burt0r
burt0r
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Easy, implemented a 5 minute window from start of the match. Any hook death with more than 1 escape attempt in the first phase will be counted as intentional.
With this people that want to exit only have to wait an extra minute. So hard camping killer will at least be distracted for that amount of time helping the others.
And yes, people that don't want to play in a match they deem unfun might sabotage the others when getting rescued in that one minute, but only for the first hook Stage and then they can get reported and might face other consequences.
Edit: Even better, people that get flagged by this don't get the DC penalty but a stigma "early leaver" or something so other people can steer clear of such people. Nobody likes to play with that irk.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3544618#Comment_3544618
Just implement the DC penalty if you leave the lobby, 'lose connection' when you see an offering you don't like, as well as disconnecting from the match.
Things happen, and the DC penalty is forgiving enough to allow that one in a while. But people deliberately lobby shopping will quickly ban themselves, and good riddance.
Imo, lobby shopping is worse than intentional disconnect. Dropping from the game ruins the match for 4 other players, but lobby shopping ruins it for 5 other people.
There's a lot that needs to be done to combat lobby shopping, but BHVR currently seems satisfied with both having MMR and allowing players to have a trivial way of disabling that same MMR system to try and game the system.
Don't forget to also implement a punishment for early hook exit.
So no one gets to cherry pick their match's and no one gets to leave a match early without proper repercussions. If it's for an emergency, it's already irrelevant since it will most probably take longer than the penalty duration is.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543904#Comment_3543904
My argument with that reasoning has always been that it's a self-fulfilling prophecy when you only offer one or the other. You alienate competitive players when you only offer fast, and you drive away casuals when you only offer competitive. People aren't going to go to a restaurant and order something that isn't on the menu. They'll go to a different restaurant.
Well DBD in its current form and popularity doesn't offer both, period.
It simply doesn't have the overall popularity/playerbase and skill/MMR distribution like other big pvp titles.
There is a reason that this is the only long lasting asymmetrical pvp game. It filled a genre void and didn't do all the same mistakes as other games in this genre before it and survived long enough to take root and establish itself but is still too niche to fullfil the requirements for what people ask for a working matchmaking.
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You can either get GOOD OR FAST matchmaking (depending on your fitting MMR) but not both. The Playerbase is neither big enough nor well enough distributed among all skill levels for both.
Many people complained about long queues after the implementation of MMR based matchmaking and in return behave implemented the softening of matchmaking parameters in Relation to queue times.
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@radiantHero23 said:
Killer is not meant for having that much fun in terms of playing a chill game. It's a stress and time management simulator.
Therefore survivor is actually the calmer role to play.
Funnily enough, the role of the victim of more chill that the "power" role of the murderous fiend.
Absolutely this.
Killer is the way more stressful, nonstop action and focus role.
Survivor start a match with up to 400% progress on gens and killer have to constantly wrestle that away from them.
You can hear it all the time on these forums that even slightly experienced survivor listen to music etc parallel to playing since the gameplay is always broken up by time on gens rather getting bored/annoyed by underperforming teammates than being stressed.
Edit: This is also the reason why I stopped playing years ago, never played survivor long enough in the beginning to get numb to the "horror/being hunted/on edge feeling" from being new (before looping and all that stuff got invented) and got too burned out/turned off by the inability to play killer truly in a relaxed casual way without getting slandered for it.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3542598#Comment_3542598
I knew that was coming xD
It seems better now though that people can't lobby shop anymore. I'm now pretty convinced a lot of the MMR issues were the result of backfilling. 🤔
I haven't played in 2 years but I rather think it's still the matchmaking parameter softening in Relation to queue times that the devs have implemented.
But I think we will never truly know, neither why matchmaking is so bad nor how bad it's going to be going into the next match.
Edit: Also, why can't people lobby shop anymore? Did they implement something else this/last week?
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They are hinting at blight add-ons and the year long complaints about them that haven't been addressed as a counterargument against the yearlong wait on dh/key/MFT nerfs.
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@UndeddJester said:
I mean... you could... just play who you want?
Your killer MMR is per killer... soooo... if you lose a lot you fall into the correct range for that killer yeah?
Pfffff, that's would require a working matchmaking 🤣
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As far as I understand:
Fix =/= fix+nerf
And that's the problem.
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Fix =/= fix+nerf
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535764#Comment_3535764
I get it, you have to pay for Amazon Prime, but when I said free I feel like most people had Amazon Prime for Music and Video or even free shipping before the Prime Game thing was even a thing.
