appleas
appleas
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/389310/slightly-disappointed-with-alien-chapter
we did get an alien queen cosmetic......
I thought it was a Praetorian at first.
Despite being the tallest cosmetic in DBD, she’s still smaller than her lore form
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@Lemonwolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527677#Comment_3527677
I hope you guys thought this through a lot because that little feature might harm the game quite a bit. Personally, i think camping is a symptom of the ever-increasing survivor power creep. Adding this feature will only make things worse. You need people who want to play both sides of the game or there is no game. For a very, very long time now, i have seen 100% BP incentives for playing killer. I wonder why........
They’ll just pull another 6.1.0, survivors will complain, give more buffs to Survivors, people stop playing Killer, cue another 6.1.0.
It worked in 2022, it will probably work again.
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@Kius said:
Remember when the argument for killers NOT having good or cool perks was "but nurse exists so she having this would be too problematic" now it's "skull merchant and 3 gen is a thing so we can't have that.."
This is one of the reasons why this game can't and might not escape the stale state any time soon the community is quickly demanding for nerfs but still wants the other side to play the way they want and not with the tools the DEVS themselves are leaving other players (in this thread killers) to play with..
From what I have seen, some people just want Killers to play mindlessly without strategy like going for chases into strong parts of the maps with no gens nearby because it gives Survivors the greatest chance of winning.
Every single Killer strategy like tunneling/camping/slugging/3 genning has been called out for being “unfun” and “boring”, even hit and run/Sloppy gets complained about.
When some people point out that going for 12 hook chases alone won’t win them games because of how gen efficiency works, they are either told “skill issue”, to come up with a less ambitious win condition or that they will only run into hyper efficient teams rarely so it’s fine and they should take the L.
On the contrary, I hardly see offers to analyze gameplay footage when a person complains about losing as Survivor and the conversation just turns to calls for nerfs. People playing Killer are expected to learn and get better, but I don’t see the same being expected of Survivor players, I see more calls for handholding and mechanics to mitigate the impact of their mistakes.
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@Thund3rstruck57 said:
@appleas Ya it would have to be downscaled to work (like Pyramid Head and Nemesis) but it could work. I'm just worried they'll squander that potential on a cosmetic when there are so many drone archetype models to choose from. Even the queen has variations like the pathogen queen so it could still work as a standalone killer. It certainly wouldn't make sense for a queen to be going through tunnels like the current Xeno killer can.
My knowledge of Alien Variants is limited to the old AVP 2 game, probably the Runner or Praetorian as a cosmetic would work.
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Alien Queen sounds cool but it doesn’t make sense size wise. An Alien Queen is huge. It wouldn’t make sense for such a huge creature to get stunned by a pallet or fit into narrow pathways on RPD or the Game.
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Were the current maps designed with almost permanent 3% haste on Survivors in mind? If yes, then sure leave the haste portion of MFT. If the answer is no, then maps would have to be rebalanced.
Just like how some Killer players relied on Eruption as a crutch to win games and suffered when it got nerfed, wouldn’t more Survivors start losing chases when MFT gets nerfed resulting in a spike in Kill rates? That would lead to another round of complaining and devs would either have to nerf Killer or buff Survivor in response. More unnecessary work all because of one perk and leaving it in game for too long.
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Ideally, there shouldn’t be Killer BP incentives for prolonged time periods. People can come up with fancy explanations for why there are more Survivors, but it doesn’t change the fact that there are insufficient Killers to meet the demand especially when queue time is prioritized currently.
I wouldn’t be surprised if this continues for another several months and BHVR has to pull another 6.1.0 again next year.
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Just because DBD is an asymmetrical game doesn’t mean it’s some special snowflake. Basic common sense still applies.
When you play other multiplayer games, is it the norm to disconnect intentionally for whatever reason? If no, what makes DBD so special that DC-ing should be encouraged? If you ask 100 people who don’t play DBD whether DC penalties should be removed so that people can leave whenever they don’t feel like playing, how many of them do you think would support this?
DC-ing should be the minority and not the majority. Hook suicides is one thing but removing DC penalty just so people can leave whenever they don’t feel like playing is encouraging irresponsible behavior.
