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There are arguments for using LB even if you know where to face when picking up. A Survivor chasing you all game for a flashlight save becomes even more useless when they do get into position for one at the end and realize they got outplayed by LB. They literally spent the time not doing gens and weren’t even rewarded for it at the end.
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@Crowman said:
They'll let the game get to pre 6.1 where survivor queue times took forever, because no one wanted to play killer and then give killers some very minor adjustments as they continue to give survivor more tools.
This was something I was wary of back when 6.1.0 was announced. While there have been some detours and bumps along the way, it does feel like the game is steering back to this direction.
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Pray that you go up against Willie or whoever is using the solo Condemn strategy then.
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Hit and Run only feels comfortable on Wraith and Sadako. Trap/map lockdown Killers are called campers.
Scourge/pop combo in their original form is the healthiest combo but those have been tweaked to be more scenario specific despite the huge regression.
Pretty obvious why people would tunnel
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The answer is pretty simple. It’s the same reason why the game took 7 years to even get mention of a FOV slider for Killers.
Devs don’t care lol. Allowing Killer to see hook states would help with hook token based perks like pain resonance and no way out. I guess such a QOL is too much to ask for as it would boost kill rates drastically (sarcasm).
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547490#Comment_3547490
Sometimes you have to though. Not every killer is as strong as Wesker or above.
A majority of maps are still very problematic in terms of size and loop design. Only made worse by perks like Made for this and Windows of opportunity.
A Freddy cant go for 8-12 hooks every game and not lose by default.
As a Pig main myself, I lose 2-3 gens very consistently for my first down. You can't expect me to go for many hooks at this point.
Possible replies to your experience would be:
1) Use chase perks
2) Know when to leave chase
3) Lower your win condition from Kills to hooks
4) Skill issue
Ironically, 8-12 hook games would be possible for weaker Killers if Survivors you are matched against are less experienced or skilled which would let you end chases faster. In order for a long and “fun” game for all, you cannot be on the same skill level or weaker than your opponents as Killer.
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Slugging 4 people every game can backfire easily especially on slower Killers.
Situational slugging would be a better strategy.
Downed someone in an area of the map you don’t want to defend and the hook is far away? Slug
Downed someone and see another Survivor nearby to follow up on? Slug
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If I still have to be mindful of not being too close or not being above or below a hooked Survivor because I clearly am face camping in such scenarios, then I might as well just slug. Hooking feels more like a chore if this gets pushed to live without tweaks
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The biggest issue is red scratch marks blending in with the red environment
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Furtive chase would be an A tier perk if they just removed the be in a chase requirement.
Increasing the terror radius reduction perk token doesn’t change much because the only way to get value from it is to chase someone and catch someone else off guard.
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People will probably put drones near the vicinity of gens or choke points. So Survivors running to gens would get injured or have to mend before doing the gen
Sounds like a watered down version of SM
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@gnehehe said:
If I want to move on, I will move on ... and there is NOTHING you can do to stop it.
Deal with it, period!
If I could choose an option to never play against or with you, I would choose that option.
If you feel so strongly that you should only play the games you want to play and leave whenever you want, then you shouldn’t be playing multiplayer games with strangers
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Dbd will not die anytime soon, but it will not become the game everyone wants it to be because there’s no real competitor and devs can chill.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543566#Comment_3543566
May I ask, because I've never been able to figure this position out- why do you say that implementing MMR is encouraging competitive play?
Wouldn't the more standard system that asks less of the player be less competitive than what we had before?
Getting more kills or escapes puts the player against stronger similar skill level players, games get harder as a result which leads to “sweating” to win,
If the game was truly a party game, then it wouldn’t matter if people of various skill level play together, would it?
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@Thusly_Boned said:
People playing any kind of game would prefer to win. This is something as old as humanity and isn't going to change.
But having some awareness of the game you are playing and not allowing winning v. losing to define your experience is vital to enjoyment. Especially in a game not designed in a way where outcomes or clear, or really to support intense competition.
One thing I hear a lot is "I wouldn't care as much if killers/survs/whoever weren't so..." - this is BS rationalization. If how someone else plays the game dictates your values, that's a you problem, and blaming others is a cop out.
I am someone who in my younger years had a reputation for being so ruthlessly competitive, even in things I wasn't great at, that my own friends wouldn't play games with me. I wasn't a poor sportsman, I didn't taunt or gloat, I just engaged in anything remotely competitive with intensity, and I didn't play anything casually. I was not fun to play with.
One of my points of greatest personal growth is letting much of that go, because it led me to have a miserable time doing things I should have loved. DBD is a great example of this; it's simply a game so ill-suited to equivalent, balanced competition that putting a premium on "winning" turns fun into misery, for one side or the other, and often both.