I literally just logged into Prime and was offered the reward never even knew about this, of course I avoided the forums till recently.
Yeah, that's the thing. I personally got prime exactly for free shipping and now I have that plus prime video, get free games and rewards for multiple games like lol, R6S, GW2, DBD and wow.
So much free stuff. But there are people here that get prime exclusively for DBD and then get butthurt when it isn't a fresh cosmetic or something "worth" getting.
And yes, with the amount of benefits one gets from prime, those rewards are basically free and anyone getting prime "just" for DBD monthly rewards should rethink some of their spending in my eyes.
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@FrenchBagels said:
Boom. Majority of issues solved and survivors can start running three unique perks with the exception of MFT.
This solves various problems we currently face:
- Slugging for the 4K
- Camping Tricksters
- Camping Bubbas
- Camping anything
- Indirectly anything a Skullmerchant player does
- The annoying Knock Out build that still exists for an ungodly reason not known by the mortal coil
Finally, solo queue is saved and now the goldfish Meg pre-dropping shack pallet a mile away from the Killer can actually contribute to delaying a hook state. Not like it helps SWF anyway, they already run Unbreakable and designate the p100 Ada on their team to be the Reassurance mule.
Ever since the 90 second gen mess we got a hot minute ago, short hook states are dreadful and only help enable camping. About time we do something about it. Why basekit Unbreakable was never implemented is quite the biggest shame. Truly the shamiest of shames out there. Shame.
And boom..... queue times of over 30 minutes for survivors.
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Totally agree with op, especially since the vast majority of times a GG only came after getting your teeth kicked in.
There might be some rare snowflakes Like the people in this and other threads claiming to always give a GG, no matter if lost or won, but the amount of GG's I got after winning a game was neglectable rare. And I played intentionally friendly aka going for 12 hooks, no camping and tunneling.
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Grades are just a measure how much you play and how often you win between the 13th of every month, after which the grades get reset. They are only used to determine a bloodpoint reward at the end of the cycle as an incentive.
Matchmaking is supposed to use an invisible ELO system.
But due to imbalanced population of skill levels on both sides, queue times increased and people complained about that. So the devs implemented mechanics into the matchmaking that soften the matching parameter with increasing queue duration.
In other words matchmaking was made horrible for faster queues. Lobby dodging and backfill also made it worse.
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@EvilSerje said:
Of course they are. Thing is to remove tools to harass one side without any punishment. Of course someone triggers from t-bags, where it's just funny squats (only two characters can t-bag: Ghostface and Pig). But slugging for 4 bleed outs, using exploits like camping/tunneling, these are the tools.
Uh boy, good to see that you unwavering bias is still full throttle on full display.
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@FrenchBagels said:
Remove the turret resistance addons, make the turrets slightly more of a threat, and maybe tone down how fast the power bar increases in tunnels.
Boom. All he needs. I can even overlook how ridiculous his tail whip is in its current state with how bugged it is.
Damn, aren't you generous, being satisfied with only three additional nerfs next to the fixed that will also reduce xenos power /s
(aka roughly 5 nerfs in total)
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@biggybiggybiggens said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532318#Comment_3532318
I agree with this. Alien feeling like a 'threat' is absolutely good for the game. I pray that more Killers in the future have that feel to them, but also counter play, which Alien does indeed have. The turret mechanic is so enjoyable to use too. Why would Survivors NOT want to use them?