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Fixing of core mechanics can only begin after the devs decide if they want to make DBD competitive with straightforward win conditions or casual party game with more emphasis on fun and commit to that vision.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526598#Comment_3526598
The reason "You can't punish people for playing with friends" gets quoted every time someone talks about nerfing swf is because it's true. You want to penalize people for using an intended feature.
The following only applies on the assumption that BHVR wants to make DBD a competitive game.
My intention is not to penalize friends together but to eliminate the concept of SWF on comms and Solo Queue entirely. If in game VC was implemented, there wouldn’t be a need to balance the game for swf and solo queue, just Survivor with the assumption that people are using the VC.
That way devs just have to balance for Killer vs Survivor with comms. If players choose not to use the in game VC, that is their decision just like choosing to play Killer without perks or add ons. If the Killer player plays under the assumption that every match will have some level of coordination due to ingame VC, devs could buff or nerf Survivor as a whole depending on the Kill rate rather than worry about Solo Queue becoming too weak if Survivor gets a heavy nerf or SWF becoming too strong because of a buff.
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@th3syst3m said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526622#Comment_3526622
I mean wasn't DBD cross progression mentioned years ago?
I wasn’t around years ago but if that is the case, I’m not surprised.
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Wasn’t Warframe crossplay mentioned one year ago? It makes sense for cross progression to follow.
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They got a 3 man out and they were still smug about it? Who would have guessed. If it was a 3K instead, you would probably just get radio silence from them.
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Reminds me of a twitter comment from a japanese dbd player the other day.
It was something like “Everyone talks about the experience of new Survivor players, but no one talks about the experience of new Killer players.”
I’ll say that insight is spot on.
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If voice comms shouldn’t be implemented because of toxicity, then it’s no different from admitting that DBD has a very toxic community and the devs have not done much in trying to curb toxicity. The problem lies with the community and developers, not the game itself.
How often do devs talk about banning people for rage quitting or dropping expletives in end game chat? You even have people talking about how disconnecting intentionally should be allowed in the official DBD forum when disconnecting on purpose is generally a sign of bad sportsmanship. Saying it’s ok to DC even if the Killer is SM with a gen kick build sets a trend that if disconnecting from A is generally accepted, then disconnecting for B, C, D should be accepted too. Then eventually you will have people DC-ing because they got stuck and went down in chase early.
If voice comms is implemented and people use them to insult or belittle their teammates, then they should just be banned, simple as that. Are there so few players that dropping a banwave on toxic players would inflate queue times drastically? I doubt so. If people don’t want to play with voice comms, just implement the option to disable it, simple as that.
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This could be resolved by adding in game voice comms and balancing the game as Survivor vs Killer instead of Swf, Killer and Solo Queue IF the devs decide to go in the direction of DBD being a competitive game.
However if they still want to maintain the All in One queue mindset, then SWF and Solo Queue disparity will never be resolved. You cannot balance all 3 sides when one side cannot be nerfed because the reason “You can’t punish people for playing with friends” gets quoted every time someone talks about nerfing SWF.
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@lifestylee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524735#Comment_3524735
https://us.v-cdn.net/6030815/uploads/GOZNNVDPOUK1/image.png
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https://us.v-cdn.net/6030815/uploads/2Q3KGFX7I9VC/image.png
she already had one of the highest killrates, but if you balance off killrates nurse would need to be buffed (this was i believe before she got her add ons nerfed and her blinks were still m1, maybe this was just after the nerf instead) and in terms off killrates here freddy/pig are also some off the killers with higher killrates. Even killers like myers and legion are high in terms of killrate.
Pick rates also play a part. For example, a Nurse picked 100 times 4 Survivors with 200 kills would be a 50% kill rate, Freddy picked 10 times x4 Survivors with 20 kills is also 50% kill rate. However Freddy’s Kill rate wouldn’t make sense since the sample size is too small.
We know the pick rates of the weaker Killers are much lower so their kill rates are probably derived from a smaller amount of games.
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@Lun33dge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524857#Comment_3524857
sorry for bad english
i actually mean "give a choice to hide it" if some players want to show it then go ahead. But i think i might not be the only one that want to hide prestige level.
