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burt0r

burt0r

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  • @Dinan said:

    yeah but why cant they just simply leave chase and switch target?

    Wait, here you WANT the killer to switch away from chasing you since it's obviously a bad idea to keep chasing a good looper...

    @Dinan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339645#Comment_3339645

    it was so bad that I got straight up ignored by some killers 😫

    after 1 good chase its like hell nah im not doing this #########

    And here you complain that they don't want to chase you again after?

    Plus this thread is a complained aimed at killers that DO commit on chasing a good looper and then making sure that said looper dies?


    Why would a killer that knows that you are a good looper, that takes 60+ seconds to catch/down, decide to chase you again instead of looking for an easier target?

    What logic would that be that they voluntarily decide to choose a worse target to chase?

  • @tippy2k2 said:

    Short of completely reworking the perk to do something else, I don't know how you could possibly nerf it anymore than it is at this point.

    Change it into a hex perk 😜

  • Harhar let's guess it starts with "3" and ends with "gen". Very funny.

  • Well we are now in the "monitoring phase" were the devs have to "observe" the influence their qol change has on the game and only then make further adjustments.

    The problem, in the past this phase could be anything from 2 to 12+ months.

  • Yeah, well... You can't balance for it either.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338109#Comment_3338109

    For the most part, you're right. I have the game since some time after its release, but I didn't manage to play more than a handful of games as a survivor and as a killer before ultimately having to uninstall it due to my PC being terrible and barely giving me 20 FPS. I know how the old system was, but aside being extremely awkward (and loud depending on your keyboard) to use, I didn't get enough games to find any other issues with it. I only came back aroundddd-uh... May 2022?

    But that's neither here nor there. I'm just saying, the skill check minigame makes you think you're doing more than what you're actually doing. It feels fairly pointless, to the point that I feel they should just make the progress bar fill passively. It's not like hitting the skill checks is either engaging nor rewarding enough to justify not having it be an automatically filling progress bar.

    Have you seen that article talking about how sprinting with the horse in Dragon Age Inquisition didn't really speed you up but it just moved the camera and added some speed lines to make you think you were going faster? That's kinda my issue with the wiggle system. If my input is pretty much meaningless, just automate the whole thing.

    Well i would say every skill check system is just a form of make the player do SOMETHING to avoid a negative outcome.

    Generator skillchecks for example seem more like a measure to keep player from switching mentally off and keeping them on their toes otherwise the explosion gives them away. Even great skillchecks aren't that amazing in their effect.

    Hook skillchecks keep them from dieing early and wriggle skillchecks keep them from getting carried to a scourge hook/the basement every time.

    For me they all are there so the survivor can "feel" as if the actively avoid the negative outcome.

  • @Eelanos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337806#Comment_3337806

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337948#Comment_3337948

    My point is that wiggling does so little that there's no point for it to be a skill check mechanic. The only situations wiggling does do anything at all, especially with the current system, is if the killer is backpacking you or, funnily enough, to not use it in hopes you get hatch.

    Skill checks on gens prevent explosions, which in turn prevents the killer from getting vital information. Same with healing skill checks. Plus, getting a Great Skill Check slightly accelerates the process. Perks and add-ons interact with these skill checks by making them bigger, smaller, more or less frequent...

    Skill checks on second hook prevents you from prematurely dying.

    Wiggling really doesn't do anything but slightly pushing the killer to the right or the left. In 10000 matches you can hit all your skill checks perfectly and at most you can get one killer stuck on a door maybe once and perhaps that can grant you an escape. There's a slight chance that one killer in those 10000 matches may greed or backpack you and the wiggle system may come in handy.

    Out of the perks that affect wiggling, none affect the skill check size (that I know of, at least). All seem to affect the time wiggling or the push the killer feels.

    So, if wiggle skill checks are going to have such a little effect, then automate the process. Make Boil Over automatically apply more progress when the killer drops from a certain height and also the bigger push. Make Break Out speed up the process. Just don't make the process manual because it feels like the game is giving you hope that what you're doing is meaningful but in reality it's just a timed process.

