brewingtea
brewingtea
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- brewingtea
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The HUD will tell you both A) who you hooked last, and B) who you're currently chasing, without the need to differentiate outfits.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993256#Comment_3993256
So you'd be okay with a killer "go next" feature where they could just surrender if they have a bad chase? Or should we make them play it out even though everyone knows the game is over?
If a killer isn't having a good time, I would 100% support an "Abandon" feature that just lets them go next for free. If it was 2v8, I think it would have to be a unanimous vote, but I have no problem letting people out of matches they don't like.
@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993245#Comment_3993245
I have literally never heard a killer call a 2k a loss, except when it comes to win streaks.
There was an entire thread where people were saying "Actually, 60% is 50% because 2K is a loss." and it was as dumb as it sounds. If we agree that 2K is fine, then we have PLENTY of breathing room before we have to worry about killers not being able to get there, at the current win rates. The doom and gloom is ridiculous.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993120#Comment_3993120
You do realize that it's the middle of 2v8, right? And what did I say? Oh yeah, here it is:
And it's not like killer queue times are egregious outside of when 2v8 is active
Oh, and by the way, these queue times are so much lower than they were in the LAST 2v8. During the last 2v8, killer queues were up over 20+ minutes in NORMAL mode, and 40 in 2v8 mode. So even 2v8 queues have dropped by over half in just a few months. Something to think about.
I can wait 6 days for 2v8 to finish, show you the long queue times still there, and prove you wrong. In the meantime, I'll go ahead and take your word (without proof) that the queue times are lower this time than last. I'm willing to do that because it doesn't support your argument at all. Yes, the queue times fluctuate, but by your own admission they have been terrible for months now.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993128#Comment_3993128
The irony here is absolutely mind boggling. You're sitting here mocking killers complaining that they're losing their comeback mechanics while gloating that your side is getting like 3 new ones in a single patch.
And you can't take away all the comeback mechanics. Otherwise, one bad chase, and you should just bugger off to a corner and afk.
Survivor needs more comeback mechanics, at the moment, than killer. Giving more to the former while taking them away from the latter is not weird… it's what you do when you have an imbalance like that. I never suggested eliminating them all.
You can disagree with my position, but that doesn't make it hypocritical or ironic.
Also, a "loss" is a 2K. Isn't that what killers always say (to justify the 60% kill rate)? If your go-to example of the new mechanics "screwing over" a killer is "I lost 3 gens on the first chase but still managed to 2K." then you can see why some people would think that was whiny, right?
edit: Instead of "Lose?" in my previous post, just pretend I said, "Settle for a 2K?".
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993119#Comment_3993119
My killer queues in normal mode are instant when I play in the evenings. What are you talking about?
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If you lose 2-3 gens in the first chase, what are you supposed to do?
Lose? Because you didn't drop chase in time? Or you didn't down that person fast enough?
Killers talk about second chances for survivors, but look how they cry when you take away THEIRS
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Killers, go play survivor. ONCE. You'll see the frustration everyone is talking about.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993104#Comment_3993104
Well, TODAY we don't really have any issues with playerbase. We have 20k more players than we did in September of last year. And it's not like killer queue times are egregious outside of when 2v8 is active. Since the anniversary, my killer queues had regularly been under a minute or two. It's almost like once the hype for Springtrap and Kaneki died down, the queues went back to normal. Odd, that.
Here's a link to prove you wrong. Queue times are a huge problem overall, even if it's not in your area.
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Huh, have they ever thought about "frustrating for killers" if Survs play aggressively?
If you think, "This restaurant sucks!" but you're waiting in line for 20+ minutes to eat there, your complaints aren't going to carry quite AS MUCH water as people who went somewhere else because they found a finger in their soup. Sorry.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993076#Comment_3993076
Well, we could also turn that around. WITH tomorrow's patch, you'll go against nothing but comp Nurses and Blights as the playerbase dies.
