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cburton311

cburton311

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  • @mustdogen said:

    So we won't change MFT even after 3 dlc released.

    Also dev:

    Let's nerfed the mew killer in two weeks it released.

    It can't be beyond your notice that survivors voted with their feet. After a new dlc is normally a spike of concurrent players. For the last 2 weeks, survivors have had nearl 100% buff to bloodpoints and steamdb charts show total players online at below 40k.

    They may not have fixed xeno optimally but they HAD to do something

  • @Snowball777 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536394#Comment_3536394

    They need to remove self unhook attempts, it's just bad for the game and besides Deliverance it is almost never worth doing in terms of actually playing the game.

    Rework slippery meat, rework luck based items/addons and stop letting people just toaster bath themselves on hook because they get pissy.

    No harm in reworking those, but that isnt the cause of survivors displeasure. I'd assume they'd just run to killer to get hooked again

  • 3 out of 10. I mostly play solo q, with a tiny mix of hillbilly killer. It has never been so hard to escape in solo queue. Since xeno was released, i think i've escaped twice. Died 30 or so times. Most matches end at 5 gens when someone suicides on hook. Even unhooking them in time often results in an afk player like they alt-tabbed. I'm done for awhile.

  • @dbdthegame said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534561#Comment_3534561

    Survivors playing against Blight: "what a dogshit OP killer I'd rather play against 20 skull merchant than this"

    Survivors playing against SM: "what a boring trash killer I'd rather play against 15 BMing xenos than this"

    Survivors playing against Xeno: "what an overtuned BS killer I'd rather playing against 12 blights with alch ring than this"

    All 3 of those statements could be true at the same time. What's your point? Skull Merchant is my least favorite killer to face, and she is followed by xenomorph.

    Something that most people seem to forget, in a competitive game both sides need fun things to do AND both sides need to feel like there is a chance to win. This needs to be true at the MMR of the players playing in that match. I don't care that some survivors somewhere are so good they mock the xenomorph with their 100 escape streaks. In my games the survivors get mauled mercilessly by the killer, and often we don't even power the gates. I've had matches with a death at 5 gens fairly frequently, this isn't a match the survivors can win.

  • My looping skills are mid. The faster weapon wipe, the short speed burst, the longer gen repair times, faster pallet breaking times all contributed to make the killer more overbearing and matches much less successful. Before 6.1 my looping skills, could occasionally loop a killer of my skill level until they gave up. Better killers could still get me down in 1 tile, so <15 seconds. Now all killers win the chases against me in less than 20 seconds, unless I burn every single pallet on the map. Holding 'w' is not a fun chase mechanic for either side, its just what there is.

    The increase in generator time gave rise to the worst period of camping and tunnelling the game has ever seen in my 3 years of playing. For some reason these strategies are super effective, so killers learned the wrong lessons (camping = victory). Maybe that isn't true, at Otz, JRM, or OhToFu levels of play, but is demonstrably true at mine. And despite what most people may think, this is not fun!

  • This may be true, but I enjoy facing Blight more. Think on that, I'd rather play against nurse and blight, then against xeno.

  • @MikaelaWantsYourBoon said:

    DbD become very different game after 6.1.0 update. Both sides lost their meta perks. Both sides got some base-kit buffs.

    So if you compare pre-6.1.0 DbD with current DbD, which one you would prefer?

    Pre 6.1 no contest. Before that patch, I actually had fun playing as survivor. I actually escaped sometimes, the game felt better balanced at my MMR. I may be a trash player, but I get stomped all the time in the current game. As a consequence, I play way less. I used to be good for 3 or 4 nights a week of 4+ hours.

    Now, I check out the new patch on twitch, and inevitably decide to pass.

    I still play, but very infrequently. This was a holiday weekend in the states, I think I got 1 hour of tunnelling, slugging, and just damn overwhelming killer play. I literally don't recognize the game anymore.

  • @trendyfartknocker said:

    For the first time, I just had a game where 3 people disconnected mid-match. I proceeded to hunt down the remaining human player believing (hopefully) that would end the game, but it did not. I had to proceed to hunt down 3 computer bots I never asked to play with. At least let me as a killer disconnect at this point without a penalty...