    You're not going to hit a couple of Great skill checks in a row and suddenly push the killer so hard that will make them turn and stop them for half a second. The effects of wiggling rely almost entirely on the killer's and your team mates' choices. None of the skill checks you hit do anything meaningful enough to have it be a skill check minigame instead of an automated process with a "Press Space to stop struggling" option.

    As it is, it would be the same as if second hook skill checks just gave you points and missed skill checks didn't accelerate the process. At that point, might as well just not have the entire mechanic and just passively get points anyway, because what you do isn't really doing anything regardless.

    From the sound of your rambling and the date of you account here being created I guess you haven't played DBD before 2022 and with the old spamming wiggle system.

    If yes, you should be GRATEFUL for the change to a skillcheck based system.

    It IS already a semi automated progress.

  • LEAVE BRITNEY ALONE....

    (Sorry, couldn't resist with a title like this.)

  • @Piruluk said:

    What surprising for me, that there is almost always lack of the killers in recent days, 100% bloodpoints offered.

    Why is that surprising? I would assume that a whole lot of people return when the survivor hid update went live, increasing survivor numbers and creating a need for more killer players. Plus the people that switched from killer to survivor to test the gameplay improvement.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337152#Comment_3337152

    This is very true. The devs want to have their cake and eat it too when it comes to matchmaking. They really needed to combat the bizarre culture around DbD early on.

    Players think a 50% win rate on killer is a balance issue, not a sign of good matchmaking. But they've let the "power role should be powerful because the player clicked the power role" mindset linger, and people freaked out when SBMM first came out with good matchmaking.

    Then they dialed SBMM back a ton, which really just punishes anything less than a 4 stack because there's almost always a super weak link on the team now. Factor in the soft cap, and we're almost back to where we started before SBMM. I shouldn't be winning as many games as I am on killer. I shouldn't be getting instant queues to proceed to 4k at 3-4 gens. It's BS. I lose games when I'm matched appropriately. Sometimes I get dumpstered if I get survivors who also have my experience level. It shouldn't be a once in a blue moon occasion.

    There has to be a better way here. Solo queue is miserable because weak links are introduced to ease the killer experience. A good 4 man is fine, but you're either sweating your tail off or 3 hooking a poor killer way out of their depth. Killer is all the over the place with zero consistency. 4 games will be the easiest games of your life, and you're severely punished for not bringing a good build because the game is randomly going to match you well once every 5 games, and that loss will feel completely contrived otherwise.

    Well, saying that they softened matchmaking to abide killers with easier games is a bit disingenuous.

    They did it because player on the top end of the MMR had hour long queue times and the distribution overall coupled with the size of the playerbase at each given level led to significantly increased queue times.

    Of course their approach brought it back to red-rank-skill-mush/rainbow-ranks level.

    About kill rates (not win rate, wins aren't really defined) being aimed at 50% is fine if it's the average. 4 kills and 4 escapes SHOULD be the rare exception and neither the norm.

    The norm should be that all 5 gens get finished in every trial but also 1-3 always die. That would be a balanced state.

    But neither killer will be satisfied with not getting a full set dead nor swf with having to abandoned one of their buddies. There will always be complains.

    And the biggest hurdle for balance still remains in the fact that the devs have to keep three groups in consideration: solo, killer and swf (no matter the size)

    But balancing a triangle on a single point is way harder than a two sided scale ⚖️. Not to mention the asymmetrical character. It's no wonder DBD is the only surviving game in this genre.

  • So what? A good.swf roflsromps half the casual killer population.

    This game isn't fit for experienced people to play with the masses, it's a matchmaking problem.

    Good nurses and blight shouldn't even be matched with anything else than full 4 people swf with experience.

    Pro player in league of legends that play in their free tike either Smurf of they are matched with their colleagues on a regular basis. It's only DBD where the top for the sake of short queue times gets matched with the middle or even the bottom of the skill ladder.

    It's only partial a problem with the characters. Of course ideally every killer character should have similar potential but they don't.

    And just like many people ask for solo to be buffed instead of swf being nerfed so should first low potential killer be buffed, not to nurse level but something healthy, together with further improvement of soloQ and only after that can everything else be balanced.

    But me and others have made these arguments for years now and only recently have we seen any movement in that direction with the solo HUD update.