Because, if it's not singularity Level of counterplay in terms of ease and effectiveness then it's not enough anymore nowadays. /S
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529893#Comment_3529893
I'm curious what Killers you consider as M1 with no effective chase power? Many of their power's are to NOT chase. Ghostface is based on stealth and instadowns. Legion is based on keeping everyone injured, so that they are never safe to rescue hooks and need to pre-run causing multiple people to run at once. Clown has a combined 25% haste+hindered difference (technically +.46 -.6, so 1.66m/s difference). Everyone else has Bloodlust which only takes 15s to get T1, so if you get outplayed for 15s you can still force the loop and get the down.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530057#Comment_3530057
I'm sorry but do you think someone who loses against opponents with 3/4 perks deserves to win when they get the 4th perk? That'd be like if I said "Oh yeah the Killer with NOED got 9 total hooks before he finally killed me and we only finished 2 gens, but I deserved a gate escape!" The person who lost deserves to lose, especially if they lost against a handicap in their favor.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530120#Comment_3530120
This final point I think you are mistaken on. "We don't balance the game around the lowest common denominator". That is technically true, we are supposed to balance around both the average and most common (or median and mean) cases. The top 5% and the bottom 5% don't matter, and MfT can only be considered a problem in the top 5% (sweat SWFs on comms). Blight (and his add-ons moreso) can be considered a problem across all levels. Everytime I ask for proof MfT gives even an extra window vault where a normal Survivor wouldn't get, I get nothing. If MfT guaranteed 3 safe window vaults where 2 window vaults then a hit during the 3rd at every loop was the normal scenario, I could see it being this boogeyman it is being made out to be. It alongside Resilience just seems to be a lag negator. So Killers are used to the natural lagvantage and lose it against these perks. Resilience saves ~.04s at fast vaults, or 40ms, which is roughly my normal latency on my own server. I can see everytime I get the pallet stun+injury I had lagvantage as Killer, but many people are unable to come to terms with this.
Okay killer without chase effective power (and with chase I mean my example, just running, not even looping):
trapper, Micheal, hag, doc, Freddy, pig, plague (without red bile), ghost face, oni (before first rage), Nemesis (until he comes into tentacle range), knight (afaik his ghosts can catch-up to a survivor but I might be wrong on this one), skull merchant. None of them can slow the survivor during a straight chase.
And yes stealth killer will get the first hit but either have to abandoned chase and hope the survivor isn't healed until the next encounter or have to simply continue chasing. Same with legion, for their second hit they have to chase a survivor normally.
Clown can influence survivor in front of them/at a distance so he falls under killer with chase effective power.
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529893#Comment_3529893
Yes assuming the survivor has no other exhaustion perk at all, which is dumb and unrealistic. If I do the same math, but compare a survivor with MFT vs. a survivor with Sprint Burst (or any exhaustion perk), the result becomes very different:
Exhaustion perks give 150% for 3 seconds, ie. a 6 meters head start. Your chase with MFT started at 10 meters.
So, in this scenario. MFT gave you 17% more distance, but any other exhaustion perks give you ~60%. Almost FOUR TIMES MORE.
OP BHVR PLS NERF, SPRINT BURST, LITHE, OVERCOME, SO MUCH DISTANCE GAINED!!!!!!
And as a drawback you have to 99 or otherwise manage your exhaustion as not to waste it.
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@Seraphor said:
Why get so angry at a meme squad who gave you a free win?
Because most often such "meme squads" is comprised of high skill swf players that got bored with the normal gameplay loop and try to style on the killer in any way or form that amuses them.
The average Joe killer has nearly no means to handle them except enduring their shenanigans until they inevitably die.
If they wanted they could curb stomp the killer, know it and more importantly let the killer feel it.
It's about as fun as if I would be matched with low skill survivor and instead of finishing them off, I would repeatedly down three of them, count to one hundred in a corner only to do it again, while they are unable to finish any gens, until inevitably their bleed meter reaches zero.
Edit: In this case it wasn't even necessarily high skill survivor but maybe just a swf that noticed that the killer got screwed by the matchmaking and had their "fun" with the op.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529692#Comment_3529692
I love how people constantly use awful assumptions to make a 3% skill suddenly into a 20% number instead.
When it was dead hard, it was 'it extends chase by 45 second OMG' because that made it sound as evil as possible. Why not use a number of seconds? It's it because an extra .45 seconds sounds really pitiful, like it really is?
Oh, right, people deliberately do math where bloodlust and killer powers don't exist. Now I remember.
3 is 20% out of 15.
Also where do you get your 0.45 seconds from?
In an idealized example of a 10 meter head start for a survivor, running in a straight line and against a killer with no chase effective power (like many of the roster are):
With MFT:
- 15 seconds of 0,48 m/s gain (115% killer with 4,6 m/s vs 103% survivor with 4,12 m/s) before bloodlust kicks in -> distance reduced by 7,2 meters down from 10m (distance traveled 61.8m)
- bloodlust stage 1 kicks in and gives 5% movement speed/0.2 m/s, so 2.8 Meter at 0.68m/s gain -> time to close the remaining gap is 4.12 seconds (distance traveled 16.96m)
Time to catch-up is 19.12 seconds while travelling 77.76 meters to get to another pallet or window.
