is a totally fine perk. There's nothing wrong with it. That doesn't matter. Killers are going to start running it more which means survivors will see it in more games, which means that it'll suddenly become "oppressive". Hell, you can see people making the arguments for a nerf already. It's "not interactive" and its slowdown "isn't earned", because absolutely every single thing killers have absolutely needs to have some sort of counterplay. God forbid killers every have something that's just strong, that can force survivors into a tough spot. The same thing's going to happen to jolt by the way, mark my words, and once those two get nerfed, I don't know, I imagine plaything/pentimento will be up next on the chopping block.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399737#Comment_3399737
^ This is SO annoying. How was this not thought about in its original design?
This might be a little conspiratorial, but I'm pretty sure that was thought about. In fact, I'm pretty sure that's the point. They wanted to cut down on post game chat toxicity, and one of the ways they did it was to have the the challenges block the chat window. I'm guessing the idea was that after a bad game they figured someone would rather just skip through the end game screen, and if they're doing that, it's better if they don't see chat so they can avoid potentially seeing something upsetting.
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Gen regression inconvenienced survivors, and we can't have that, so of course it got nuked. Now that it's dead and buried, survivors will find some new boogeyman to complain about and whatever it is, it'll be labeled "oppressive" and "not fun" and it'll get nerfed into the ground too. This'll keep happening until killers are only allowed to hit survivors with pool noodles that do no damage, but give them 20 minutes of haste.