    In short: Trimming the top on one side will only create an imbalance and the big issue at the moment isnt the top but still matchmaking.

  • The reason why dead hard is hated is not the "skill" which btw is only good timing (no aiming or positioning like in other games, just timing) but the cost vs effect ratio and the missing of any real downsides. Being injured is nothing to go out of your way for to "prepare" it.

    Also it doesn't block only killer basic M1 attack but also EVERYTHING else (i don't know if you can't still somehow circumvent trapper traps with it). And most killer powers are extra telegraphed so survivor have an easy time to react to them (looking at billy horribly annoying roar for example).

    Edit: The reason why it might be one if not the most "fun" perk to use is probably the same why so many people uselessly try to blind killer at any point, on demand instant effect.

  • @AbsoluteFury said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336871#Comment_3336871

    This is either the most ignorant post I've ever seen or a troll. You can't bully a killer with dead hard. Dead hard is to avoid being downed and requires the most precise timing/anticipation being only 0.5 seconds of duration. I play enough killer to get red 1 and dead hard is by far one of the least annoying things (except when they bait me into it, but that is on me, not them).

    Okay the irony in this one coupled with the arrogance and condescending tone is hilarious 😂

    @Unimatrix00 said:

    The only time I ever see head-on in a match is when it's used to bully the killer. For that reason I think it should be removed from the game.

    "The only time I ever see HEAD-ON in a match is when it's used to bully the killer."

  • A killer that doesn't care?

  • Would probably be way too much work to check for all possible broken 6 perk combinations and rebalancing them or making them not combinable.

  • @VoidOfMe said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335462#Comment_3335462

    People who don't play the game anymore shouldn't be allowed to post comments here lol

    dude don't play since dec and is now talking about how bad the game is and how he wants everyone else to quit. #########

    Good job missing the point of telling audiophile and their advice that "killer should just play soft and survivor suddenly will stop to ragequit" is stupid and that I made the experiment to that point already.

    Nowhere did i say that it's the state of the game right now. Only made a comment about player mentality.

    But good job making a fuss 😘

  • @Lobos said:

    If you are going to camp, tunnel, bring annoying or overpowered builds, and play a OP killer in a obnoxious way then don't queue up. See how easy that solves the problem?

    And i repeat:

    All part of the gameplay loop, just like swf, gen rush builds and unhookable Sabo squads.

    DCs ARE NOT.

  • And another one for the ban hammer. Let's see if it even takes 24h.

  • @FridayNightPizza said:

    I had to stop playing trickster because of dead hard...I mean who thought removing the laceration meter was a good idea? Mow he needs 17 knives to down someone, why even bother? I've been playing slinger a lot so I don't have to deal with constant DH but I don't want to play him every match, there's other killers I like too. Sick of this perk and the stranglehold it has on playing killer. Deleting it would go a long way to making the game less frustrating for killer.

    Oh really? Dh resets the laceration? Hahah that's hilarious 😂

  • @Mockingjay_S451 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/363334/if-youre-going-to-give-up-on-first-hook

    Sorry, but you can’t force people to stay in a game they don’t want to be in. Simple.

    Just like a survivor can’t force a killer to not camp, tunnel and slug.

    Ah yes the old false equivalent.

    "They can’t force a killer to not camp, tunnel and slug."

    Would be equal to

    "killer can't force survivor to not play in a stacked swf, gen rush or play unhookable Sabo bully squad"

    All things part of the gameplay loop.

    DCs ARE NOT.

    If you can't stomaches everything within the gameplay loop that might come your way? Don't queue up and inconvience the people that can.

    And if you still decide to selfishly DC? Rightfully eat the stacking penalty.

  • Maybe because they don't have a clue how to fix or rework them without completely changing their concept or something.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335479#Comment_3335479

    Maybe I'm missing something about the mechanics, but that just seems really rare. Was the zone that the killer had to vacate really large? Because I feel like if survivors are around either you will be registered as being in a chase or being outside the zone.

    Or if that doesn't work: Hooks don't progress if a killer is within X meters of the hook UNLESS a survivor is also within Y meters. You could even put a 15 second delay on that so that killers wouldn't know a survivor is close by after a hook.