Without MFT:
- 15 seconds at 0.6m/s difference -> 9 meter caught up (60 meter traveled)
- BL 1 for 1 meter -> 0,8m/s gain -> 1.25 seconds (5 meter traveled)
Time to catch-up 16.25 seconds and 65 meter traveled.
That's roughly 17% more time (2.87sec) for the chase and 19.6% more distance (12.76m) traveled.
And this is only for 115% killer, not even the 110% ones.
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@Wolfganguntoten said:
All I see are salty ass Killer mains NOT wanting to make it fair, just easy for them to 4k, grief and troll survivors. By all means continue to ######### post and prove my point instead of actually talk about fixing and patching problems with the latest release. Another big bullshit that needs fixed is being able to down a survivor with the tail whip across a downed pallet even while the survivor is crouching. A hit across it fine sure but like nemesis if you are crouched behind a window or pallet these should NOT be hits. Go ahead gried about how that is totally acceptable blah blah blah.
Oh the irony and projection.
The only one salty, using foul language is you here 🤣
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@Peanits said:
Correction: The game was better for you, the person disconnecting, when there were no penalties.
Everyone else in the match is not too happy that you just abandoned them.
Ouch, peanits slow down.... with the truth. 😜
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527221#Comment_3527221
My knowledge of Alien Variants is limited to the old AVP 2 game, probably the Runner or Praetorian as a cosmetic would work.
I was an advocate that they should've used the wall crawling mechanic from that masterpiece.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524996#Comment_3524996
I see it on survivor regularly.
Good for you.
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@jajay119 said:
"I loopped for two minutes".
Did the "gens pop/fly" too? With all due respect this is a mistake I see a lot of killers make and then blame the game for it. Never commit even half of this long to a chase. It's an instant downfall. Don't chase survivors who are better are looping you than you are at catching them unless you HAVE to (I.e. they're the only one left) and don't chase survivors who want to be chased. They're trying to waste your time.
And then you get lobbies where all 4 survivor can you loop you for that long aka "matchmaking" royally screwed you and then this kind of advice is less than helpful when burned out.
@CarbonaraCharlie better take a longer break from DBD (a week+) if such a play frustrates you this much. I know the feeling from experience. Its part of what made me leave the game years ago.
I know the gameplay and premise is still rather unique but at the same time it lost its fun and became stressful and repetitive.
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@Iamtheonlysalad said:
A lot people that are taking sides with the greedy gaming leaders. You guys do realize that people have multiple accounts right? Why would I want to buy the same thing twice..... They already don't have cross progression from console to PC so we had to buy the DLCs twice. They literally just want more money and taking away items/cosmetics from people that put money into their game. Maybe they should stop being selfish and be kind to the players that actually play their game.
Hahaha all this crying over the loss of something that is cheesed from the beginning.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524823#Comment_3524823
Why do you have muliple accounts on the same platform?
@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524929#Comment_3524929
Was wondering that as well.
I've had the same single account on Xbox for like since they existed.
I'd guess multiple family member playing on the same PC?
But why share the oc and then not use the same account. Doesn't really make sense either way in a game that doesn't have real individual character like MMO/RPG or a REAL ranked ladder mode.
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@Annso_x said:
If the BP bonus is for survivors it means there's too many killers / not enough survivors.
For me (EU - average MMR) the incentives is +100% for survivors during the day and it switches to +100% for killers at night.
I play both but I've been playing killer more since a bit before the singularity chapter
@jajay119 said:
Surely the bloodpoint bonus on survivor is to encourage people to play survivor which would mean there are enough killers but not enough survivors. They're probably all on TCM.
@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/389104/but-then-the-survivor-nation-attacked
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524942#Comment_3524942
exactly what Annso_x said its to balance which means there are more killers
Neither of you three has understood OPs first sentence.
"Has anyone seen the blood point bonus switch to the survivor side lately?"
Aka it apparently has been on killer permanently for OP for some time. Therefore they talk about killer as an "endangered species".
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@Dipper said:
I played some DbD. On my side everything was fine. Youtube loaded, no internet connectivity problems at all. Only DbD couldn't really connect. Then I get the error that the servers are unresponsive and it seems that everyone crashed:
https://us.v-cdn.net/6030815/uploads/BHPJRDRL02WL/2023-08-25-09-49-39-deadbydaylight.png
Then again I was still banned for a "DC" that I didn't do
https://us.v-cdn.net/6030815/uploads/79YZKGII89TR/image.png
And unrelated to the "You had to DC 6 times before for that, sit it out", that's not how it works. I get bans for DCs, I don't get bans for clear server errors
If their server or the game engine doesn't have a built in failure/crash detection and report system implemented, then no, they can't physically differentiate between an intentional or accidental connection loss.