That's fair, but they can just make additional changes to weaken those killers or whatever. In case you haven't noticed, we currently have killers to spare. The game needs survivors to "survive" and the devs would be foolish to ignore the more pressing TODAY problem in favor of a hypothetical future one.
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Because survivor queues were up to like 15+ minutes
I've never waited more than 5 minutes for a match in my life (and I definitely played Survivor mostly, before the incentive bonus was a thing) but ok
It takes a lot to get killer players to stop playing, but they will if the role feels miserable and powerless
Why is that bad IF it happens to killer, but it's not bad when IT IS CURRENTLY HAPPENING TO SURVIVOR?
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Enjoy the queue times
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Yeah, one of the problems with enormous queue times is that the MMR gets broken. There are too few players to get a "good" match, so it settles for a "quick" match and you get what you get.
People complain that tomorrow's patch will make it harder to defeat SWFs. I would argue that, without tomorrow's patch, you will eventually go against NOTHING BUT SWFs, as the player base dies.
You're complaining about the way things are NOW. So… do you want to change that or not???
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@TimberGoingDown said:
Lol. I hope you enjoy staring at the queue screen. Because if these changes go Live, survivor queues will hit ten minutes within a month. And once you're done sitting in those queues, you'll finally get a match against a cracked, sweat lord Nurse that hasn't seen the Sun in two years, and she won't give two fudges about the anti-tunnel or anti-slug systems… because she doesn't have to. And after you get sent back to the lobby, you'll be treated to another ten minute queue while you wait with baited breath for your next match… against a cracked, sweat lord Blight that hasn't seen the Sun in two years and doesn't give a fudge about the anti-tunnel or anti-slug systems… because he doesn't have to.
Lol, I'll just switch to killer.
If you're so one-sided that you can't switch roles when faced with an enormous wait, you deserve what you get, regardless of which side you're on.
But, we'll see if you're right and it EVER applies to survivor. I doubt it will, but I love to be proven wrong.
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@Fluffyxox said:
Failing to get 4K means being tbagged at gate. Survivors will stand in the gate for the entire EGC just to do so. This behavior is one of the primary reasons referenced when "killer anxiety" is talked about. Being shamed for not "winning". If you think the 4K expectation is because its easy, and that killers are complacent with "being op", then you have less than 10 hours as killer.
Hey, who are they stomping during those 10 hours?
I know it's hard when you finally face real competition, but if you admit that one side has a 10 hour "grace period" before that happens, then it sounds like the people witnessing crouching animations have less reason to be anxious than the people literally dying and having their game end in 30s.
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Good point. Towards that end, survivors should no longer leave scratch marks, there should be no repair noises or claxons when the exit gate is being opened, no totem cleansing sounds, chest opening sounds, healing sounds, footsteps, breathing…
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@GuardianoftheCrystal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993023#Comment_3993023
If this patch goes live untouched, the queue is going to be insane regardless.
Oh, I thought a bunch of killers were going to leave out of frustration. I guess it's not as big of a deal as everyone panicking is making it out to be, then
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Yes, let's worry about baby killers to the exclusion of baby SURVIVORS when the queue times demonstrably prove which one needs more attention.
On a newbie killer, you can basically just walk around, M1 people, and win. You're going against baby survs who don't even know what the TR is. You don't even need your power or perks until you've gotten several 4Ks in a row and your MMR starts to rise.
It baffles me that people can look at 20+ minute queue times and think, "Not only is this fine, but if someone even SUGGESTS a solution… even if you leave the raw values blank so we have room to adjust… we'll push back harder than any patch in history."
The devs have to worry about the game, guys. If you win too much, and everyone starts to bail, they're not just going to let the game die to preserve your winrate. Sorry.
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This game will finally be fun when they drive away ALL of the survivors and the queue times are infinite.
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How much longer do you want to wait for killer matches?
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You can get pretty much any killer challenge done if you set it up correctly. Need to hook 2 people within 60s? Put on Myers or Oni and slug. Need to M1 someone within x seconds of Killer Instinct? Put on Ghostface and let someone reveal you.