    -

    Camping seems the most obviously broken things about the game to me and I'm surprised more efforts aren't made to fix it. About a week ago I hit three campers in a single night. In one game players foolishly rushed in immediately, more downs. Game should have been over quick, but killer still refused to leave the camp. In the second, we made two attempts at trying to free the hook, but being we were soloQ we screwed up the timing. In the other game, no one bothered to go for the rescue, we finished the gens easily, and left. All the game were boring and in none of them was I the person camped.

    It's an easy strategy that can be used to be vindictive (if someone outplays the killer guarantee they don't escape) or to try and force a player out early (because frequently the camped survivor will suicide because they have nothing to play for). It's also one of those things that is completely useless against SWF (quick com message is all that's needed to make it irrelevant) and overpowered against soloQ.

    I don't remember the specifics but survivor being in vision range can be anything from a few to dozens of meters and a chase is not triggered at a short to medium range.

    It is rare nowadays but it wasn't when the restriction was tested, just like a boil over dedicated built is relatively rare now but was all around when kt was broken.

    And yes that distance X and Y solution was also the thing I thought would solve it. I don't know if a delay would really fix the problem or not, but that's not my problem anymore.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335467#Comment_3335467

    Isn't there a simple way this could have been fixed? Hook don't progress if killer near the hook UNLESS they are in a chase. It could be that if the killer has a bloodlust chase time any higher than zero hooks progress normally.

    How would that help with survivor staying at arm's length where no chase is initiated but the killer knows that they are there?

    Btw, i wouldn't care for a change like this, even if i would still play. My go to "strategy" was to change map sides when i hooked somebody. I played FOR the survivors.

  • Pfffft, the devs break the game with every semi major update and you want them to create full alternative game modes 😂

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335229#Comment_3335229

    Some of us haven't been around for 6 years, what was tried?

    Stopping hook sacrifice progress when the killer is in the vicinity of the hook.

    Survivor abused that by just swarming around the hook at a visual distance and the killer ended up in a lose/lose scenario back then.

    Either chase someone while obviously the other are going for the free save or stay there and nothing progresses and the survivor also don't lose anything by making this stupid play.

    Edit: What i mean by stupid play is that it isn't really camping when the killer knows for a fact that survivor are already around. Survivor aren't entitled to a free save every.time without making a smart play aka let the killer leave first.

  • @Audiophile said:

    Gee… A Blight Main is wondering why all the suiciding…. This has been addressed by me and many others for maybe a year at least. Here’s my short reply:

    Stop Playing Blight. Stop playing all OP builds and play something fair. Stop acting like every game is vs a sweaty swf when the fact is most games are against poorly matched solo teams. Play fair. Take some losses. Slowly the quitting may improve.

    I did, for two years. Didn't stop the other side to run 12+ meta perks and end matches in below 5 minutes with me ending up with less than 10k bp.

    Now i don't play anymore since Dec 21.

    Let's hope many more follow my example ☺️

  • @Murgleïs said:

    I leave if I want to leave. I will find a match in 10s later anyways.

    And in any decent game you will be filtered out of the queue pool for a certain amount of time for it, except DBD survivor with their little circumvent.

  • The solution would be easy, survivor that in this situation don't work on gens for uninterrupted 10 secs in 2 minutes get crows, for example. Numbers could be tweaked but if the survivor cease all intention of progressing the game, then they should get revealed.

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334781#Comment_3334781

    There have been (and will continue to be) plenty of bugs and issues in the game that favor killers and punish survivors that the devs were slow to fix. Bugs always crop up that favor one side and punish the other, it happens to both sides. Punishing the side that is benefitting from a bug that favors them is not a solution, it's a bad band aid fix.

    Post these spots in Bug Reports when they happen so they get looked at as soon as possible. Repost them after patches if they still aren't fixed. I just went through 15 pages of Bug Reports and not a single one for spots where killers cannot pick up survivors. Part of the reason it takes devs awhile to find/fix bugs is that people aren't reporting the bugs as bugs.

    Care to name a few of those kille bugs that were exploitable and punished survivors?