Don't get me wrong, I do not want to lose at anything and there are still arenas where I am intensely competitive, but it just doesn't make sense in this game, if you want to really enjoy it. I have the most fun playing DBD when I don't allow myself to get heavily invested in the outcome.
I just wish more people were more selective about where they indulged their competitive bloodlust, because DBD isn't a great place for it.
Except BHVR encourages competitive play such as endorsing tourneys and implementing MMR
You may think DBD players shouldn’t be competitive, but some people at BHVR clearly don’t share your opinion and these people develop DBD
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543532#Comment_3543532
Oh no, i will be so upset to lose Chess Merchant and Camper Bubba players.
I can't live without them.
Good for you if you’re still positive about it.
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Sounds like less reason to play Killer but I’m sure there are enough Killer players to compensate
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It’s happened a few times, everytime when I’m dominating or got the 4k
I would chalk it down to hackers tbh
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Well, if it does get implemented, players will have to adapt once again. People will find the next thing to complain about and we will have this whole clown fiesta yet again.
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Not optimistic but at least people will stop calling for SM Kill Switch.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540681#Comment_3540681
why? have you ever consider this 1000 iq strategy at hooks.
step 1 - take a hit near a hook.
step 2 - get your teammate to unhook while killer is in hit recovery
step 3 - you successfully unhooked someone. a cookie for you.
-- they used to have a perk in the ptb called background player where when you unhook someone, you break into a sprint for 6 second for 150% m/s but people said it encouraged tunneling. so they removed it. that perk would be good for vs proxy campers.
If one person came to unhook, that person would probably go down before they completed the unhook action thanks to STBFL. If two people came to unhook, even if A took the first hit and B took the second hit while A unhooked, there is a likelihood that A or B will still go down unless the unhooked Survivor manages to tank the third hit with BT base kit.
It still comes back to the mentality that Survivors should get to unhook in front of the Killer and everyone should still manage to escape without repercussions which is why hook grabs got removed in the first place. Even if STBFL got nerfed to not work near hooks but a new Killer perk that could reduce unhook speed was released, people would still call for said perk to be nerfed.
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Ultimate Weapon would be OP if it was the old DBD where Stealth was the common playstyle.
However this isn’t the case anymore. Looping clearly is.
Ultimate Weapon also resolves stall situations where two remaining Survivors just hide for the whole game waiting for the other Survivor to get caught so they can get hatch.
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I guess now that there aren’t any more gen regression perks to nerf, people have started to look at chase perks instead.
Sure hitting the Obsession with M2 could remove 1 stack instead of 0, other than that the perk is fine.
People seem to forget that to get the perk to full strength, a Killer has to hit a non Obsession Survivor 8 times. That means good looping and not giving so much free hits makes this perk weaker.
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Lobby dodging wouldn’t matter if matchmaking was strict. It’s just reverting to pre 6.1.0 matchmaking.
The question is why devs can’t revert to pre 6.1.0 matchmaking?
Is it really lobby dodging all the time, or are there occasions where a Killer of similar skill level isn’t available for matchmaking, forcing the game to grab someone from higher or lower rank?
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Killswitch is for bugs like Wesker becoming invisible because they are not supposed to happen.
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Exploiters should be banned for a duration. Otherwise people will just jump on the next exploit that comes along regardless of role because there is no risk of punishment.
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Fun is a very subjective word. I suspect your definition of fun isn’t shared by a lot of people
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Comms helps when coordinating things like FTP Buckle Up, heal tech at gates, calling out Killer perks.
Calling out a Killer has bamboozle means the remaining three players immediately know what to do when they see the Killer start the vault animation at a tile.
The greater the skill disparity between the Survivors and Killer, the fewer mistakes the less skilled side can afford to make. Comms while not game changing, help to minimize the impact of some mistakes or prevent them from occurring even on a casual swf
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Just don’t play Killer or the game itself for awhile and devs will take action
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The game didn’t die when Survivor Queue times were 10-20 minutes. The game is slowly creeping back to that state but not yet
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Are all the maps designed for Survivors to be permanently moving at 103% movement speed without any significant activation condition?
If the answer is yes, sure MFT is fine.
If the answer is no, then devs would either have to change maps or change MFT. Guess which one is easier.
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I wouldn’t be surprised if Matthew talks about how “communication between the devs and the playerbase has increased with constant AMA sessions” at the next Anniversary.
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Playing for “improvement” as Killer is pretty hard to measure apart from hook counting because you are going up against different opponents and sometimes the odds may or may not be stacked against you.
If the endgame summary was able to provide statistics like the average duration of your chase each match, game duration, order of Survivors hooked, successful uses of your power etc, there would be some sense of accomplishment, similar to being able to bench more bit by bit in the gym. Not everyone had the time or capacity to record their games and rewatch them.