Your english is fine. Sure devs can implement a function to hide it, it just feels like a waste of effort invested by the devs into designing the prestige system if people are just going to hide it.
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What’s the point of prestige level if people just end up hiding it? Just so that people can take a screenshot and post on social media?
The intention of the implementation and the request to hide it kind of goes against each other
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3 gen needs to stay until maps are tonned down.
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They won’t share the kill rates if it doesn’t fit the narrative they want to push. If the Kill rates are too low or too high, they will have follow up on why this is so/explain how they plan to fix it and people will be paying attention. Better to say nothing and add more band aids on their own schedule.
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You need to dodge 3 chains before you get a window period to solve the box
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You’re thinking about it only from a gameplay perspective. The devs have other things to take into consideration before killswitching a Killer indefinitely for a non bug.
The quickest way to your problem would be to acquire BHVR as a company, then you can delete whichever Killer you want.
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The counterplay is to spread hits on everyone with sloppy beforehand, making it longer to heal and force a trade
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Endgame builds are seeing more popularity because it’s easier to get to endgame now especially after gen regression perks have mostly being gutted
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It would be amusing if we went back to 10 minute Survivor queues after all that effort to get people to play Killer last year
I actually played more Killer prior to 6.1.0 than I do now
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523484#Comment_3523484
"Survivors can just do whichever gens they come across and not get punished for it."
The thing is, this is not how it is anymore. A few years ago, I would agree, 3-genning was on the Survivor-part. However, nowadays Killers start to 3-Gen from the start. And the Survivors cannot really do anything about it. You can keep the other 4 Gens at 99%, finish them or dont touch them at all. As long as the Killer defends the 3-Gen without any intention to move or down Survivors, the Survivors will not be able to do one of those 3 gens.
And nowadays it is just extreme with Killers holding the game hostage for up to an hour (or until the Survivors just give up) just for the Server to close the game. Skull Merchant is the best Killer in doing this, but other Killers can do it to. Granted, it depends more on the Map for other Killers, but some Maps, especially newer and reworked ones can spawn some very nasty 3-Gens. On reworked Blood Lodge I have seen a 3-Gen with a Gen in Shack and one of each side of the Shack. Really easy to protect and the only Pallet in that area was 1 Car Loop and Shack Pallet.
The Killer did not use this 3-Gen, if they would, they would have won without any doubt.
It still comes back to map design. Yes, there will be Killers who identify a 3 gen and patrol that area from the start of the game, but what’s the reason for doing so? I usually give up certain gens on GOJ or Red Forest because I know it’s not feasible to chase Survivors across the entire map especially with low mobility Killers.
If the majority of the maps were like Blood Lodge with nasty 3 gens spawning most of the time, sure 3 gens should be removed. However that isn’t the case. Fixing 3 gen would require fixing maps as well, but BHVR would most likely remove 3 gen entirely instead of tweaking it on maps where it might be an issue or changing the Killers that excel at 3- genning.
@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523484#Comment_3523484
Trapper litterally have his traps spawn at 2 corner, the purple bag starts with all traps come with huge down side. It requires alot of time and a good luck of RNG for 3 Gens Trappers to happens. There are many times I set traps at Gen 1, then after I set traps at Gen 4, Gen 1 is already done, which traps around Gen 1 are now useless and I have to pick them up again. Even if Survivors 3 Gens themselves, Trapper still have to leave 3 Gens to get traps.
Hag can put alot of traps around Gens, but if traps are triggered, you have 3 choices:
- Abandon what you're doing at current Gen to teleport.
- After you teleport, you have to pick either chase
- or give up chase to put a trap. And Survivors can do Gen next to the trap without harm.
You cant do Gen inside the SM's drones zone, either warn her that you're there, or risking 1 shot.
How much time for a killer to complete a patrol lap between 3 Gens? The time to complete a Gen has to be less than that to success. Its almost only beatable with at least 3 survivors coordinate on Potential Energy with BNP, or 4 PE survivors. That scenario for average Solo never happen
Yes, the execution for Trapper and Hag is much harder but it still comes down to clearing pallets within the 3 gen and setting up traps. People don’t complain that much about 3 genning Trappers or Hags because if they got caught by a trap or got teleported hit by a Hag, the mistake is on them for running into the trap.