All they can see is the loss of connection/stop of data transfered and have to treat it accordingly.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522265#Comment_3522265
Well, with that argumentation looks like terminology was quite correct.
Ah yes, coming from someone with the arguments
A:
@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521928#Comment_3521928
Btw, it a total BS, with all respect.
First part is correct: if I'd used scummy tactic, I'd get obvoius response. It happened couple of times and I deserved it.
But I almost always play meme builds (or no builds), and I NEVER got BM in endgame chat. But instead I get a lot of kind words and responses, no matter if I lose or win.
"Your experience is BS, mine differs"
B:
@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522025#Comment_3522025
Beside the thing with personal experience there are statistics and probability, that should be taken into account. I played as a killer not 10, no 100, not even 1000 games, so statistically I had to have BM event even if it is 0.1%. But, on the countrary, I have roughly 20% sweet talk, 20% "GGs" and 60% silence.
But when I tunneled (there is not much data because I did it very few times), I got BM'd in almost every case, which is not unexpected.
So there are three possible reasons:
- I'm extremely lucky and can flip a "head" on a coin 100 times in a row.
- Game puts me on some special rainbow server with unicorns and icecream.
- What you telling is somehow BS.
And no need to rage about "BS", when it's not for offence, but just short version of "what you saiying doesn't add up". You can call BS what I say and you have any right to do so, especially with arguments, as can I. What you cannot do is tell me what I can and can't.
"My statistic experience differs so it can only be three reasons:
1. Sarcastic argument
2. Sarcastic, ridiculous argument
3. Your experience is also BS"
So except "My experience differs, so yours must be BS", I haven't seen any arguments from you and therefore this discussion is fruitless because anything that doesn't align with you is called BS or ridiculed.
Good night.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522025#Comment_3522025
Beside the thing with personal experience there are statistics and probability, that should be taken into account. I played as a killer not 10, no 100, not even 1000 games, so statistically I had to have BM event even if it is 0.1%. But, on the countrary, I have roughly 20% sweet talk, 20% "GGs" and 60% silence.
But when I tunneled (there is not much data because I did it very few times), I got BM'd in almost every case, which is not unexpected.
So there are three possible reasons:
- I'm extremely lucky and can flip a "head" on a coin 100 times in a row.
- Game puts me on some special rainbow server with unicorns and icecream.
- What you telling is somehow BS.
And no need to rage about "BS", when it's not for offence, but just short version of "what you saiying doesn't add up". You can call BS what I say and you have any right to do so, especially with arguments, as can I. What you cannot do is tell me what I can and can't.
Well then I call your experience BS, just to make it even and exit this empty and useless discussion. Good night.
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I blame herd mentality.
I am sorry but the tendency to be toxic is way higher when individual people feel strong hidden in a like-minded group (of friends), so survivor in general are way more prone to toxicity no matter the outcome of a match.
Killer will most likely be toxic out of the false sense of superiority after a stomp or when they got treated with too much toxicity before and start fire with fire.
It is way easier as a group to drown out arguments of an individual.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521928#Comment_3521928
Btw, it a total BS, with all respect.
First part is correct: if I'd used scummy tactic, I'd get obvoius response. It happened couple of times and I deserved it.
But I almost always play meme builds (or no builds), and I NEVER got BM in endgame chat. But instead I get a lot of kind words and responses, no matter if I lose or win.
Not really, I played intentionally friendly and fair for survivors no matter how detrimental it was for me for two years straight as an experiment.
The feedback was roughly 5-10% nice, 10-15% openly/extreme toxic and 70-80% either silence or soft negative with the majority simply being silence.
The individual experience varies greatly so I can neither call your experience BS nor do you have the right to do it with theirs.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518798#Comment_3518798
I could do that. But I prefer running 3 perks instead of 4. 😎
I think you mean 4 instead of 3 😜
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518677#Comment_3518677
As long as I can switch to Lightborn mid match, fine. There are perks that are designed with this in mind. Changing that is an unnecessary nerf to these.
Just run it all the time, like I did back then.