Unfortunately the game doesn’t have that, so people use the easiest thing to gauge skill improvement, kills.
People would also get more satisfaction knowing if they went up against a better skilled player and won. However the game no longer has public mmr (Old ranks) so it makes it even harder to gauge any improvement.
Playing chill is to treat DBD as a party game. However not everyone will be playing chill because everyone is bundled into the same lobby
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I would say the players who deserve being slugged or hit on hook are the ones who tbag/spam vault at the exit gates/bm in end game chat.
Chances are that they are the ones who will complain the loudest when they are on the receiving end of toxicity despite being toxic themselves.
Play stupid games, win stupid prizes
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If you can’t last in chases without the perk then you shouldn’t have it.
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GG depending on the situation is just rubbing it in.
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Lobby dodging wouldn’t be an issue if matchmaking being expanded to be more loose was removed.
The choice to show prestige levels could be optional though. It feels like a waste but it is what it is.
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There’s too much conflict over the direction of the game. Some want it to be casual friendly so that people who aren’t good at the game can have fun.
Some want it to be balanced as a 1v 4 aka competitive. Others want it balanced as a 1v1v1v1v1. This thread is already an example.
The end result is everyone arguing for their point with different visions which will lead to conflicting arguments most of the time. BHVR takes one random aspect from each argument and tries to appeal to everyone. It might explain why it feels like BHVR is missing part of the plot at times.
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It was either 6.1.0 or 20 minute Survivor Queues. Implementing the BP incentives alone would not have convinced people to play more Killer.
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People complaining about tracking perks now? Might as well delete all Killer perks.
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@Rihelo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533646#Comment_3533646
I just realized, this is pretty dumb still, since there is dc penalties people just gonna give up on hook, and it's the same thing, 3v1 scenario
If giving up on hook is an issue, bhvr could look into removing the interaction altogether apart from self unhook perks.
Just because people give up ingame doesn’t mean it should be ok to dc.
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Bots were added so that the remaining 3 players who are still playing still have a chance to win. They were not added as an indicator that it is okay to DC at the slightest inconvenience.
If your DC penalty was accumulated because of the crashes, then it’s a technical or isp issue which should not happen in a standard game of DBD.
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@Biscuits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533626#Comment_3533626
Oh I assumed this was a website by the competitive killer player. Anyone can upload? What sort of vetting is there? I am happy to take a screenshot but I will get what I always get "You need a bagillion matches before I will look at it".
I think it's a cool website but I would doubt anyone below the 5-10% is uploading data. You are just going to get which killer is doing well at the top end.
Like I said above I just reset it because the game has changed pretty significantly since I started recording.
Bias isn't always a bad thing, mine is biased towards how a solo survivor would do against killers.
People would probably take you more seriously if you have a larger sample size.
Also you claim that your dataset is an accurate representation against the average solo queue team. However how do you know that your teammates are solo queue too? Do you ask them in every pre game chat? What if they don’t reply or lie? If there’s a duo or trio in your team, do you discard the data from that match?
The only constant I see here is you and the killer is Xenomorph. Just like how you questioned the validity of Nightlight data, people can question the validity of your data too.
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People will get used to the Killer and others will lose interest in Alien over time. Currently it is still the new fun thing to play. Devs want people to play the new Killer.
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Sadako with map wide Condemned gets called out for no skill gameplay.
Alien gets called out for skilled (hitting the tail still needs practice) gameplay
ok
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More conditions need to be added to enjoy the benefits of the perk, or the perk benefits need to be toned down.
If 6.1.0 Eruption was considered a crutch for Killers, I would say MFT is shaping up to be a crutch for Survivors.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529848#Comment_3529848
Some people have jobs and/or school. This isn't an option for everyone. Survivors getting significantly less bloodpoints than the killer is something that most people agree on. It's something Behavior should definitely do something about.
I don’t see a problem with increasing BP gain for Survivors, but perhaps the BP gain for Killers is so much higher because BHVR wants to encourage more people to play Killers? If the reward for playing Survivor and Killer is similar with Killer being more stressful, wouldn’t that push everyone to just play Survivor instead?
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If that was implemented, Alien players would be incentivised to slug everyone as opposed to hooking someone and risk getting hit by a flamethrower.
Be careful what you wish for.
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How about putting up two turrets within the same vicinity? It seems like two turrets should knock Xeno out of their power even with the resistance addon
Tail mechanics aside, it seems like when people are complaining about the turrets, it’s like complaining that one EMP that activated automatically when Singularity is nearby didn’t remove their infection. If it becomes too easy to remove Alien from runner mode with one flamethrower, it’s Singularity 2.0 all over again.
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Play during Survivor bonus incentives?