    I can only remember from the top of my head forever mending legion, which people got punished for iirc, and unbreakable totem spawn, which weren't exploitable because the kile that's no influence on were their totem spawns.

    I am not talking about the bugs itself but the intent of abusing them. Like i said, iirc killer player got punished for using the "forever mending" legion build.

    Meanwhile i can't remember survivor getting punished for abusing fat shaming spots, dead harding onto the unreachable garden shack roof on Haddon field or using boil over back in rpd library.

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334688#Comment_3334688

    That is an incredible reach and twisting of my words to come to "are you implying killers aren't players."

    The bug can and should be fixed - it's the devs coding causing the bug and they are perfectly capable of fixing the coding in their game. The bug is what is currently punishing the killer players. Fixing the bug would result in killer players no longer being punished by the bug. Punishing survivors instead of fixing the bug so it doesn't punish anyone is not the solution.

    No where have I said the bug can't be fixed - that's all you. I have repeatedly said the devs can and should fix the bugs in their game. Since the devs are perfectly capable of fixing the bugs in their game punishing any players is never the solution, fixing the bugs so no one is being punished is the solution.

    Well until they fix whatever problems there are on the maps we are still left with a bunch of survivor players shamelessly abusing/exploiting those spots without remorse.

    A behaviour that is due for punishment.

    But hey, let them have their "fun" and hope killer are patient enough for it to get fixed.

  • That's exactly what I did for 2 years, 3 years ago, to see how survivor treat a killer when winning.

    But at some point it was hard to lose on purpose without making it obvious because the survivor became so bad.

    And then i mixed it up by starting to kill if they took way too long after i reached my 8th hook.

  • When did they ever say that there is hit validation on REGULAR hits?

  • @GoodBoyKaru said:

    anyway just in case people wanted to know ,wc' is a command in linux and im sure elsewhere too for ,,word count", though despite the name it can be used for more than just a word count.

    regex is short for RegularExpression (again, linux). basically they just help you search for specific letters, key phrases, etc, and then do things with it.

    i think anyway, i failed computer science.

    long story short, not funny didn't laugh, but also it didn't take me 13 years to explain it with coding knowledge that's limited to python and scratch so im sure that lovely commenter couldve explained it in one of the 6 comments since making the joke where they instead decided to insult people.

    Oh wow, a Linux based programming joke, no wonder no one got it.

    Nevermind the unlikable behaviour our jokester displays on a regular basis.

  • Damn, you really are on a roll with complaining threads, aren't you?

    And good luck with that, they still haven't optimized the game for last gen consoles or switch in 4+ years.

    From what I can gather.of this forum, the game isn't even fully optimized for PC 😂

  • @Sonzaishinai said:

    Unless you want killers to be at the merci of swf forever this is a very good chance.

    Bringing swf and solo as close as possible means killers can be buffed without fear of overpowering the weaker side.

    Killer players with any kind of insight should be celebrating too

    The problem is that people like the op don't have the patience to survive the "monitoring phase* in between.

    Which is honestly a crucial point that bhvr managed to screw up quite often in the past (Mori -> 1year -> key, and the wait wasn't worth it.)

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332892#Comment_3332892

    I've played games where I just left, made a whole ass panini and some tea, came back and the survs were still clicking at me and vaulting around the map. They're like toddlers when they don't get the attention they crave.

    Those are even worse than the general endless scared stealthers.

  • Adaptive engineering sounds broken for me.

    A BETTER, FULL item for FREE in barely 6 seconds, without any downside?

    Can't effectively judge the other two.

    And for my feedback to Issac and the necromorph, see my comment in the killer concept thread.

  • What happens when the killer ports to a marker but the corpse was dismembered?

    Are they stuck for 10 seconds in the marker until they can port to another marker? What happens when all marker corpses are dimember that the same time? Or does the dismemberment simply block the teleport like sadakos TVs?

    Also i think necromorphs and Isaac don't really fit into the DBD metric. Isaac is too much of a bad ass and kills necromphs by the dozens.

    It would need to be the regenerator or worse and as survivor the "unmarked" Nicole maybe, in my eyes.

  • @HugTheHag said:

    Wouldn't be against that. Would prevent hostage situations as well when 2 survivors hide with too many gens left, though it means they'll probably escape.