All hail to our lord and saviour Lightborn 😎
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517441#Comment_3517441
I don't believe these motion could lead to anything worse than it is. Camping and tunneling are absolue worst. If devs in some way remove/punish these mechanic, they can start to tuning things back to ballance if needed (buff killers, nerf some perks, etc). But the core problem will be removed. All todays bandaids are literally "putting an ointment on late-stage gangrene" - Reassurance, 5 seconds BT, etc. It doesn't help with the main problem, but buffing comp-SWF teams even more.
Again, in my 1600h I've never had to come to camping before doors opened, like never (I don't like easy wins, plus this "strategy" doesn't work with strong teams, that means it is trash strategy). Maybe it's different after 10000h, but I (and majority of casual playerbase) don't really care.
TL;DR
Proper way would be cut the problem completely and tune gameplay from that point, rather than deliver panic-bandaids that increase chaos, problems and frustrations even further. At least there will be gameplay.
Also, I personally would LOVE to see a time when such radical one sided measure would be taken by the devs. I have said so multiple times over the years occasionally.
I would love if they would just cut camping, tunneling and prolonged slugging straight out of the game without immediate compensation like you propose here.
I am really curious if this game would survive the 6-12 weeks "bleeding" from the "wound" made by this "cut/amputation" until killer would get something to soften the blow.
Casual killer are already just as unhappy with the game as survivor, in general.
Edit: Oh and of course we know that the bandaids/ointments also won't be removed until 6-12 weeks later from history.
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@EvilSerje said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518546#Comment_3518546
I still cannot quite get what are these "for free"? If you one survivor running from you around hook, another one have to save the hooked one, instead of doing gens. If he decides not too, you get two hooked survivors and that's almost certain GG. Survivor on the hook is incapacitated, one in chase, only two can do something. I cannot see any "free" results. Swarming around hook lead to all being injured and potentially multiply down.
But what I can see as "free", is standing near hook doing literally nothing and get a win.
Is it somehow with idea that killer is entitled to kill survivor after single hook no matter what? I always believed that hooking a survivor is progressing one hookstage, not that this survivor has to die for sure.
Yes you really didn't get the example.
What they mean is if the Anti-Camp mechanic with "self free unhook if the killer stays in a certain radius" without "unless you are in a chase".
One survivor (A) on hook around shack (not even in the basement), another (B) loops the killer for 20-30 seconds through and around shack (not unrealistic even without god pallet), then thanks to Anti-Camp mechanic survivor A gets off the hook and killer hasn't gotten survivor B.
So with this the killer ends with nothing and the survivor maybe with an injury but nothing else.
@MB666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/388220/promised-anti-camping-mechanic
while i do want that mechanic to finally do not allow people to just face camping with deadlock and stuff over and over.
I rather prefer that to be delayed a bit more untill other topics get fixed like the current unhealthy MFT situation.
as far as i know that mechanic if it is the same we heared on the anniversary stream , its gonna be terrible and easily abusable for survivor on many maps with gens near to hooks and forcing the killer to lose when the survivor is the one doing a bad play.
best example lets see if I hook a guy in the shack (NOT BASEMENT) and another guy loops that area intentionally, it means that as long as I keep chasing that guy , the other guy that is hooked is gonna be able to unhook themself for free?
(if "YES" thats gonna be awful)
Did I get that right?
Oh and also since you (@EvilSerje) want to preferably "cut out" camping AND tunneling from the game, the killer can't even try to get the unhooked survivor down, so they most probably Bodyblock for the looper and the killer really end with nothing to show for it, hence the unhook would be "free".
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@H2H said:
I have pretty serious doubts that the “different” MMR ratings for each killer make any more than negligible differences in matchmaking.
What matchmaking? /S 😜
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517966#Comment_3517966
I want interactions in my game.
Dead Hard has a lot more going for it in terms of interactions than anything Made For This provides. The game felt interesting and a lot more active when Dead Hard was meta.
I know a lot of people may disagree with my opinion, but Im willing to die on this hill, the Made For This meta is horrible and should be burned with a flamethrower.
How is a survivor using dead hard outside of lunge range to reach a pallet or window "interaction"?
Edit: nvm didn't see the clarification.
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@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517548#Comment_3517548
in some ways, its really not. why on earth would i want something that purposely blows up my gen or a healing skill check effectively giving away my position, when i could be progressing the match faster without the bot blowing everything up?
all the bots are good for are just giving killers some sort of distraction and bloodpoints, they weren't a good addition to the game.