Heck, even if you need to hit someone with a hatchet from some insane distance as Huntress, you can just play nice with the survivors to convince them to let you do it in the exit gate or something.
But these survivor challenges? Hope the killer is AFK because otherwise it's literally impossible.
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Gosh, I thought sometimes you needed to slug to win. Was that wrong this whole time?
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Survivors can make mistakes and win
Not when I play killer, but you do you
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If the first person to be hooked is left to die, then there was no "Previous" hook, which means it doesn't proc the anti-regression stuff. As killer, you only get punished like this if you hook the same person TWICE in a row.
Sure, as survivor, you could sacrifice a teammate early to get some repair speed. Please do that. It's a good strategy (but only when I'm the killer)
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I doubt enough killers are going to write down the configuration of every group they go against on the OFF CHANCE that they face them a second time (so they can dodge) that it will affect the game in any way.
But they should get rid of the pre-game lobby regardless.
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If they made a drill where the handle got REALLY hot when you used it, you could argue that it's a poorly made product and that it "shouldn't" do that. And you would be correct.
But if you keep using that drill in the exact same way, burning your hand, instead of taking actions to avoid hurting yourself…
I get it. People shouldn't be dicks. That's no reason to keep burning your hand. Turn off chat.
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Whatever its state now, it will get worse after the next killer. And every killer thereafter.
Solo queue is like a structural support beam that's mostly eaten by termites. It's only a matter of time before something catastrophic happens.
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Memorize all this stuff or else the killer just wins by default.
I can't see why this isn't a winning formula for balance.
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It feels like anti-camp should disable if you hooked everyone. But good to know that it doesn't. Thank you!
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I don't even have a problem with Plague, and I think this is a cool idea!
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Yeah, someone who's literally AFK the entire match is definitely a weird edge-case they didn't think of. Hopefully they'll patch that soon.
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omg, yessssssss
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/447204/killers-camping-hooks
- killer camps hooks often.
- survivors in their matches mostly swarm hook and give camping killer easy hits, downs and basically let the killer snowball for free.
- killer thinks camping is actually very good and efficient.
- killer keeps facing teams that don't punish them for camping.
- killer finally plays against team that knows how to play against a camper, gets humiliated, but doesn't care because 90% of their matches will still be people who refuse to learn counterplay to camping.
- repeat.
Once average survivor learns how to counter camping, average killer will understand it isn't as efficient and effective to always do and camping significantly drops in usage.
You are welcome.
Whatever the "solution" is, you should notify the competitive scene because tournament killers proxy camp.
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Also, survivors "swarm" the hook because solo survivors can't say, "I'm going for the hook!" and warn others off. Hell, you can take back the worthless "Anti-face-camp" and replace it with Kindred basekit and it would be more balanced.
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Because DBD is asymmetrical, I don't think "ties" feel as anti-climactic as they do in, say, football. A tense 2k where one person gets hatch would be a great game! The killer doesn't walk away empty-handed, some survivors got to escape, and there was some RNG to keep things interesting.
I would like to see some reward (like a 50k scoring event) for killers who give the last person hatch. Or maybe instead of a mori on the last survivor, you can let them go. The animation shows the killer respectfully nodding, the hatch appears behind the survivor, and they crawl thru it (and killer gets 50k BP).
If you still want to slug for the 4k, knock yourself out, but I often slug for the 3K, then give the hatch. I hate when people "Abandon" too soon, and I wind up mori-ing a bot. I wanted to be nice!
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@R2k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972012#Comment_3972012
SoloQ is dumb because we reached point "git gud" is considered toxic. Survivors don't want to improve
Don't let the haters get you down. If you get flack for saying "git gud" just tell them, "I'm 100% fine waiting 20 mins so I can face exclusively try-hard SWF squads."
I'm being serious. They probably don't understand that's what your opinion is and would back off if they knew you didn't want to attract any new players.