Reworking SM is fine if the devs have time, but 3 gen shouldn’t be totally gutted as an extension.
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3 gen originated as a solution to dealing with huge maps and low mobility Killers. Why should the Killer walk for 10 seconds to that one lone gen on the other side of the map when they can patrol 3 gens close by? Territorial Killers also benefit from this strategy as they aren’t designed to go for chases.
Not too sure what BHVR’s exact words are but claiming 3 genning not being how the game was supposed to be played is kind of shooting themselves in the foot given their design philosophy like hag and trapper. SM was just an extreme example of the territorial Killer design but I fear that BHVR will also kill 3 genning to the point that Survivors can just do whichever gens they come across and not get punished for it.
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People get toxic when a Killer uses M1 instead of their power?
That’s pretty silly.
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It could be added but not for “bridging the gap between swf and solo”, that’s a fool’s errand.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522532#Comment_3522532
Oh even after she hit live there were SEVERAL threads, more specifically when the patch dropped
I think the cooldown reduction for projection to tv helped her a lot in terms of Condemn pressure and map traversal. Applying two stacks and destroying the tape upon hit also made it more dangerous when holding the tape.
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There isn’t a competitor huge enough to compete with dbd on a long term basis. That gives the devs free reign to do whatever they want because they know people will come back to their game. The choice they have made is to appeal to both sides to get money from as much people as possible. Why else would they keep insisting on pushing out new content non stop every year instead of taking a few months to focus on game balance?
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You miss 100% of the shots you don’t take as Huntress. All the good Huntress players didn’t get where they were today without missing their shots. Based on what you were saying, the Survivors could have gotten a 3man out if you were camping the last Survivor but they decided to be altruistic and end up losing 2 people. That’s a decision mistake on their part and they tried to gaslight you into thinking it was your fault for their mistake.
If you enjoy Huntress, keep playing her.
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521732#Comment_3521732
I try the Totem counter argument all the time. People seem to just ignore it at this point.. :/ I honestly think it'd make a big difference if people NEEDED to cleanse Totems for some reason or another. Not how it is currently.. "Oh, we only need to cleanse if we see a Hex..". No! Totems should ALWAYS be a concern for Survivors. They need to be given some scarier presence. Old NOED was for sure scary due to it not revealing itself and the Undying/Ruin combo wasn't as bad as people made it out to be.
They could just make Ruin effect basekit without it being tied to a totem.
Probably something like 150% passive gen regression and the regression decreases by 30% for every dull, hex, white totem in the map. On the other hand, cleansing or blessing a totem could give Survivors a mapwide gen speed boost? When a survivor dies, ruin effect is deactivated. By not tying the effect to a totem, this also preserves Killer totem builds.
Alternatively, the totem basekit effects could be something similar to Pentimento with lower numbers. Instead of blocking 5 totems at 5 stacks, it could be replaced with a mini No Way Out.
This means that Survivors will have to cleanse at least one totem before or after the gates are powered or wait for the mini No Way Out Timer to end. Making totems a secondary objective basekit would slow the game down enough that removing tunneling and camping wouldn’t hurt the Kill rate that much.
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Hope you reported those 3 Survivors OP.
Even if it wasn’t a brand new Killer, they probably would have done the same even if it was a Killer of similar experience level and they had the advantage due to map/item leveraging. Proper matchmaking wouldn’t change they way they play.
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Leads back to DBD still having an identity crisis and deciding between been a party or competitive game.
If DBD was a party game, they could add an AI director to steer the game back into balance if one side dominated too fast.
If DBD was a competitive game, they could add ingame voice comms and balance for Surv vs Killer instead of Solo Queue, Killer and SWF. Trying to balance between three parties with the rule that swf should not have any nerfs is a fool’s errand.
Many problems of DBD would see more viable solutions if the devs had a proper vision of how their game should be and worked towards it.
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@Nazzzak said:
I'm keen to add to this with my own stats, purely because I don't see MFT all that much. I'm in Western Australia and we cross into the Asian region server and it really doesn't seem popular among players over there.