    Another solution for that should be implemented to prevent it in the first place, but this would be a last resort solution.

    It doesn't matter that those two hiding mongrels will escape.

    THEY WONT DO GENS no matter what, even when the killer stands out in the open afk for 10 minutes, they most of the time don't do jack but crouching around, hiding in lockers and trying to outstealth their "teammate".

    Even worse if it's more than 1 gen.

    I had one game where i just stood out in the open, went to the bathroom, did some other stuff and came back 20 minutes later and still not one gen done.

  • @Ollpro99 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332071#Comment_3332071

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332016#Comment_3332016

    What do you think forums are for.... Discussion... Learning things.... Apparently not according to you. I might be a "new account" but I'm just tryna see what others think of certain things and maybe have some things explained to me to help my understanding of why the game is the way it is. Even though I'm new I think it's good to have some perspective from people who are, what you would call fairly new to the game. A shame that you aren't appreciative of new players and lowering the standard of the Dbd community.

    Yeah, well, maybe but when i see stuff like this:

    @Burritosteve said:

    Since Dbd began devs have never touched killers base speeds and they should if they actually raise them survivors won't be able to loop a tile 3 times anymore add 10% based speed to each killer

    With dramatingly increasing frequency in less than a week and always from account that have less than 50 or even 20 posts here, which indicates they haven't played the game for long and most certainly not researched if their complains or suggestions haven't been done or not or are delusional ludicrous, it gets tiresome to remind of and hint all of them to the ridiculousness of their takes.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332390#Comment_3332390

    Sure, no perfect solution exists, but letting survivors ban something like 2 killers (out of 30) seems like a fair middle ground.

    I doubt anybody really minds Blight except maybe at high MMR. Nurse is another question, I don't mind her either, but if it turns out that Nurse players can't find matches anymore because eg. 80% of survivors don't want to play against Nurse, then why do we even keep her in the game? Like, having a killer so problematic seems like a much bigger deal than queue times. And people already DC against Nurse so it's not like we are avoiding the problem with the current system

    You doubt anybody minds blight?

    There is a three pages long bitching thread about blight on the front pages of the forums right at this moment called "Blight AND Nurse".

    @Audiophile said:

    Just lost for the 10 millionth time versus Blight. He ran all aura perks because… why not? He’s unbeatable in chase so all he needs to do is find survivors as quickly as possible. BHVR… you should be ashamed that you refuse to properly balance killers and make a huge % of your player base suffer this garbage non stop. Oh and failed to mention that a teammate quit immediately at game start. Almost as if they knew it was hopeless…. Imagine that. But man… BHVR can’t figure out how to resolve this DC issue….

    Here even the link. And something like that isn't rare.

    And people already DC against Nurse so it's not like we are avoiding the problem with the current system

    If the DC rate would be any argument for anything like this then we could delete everything because weak people already DC against every killer.

  • @Audiophile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332393#Comment_3332393

    See, this post is so ill informed…. 2 people downed early and when you try to help you get downed. He’s got 1 hit and he’s not hooking and since he keeps downing people going for saves everyone is in the same small area. He’s bouncing off all the trees and slaughtering everyone. It’s not MY skills. It’s a combination of bad matchmaking and an OPAF killer.

    That's sounds like survivor playing stupidly altruistic and like lemmings running itno the killer instead of creating pressure away from the slugged/hooked survivors.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331699#Comment_3331699

    When does it stops? Look no further than V.H.S to see how that path ends.

    Why, what happened with VHS? I am not following that game so i am not up to date. Did it go the way every other asymmetrical game aside of DBD goes and died?

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332139#Comment_3332139

    I actually agree with most of the things you said, in particular that some survivors are really entitled and DC for really anything. I have seen people DC against the most baby beginner Wraith just because they got downed, no idea if some of them will ever actually play a match lol.

    Where I disagree is when you say that, if people queue up then they should agree to play the match regardless of what happens. The thing is DBD is many things at once now. There are 30 killers, each with different sorts of counterplay (some that you can loop, some that you can't), then there is the variance of their perks, their playstyle (camping, slugging, tunneling), their teammates (are they potatoes or not?), and the killer's ping. All of that means for the survivor that they can get a wild variety of different matches, many of which they are just not interested in, maybe the survivor has brought a healing build because they have a challenge, and in reality they will be matched against a tombstone Myers which ignores their build. Maybe they brought a chase build in hope to mimic their favorite streamer and they get matched against a Nurse with Starstruck etc.