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This is another pain point generated by a lack of tutorial. More people would engage with the doors if there was something in the game telling them they could do so. And what information they're giving to the killer at each step of the way. And what buttons they'll have to press (so they're not wasting time in a vulnerable state while they figure it out). And how much time they're going to be vulnerable, etc., etc.
I guarantee there is a not insignificant number of people who tried it, got jump-scared, and will never touch a door again.
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Do you remember what happens in that scenario? It's not just that the "final girl" survives, but she also kills the killer.
Shape, Bubba, Freddy, Pinhead, and Sadako all survive their respective movies. I didn't see the Saw sequel with Amanda in it, but the killer definitely "wins" in the original.
I wouldn't put "Survivors can kill the killer" into the game any more than I'd put in "Survivors can eat a mushroom, grow big, and stomp the killer."
But, like, you see the difference between those two suggestions, right? They're both bad for very different reasons, but you're acting like trying to maintain a horror aesthetic is dumb.
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I'm fine with crouch tech. If someone was taking a swing at you IRL, ducking could help avoid it.
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Hold on… ok done
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The Shape
The Tombstone Piece probably shouldn't be in the game.
Having T3 last longer is fine, but the ratios are way off. Why charge me 50% more stalk only to get 10% more T3?? I'd rather see "It takes x% less stalk to get to T3 but it's y% shorter." Having more smaller T3s would be more exciting and encourage less slugging.
Mirrors should probably go. On indoor maps, they're OP and unfun. Otherwise, they're useless.
Also, he's the only killer in the game whose power can just… run out. Permanently.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966066#Comment_3966066
It's the worst of both worlds. You're just asking for longer queues and players finding unhealthier ways to quit the game versus striking a balance that you might not love but benefits the game overall.
But as a survivor, my queues AREN'T longer. I get virtually instant matches, with a BP incentive, and the matches are higher quality because the quitters are gone.
Now, you're probably thinking that I shouldn't put my own enjoyment above the overall health of the game
…like a quitter does.
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Survivor Perk: Locksmith
This perk counts as a key for the purposes of unlocking the Hatch.
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What do you mean "if"?
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@I_Cant_Loop said:
Just ask the people who come here claiming that killer is way too easy but survivor is way too hard. They should be able to provide plenty of instructional gameplay video to show us all how to easily beat down survivor teams.
I'm sure plenty of people can provide videos showing them losing miserably in solo queue. You realize that's what you asked for, right? Killers winning?
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Could we at least avoid base-game perks during the Anniversary Event? You know, as a treat?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963159#Comment_3963159
"The correct play of hiding"? So if killers do "the correct play of slugging", they shouldn't be punished?
Correct, they shouldn't be punished either. And I have no post in my history where I suggested otherwise, so you can't move the goalposts by attacking me. Sorry.
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I hate the "Force you to look at the trap" mechanic, but what I hate even more is when you can circumvent mechanics by doing dumb things like walking backwards.
I have to side with Hag on this one. :(
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re: killer opt-out
They could leverage the incentive system to steer killer players who otherwise wouldn't care what killer they play (like me) into more "popular" roles. That way, survivors would have LESS of a chance of facing the killer they don't like (although not zero) and people who DO choose to play that killer wouldn't face any extra queue time.
re: the original topic
In theory, all of those ragequit DCs (which don't count towards the kill rates) would translate into actual kills (which do). If they see a sudden spike in kills, they can address that.
Sure, they can (and have) addressed sudden spikes in DC rates, but
@Nick said:
Ragequitting to force a change doesn't sound like a healthy way to communicate to eachother.
This. It will be better in the long run if people play by the rules and die legitimately.
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The fact that "No" is winning proves that this change was necessary. I'm even happier about it, now.
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I dislike map offerings, so nerfing them suits me fine. However, they should buff Sacrificial Ward. It was already pretty useless (Most of the time, they did nothing because no one played a map that round.) but now maps only work 20% of the time, so what's the point? I'd rather just play a Cake and take my chances.
It should have a secondary effect… maybe something that only occurs when no one played a map… but something that would benefit everyone (like a small BP bonus)?