Not sure which part of Asia you’re referring to. I concur with OP’s data for the SEA region because my experience is similar. MFT definitely isn’t common for the Japan community, Botany + selfcare is a very common combo so there’s not much wiggle room left for MFT.
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@Aven_Fallen said:
Maybe if those Killers would improve instead of DCing they might not want to DC in future games.
Sweeping statement much? OP didn’t mention what Killers they were, the maps or items/addons/perks each side had and you automatically chalked it down to the Killer playing bad?
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519616#Comment_3519616
The thing is, in my games I see Sloppy Butcher on every Killer who relies on basic attacks. Since Nurse has an Mangled Add On (which almost all of them use, great idea btw to give her an Mangled Add On.../s), I only see Blights and some Weskers without Sloppy Butcher. The rest of Killers I face all use Sloppy Butcher.
And at this point, if you want to heal, it takes so much time that it is not really worth it. Standard Heal time for another Survivor is 16 seconds, but I guarantee you that this is not the average Heal Time you will see in matches.
It will continue to remain that way. Not equipping Sloppy doesn’t mean that Survivors will also not equip mft especially for those who are used to looping with the perk. The same applies vice versa.
Spreading injury is the new form of slowdown since most gen regression perks have been nerfed. The devs has enough foresight to know that the Kill rates would plummet if healing was not changed despite the regression nerf.
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I think it’s also because there isn’t a trade off in “countering” the Killer’s power which makes playing the Killer feel bad.
Cleansing vs Plague gives her the choice of becoming a ranged Killer for a short while. Removing infection against Nemesis and Wesker exposes them via Killer Instinct. Removing Demo’s portals takes time and Killer Instinct informs the Killer of it. Taking Sadako’s tape means that you get two stacks if you get caught holding it. Solving the box reveals the Survivor to Pinhead and gives him the choice to TP to it.
For Singularity, the only downside is the speed penalty on Survivors when using the EMP and the aoe range is huge. For Alien, I’ve seen videos of people stacking the turrets in shack or the toilet in Gideon which probably needs changing.
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Subtle cheaters could probably give themselves Hope movement speed when injured and gaslight the Killer into thinking it was just MFT in the post game lobby
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I would say this is an issue with GOJ itself as a whole. The main building is too strong and the loop structures near shack can be an issue.
I don’t even know why that god pallet at main building needs to exist.
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While Alien does have a teleport ability, what’s different is that it’s not fixed until you are literally standing at the bottom of the vent. You can alter your course accordingly if you see footsteps in the tunnels.
I also like the Killer Instinct because teleport abilities can be disorientating at times (Sadako TP from tv) and KI helps with Survivor tracking. No complaints on the teleport QOL.
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The more amusing thing was that I recall some people mentioning MFT pick rate wasn’t going to be high because people would realize the perk wasn’t that good and go back to using Exhaustion perks.
Look at it go.
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Because counterplay matters in a game that can’t decide if it’s a casual party or competitive game.
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The survivors I get have similar perk choices too.
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I’m guessing you’ve loaded into a potential sweat lobby before and you wish you were using a Killer you were better at instead of a random Killer you played just for the daily?
The concept of each Killer having their own MMR doesn’t even matter that much when matchmaking is so loose these days
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It might be time to bring back totem builds. Since the answer to the healing meta is to not heal and do gens injured, 2nd objectives might be the way to go.
I would say Killer matches can be won these days. It’s not as braindead and non stressful as holding M1 on gens though.
Having the foresight to limit hook states to 1 or 2 Survivors especially when gen efficiency is high is still a thing that Killers need to take note of.
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Trapper would be “annoying” if his traps could blend into whatever background it was placed in to.
Anything that makes the game hard is called “boring” or “annoying”
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Wraith - Fearmonger, Jolt, Pain Res/Pop, Corrupt Intervention/Deadlock
Sloppy Butcher addon + Uncloak/Speed/break pallets faster addon
You don’t really need to camp or tunnel a lot because ideally you will be moving around the map getting rid of resources/spreading injuries.
There isn’t really a rule saying that you should start with an easier Killer. I started off maining Pinhead when I was learning Killer before branching off into other M1 Killers like Freddy, Sadako and Wraith, play whoever you want.