    Now, add on top of this, that the survivor's role has a sub-50% winrate, so not only you sometimes must force yourself to play a match that you don't enjoy, but you also know that you're most likely going to lose. As a result when you queue up as survivor it does not feel like you're really signing up for something in particular, but rather praying for the matchmaking to not screw you up too much.

    As a killer, you have a lot of control over what the match will look like. Survivor perks and the map choice are really the only uncertainty. Sure, once in a while you can end up vs. atypical survivors like a SWF sabo squad or something, but that's really rare imo, less than 1/20 games, you can dodge them if you don't like that. And you can see the items they bring, their prestige and their Steam profile, which can give you an idea of their skill level and whether they are in SWFs before the game starts. You can dodge private profiles if you suspect a smurf, cheater etc.

    Because survivors don't get such control, some of them simply leave until they get the type of matches they really want to queue for. You can debate whether this is a d*ck move or not, but I think everyone agrees that there are matches in this game that are DC-worthy, in any case, it's very unrealistic to expect survivors to enjoy every combination that the game can offer. Some people want to loop more, some people are interested in BPs/challenges/achievements, some people want to go for builds which are useless against a given killer, some people can't stand specific killers (eg. Plague's vomiting effects). etc. Personally, I dc when I'm matched against killers with 150+ ping.

    Ideally the matchmaking should let you ban a few killers, show the killer's ping and profile. Then a lot more people would dodge lobbies and maybe increase queue times but that's an issue with the game. If some specific combinations are so oppressive that nobody wants to play against them these combinations should be addressed and made more fun. The solution is definitely not to put random survivors to fill these matches, this will cause frustration and DC as we see now.

    Sure you can show all of that from the killer when you show openly what kind of swf solo composition the lobby. Just don't expect to ever get a game as 4 men group again just like nurses and blights.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331509#Comment_3331509

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331511#Comment_3331511

    Tbh it's more along the lines that BHVR can't or don't want to because games could have so many different players of different languages that unless they separate players by region the language barrier would be atrocious.....heck there are folks who speak English that I can barely understand sometimes on Rainbow Six Seige....

    (Love when sections of my comment don't get posted)

    But still rainbow has it and it works and gives a huge edge over people that don't want to use it.

    I see it everytime with my "squad" of forever bronze/iron friends in lol when we manage to beat teams of average silver/gold/plat just by listening to my calls and focusing our actions.

  • @VikingDragonXii said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332016#Comment_3332016

    It has been and they have been complaining about the strangest things....it really goves me a headache also seeing them chime into other discussions with nonses or saying things that are very biased to just start arguments between Killers and Survivors

    Yeah, sometimes this "crossaffirming" makes me suspicious that it's only a few people making multiple accounts to support their ridiculous claims or push the threads.

    Funny thing, in two of those threads i predicted their ban and not 24 hours later they were gone. Admittingly not that hard with some of them and their behaviour 😜

  • Oh please don't open that can of worms again.

    DBD is and most probably always be swf sided, everything else is way too rng and situational for a clear cut answer.

  • Damn, where is this flood of new accounts complaining about everything coming from?

    Seems to me like their was an increase of them in the last week.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330870#Comment_3330870

    It's simple.

    If the audio played, and it was physically possible for the killer to hear it thus knowing "where" the survivor is relatively speaking, then an indicator is shown for people who are hearing impaired.

    if the audio cannot physically be heard, due to being too quite, too far away, iron will, chase music, etc. Then the indicator is not shown.

    But that doesn't factor in ambient sounds.

    And also, what keeps unimpaired players from using this as an additional advantage?

    If i use a killer with loud ambient voice or am standing right next to a fire barrel then i won't hear breathing or food steps, but with your solution it would show an indicator either way since the sounds played and SHOULD BE audible even when they aren't for unimpaired people because they were masked/overshadowed by ambient noise.

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