Which is exactly their purpose?
A distraction and fourth target for the killer to take pressure off of the remaining 3 players, not free unfailing progress.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515662#Comment_3515662
Except tunneling or not, is not related in balancing, its to make survivors game more fun.
Increase Gen time does effect balancing.
"TAKE AWAY TUNNELING" aka implement something that makes tunneling impossible. A measure introduced by the devs, not just hoping for the players to do it themselves. Hard countermeasure, not incentive.
I thought my previous post made that clear.
Give and take BY THE DEVS. 😮💨
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515550#Comment_3515550
That would make survivors Gen rush harder. Because one you get 4-5 hooks, the Gens will never be completed.
Someone suggested that if a survivor get a hook, that survivor get 33% debuff on Gen and 66% debuff after 2nd hook. With 2 hooks on each survivor, even 3 survivors on 1 Gen would take 130sec to complete a Gen.
This suggestion idea is like "guarantee me 4K no matter how I play, so I can play nice." Balancing is take away something and give back something else, not just take.
Well take away tunneling, give better slow down.
Their suggestion pretty much follows your logic, so where's the problem?
Many people speak about punishing tunneling or camping, so taking away those tactics, but rarely/never about any compensation, the giving part.
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@spagz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503771#Comment_3503771
Did I complain about “useless” partners in this discussion?
Then when I get into a match, I’m paired up with people who clearly aren’t even close to my rank
Yes, you complained about getting matched with people of different rank.
But visible rank doesn't exist anymore and grades aren't any indicator for anything but playtime between each 13th of the month, so I guess you mean skill or their overall playtime.
Now if they make the matchmaking faster once again, you will end up with even worse teammates because at some point the matchmaking progress will have to be completely random to be fast or instant.
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@Derix said:
Is there any purpose to keep the mechanic of hitting a survivor on hook? It's mostly just used to BM survivors.
I would say roughly the same as teabagging.
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Still waiting for a wall crawling killer (alien or spider) with the gameplay mechanic of the alien from alien vs Predator 2 (the video game).
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So like any other pvp game without any working fork of ELO based matchmaking in casual queue?
The ever increasing optimization of efficiency by the player is a natural process that comes to most humans. Back in the day it was comparing strategies during school yard talk and in gaming magazines but nowadays with the huge exchange of information via internet and even moreso by YouTube, optimizing the living crap out of games is frighteningly fast.
DbDs biggest problem with this is that casual player get fee to the optimizing players due to the nearly non existent matchmaking that throws everything into a blender.
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@Chordyceps said:
I think it could be related to the current matchmaking/ranking system. Hitting that rank 1 milestone used to be a huge accomplishment that took a lot of effort to hit. It would be shown at the end of the game and people would wear it like a badge of pride. Giving up would make it take even longer to hit that rank since you would depip. People would have to try hard and never give up in a match to hit that rank 1.
Now the ranking sytem has been reworked and your prestige is shown instead. So now your ranking is both hidden and easier to get. And prestige is less a show of skill and more a show of how many BP you've invested into a character.
So basically the old system encouraged a competitive spirit in players. With the old system gone, there's way less incentive to be competitive, kinda destroying the old competitive spirit, in turn making people more willing to give up.
Sorry but I would call this rose-colored nostalgia.
Hitting red ranks was just a measure of time investee between the 13th of each month and nothing in sort of a huge accomplishment.
The best indicator for this was the fact that the majority of players were sitting in red ranks No matter their skill and the matchmaking leading to more and more "rainbow rank lobbies" because the population per rank and role was so imbalanced.
The forums 3-4 years ago were full of the same complaints about matchmaking like they are today. Both times it became a s****show when the devs dumbed the sorting process down and widened the parameter to battle increasing queue times.
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@spagz said:
Typically I could find a match within a minute, now it’s taking at LEAST 5-6 minutes to join a match. Then when I get into a match, I’m paired up with people who clearly aren’t even close to my rank. I’m iridescent 1 but I haven’t been playing as much because I’ll play for 3 hours and only get about 5-6 matches. Can we please fix this BHVR? I honestly am getting annoyed with spending money on a game I love to play, and barely being able to play enough matches.
That's a contradicting demand.
The faster/shorter the matchmaking, the worse is it is accuracy wise.
And matchmaking was already softened/removed for shorter queue times and you yourself already complain about useless teammates.
If you want really short queue times at any point then it might as well just be instant random grouping.