    That's working as intended. If the game ended immediately on catching the remaining human player, it would deny the human player the full game. The bots could rescue him from hook. If you decide to camp the human player out, you risk losing the gens and bots escaping.

    The only way the bots work, is if the killer has to treat them like normal players, with chases, hooks, etc.

  • @Mandy said:

    The simple answer is some addons can be reworked quicker than others without factoring programming time, QA time etc. Simple changes can be done by the Design team with little to no resources from other teams. Larger changes made to addons (or anything else), requires substantially more resources which need to be factored in and slot into the production calendar.

    @Mandy this would carry more weight, if this hadn't been a problem for so long. Find the resources to fix these wildly overpowered addons.

  • I think a definition clarification is needed. Most people enjoy being chased, I don't consider that tunnelling. Tunnelling for me is the targeting of someone straight off the hook. Even with built in borrowed time, it is difficult to reach defensive resources in this state.

    To answer the question, tunnelling IS fair, but it is supremely not fun. No one could possibly enjoy what results from that tunneling act, which is more idle time on a hook.

    I believe for the health of the game, both sides should exist, for as much time as possible, in the fun activities of the game and the game should minimize those aspects that aren't fun for both sides.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504382#Comment_3504382

    what sort of stats related to that would you want to see?

    @Mandy Since you're asking, I'd like to see escape rates by MMR. Just a simple x-y graph, where the x axis is MMR and the y axis is average escape rates.

  • @Emeal said:

    Uhm hold your horses buddy.

    https://us.v-cdn.net/6030815/uploads/6T5PKODZ328C/image.png

    Slugging and protecting the hook are core parts of the game, I doubt they will just allow Survivors a free escape from being captured.

    They should just increase hook times by 20 seconds or so to compensate for all generators taking an additional 10 seconds to complete. Those longer gen times has directly contributed to the increase of successful camping. Camping is a cheeezy mechanic that works VERY VERY well.

  • @Jallybwan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267400#Comment_3267400

    If anything, increasing the killer's FOV could arguably be considered a nerf. You have a wider flashlight blind angle, and that's much more significant gameplay-wise than being able to see in front of you a little easier.

    It's not about buffs or nerfs, it's just about simple accessibility changes that this game needs. ^_^

    I don't disagree with the accessibility, but let's not pretend that FOV is the biggest issue, and whether you like it or not it changes how killers receive information. Wider field of view = more information. Killers already have tools for dealing with flashlights.

  • No...I'm playing the least amount per week ever. I basically only log on when friends feel like playing, or FOMO makes me complete a rift. Even FOMO isn't really driving much playtime these days.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252543#Comment_3252543

    Not every change requires a compensatory negative to balance it. Some things are changed because they need to be changed and any change in balance that comes with it is acceptable or intentional.

    Expanding the killers FoV would only make it easier to deal with 360s, and potentially prevent survivors 'hiding' on the killer's toes. Both of these things should happen anyway, without the need to compensate with survivor buffs.

    Much like how DH needed to be fixed the way it was to prevent it being abused to whiff killer powers, like dashing over traps, etc. This was not a "survivor nerf", it's not a point scoring exercise against one side or the other, just a QoL change that needed to happen.

    That said, a wider FoV does come with a negative aspect already. A wider blind angle, making flashlight saves easier.

    so if the current kill rates are 60% and buffing killers by increasing their field of view made it 65 or 70%, survivors should just suck that up...okay

  • @Dionysus42 said:

    Another new Killer, another patch cycle without the mythical Sadako balance pass. I was looking forward to it, but now that we know she's a high MMR monster we can presume she'll be left to rot for a few years like Twins - but hey, at least that's lore-appropriate.

    I would've wanted a thorough remake that removed her M1 and hooks entirely, focused her on condemnation, and actually lived up to the 'psychological' killer claims that they made up out of whole cloth about her prior to release. What would you have liked to see for Sadako if they'd ever gotten to her?

    I wouldn't hold your breath, Oryno currently has one of the kill rates at all MMR and high MMR.

  • @jamally093 said:

    I'm mainly saying this because of the Knight when picking up a flag survivors get both endurance and a free speed boost with no other downside no Exhausted or Hindered nothing. The only two killer's that give survivors some form of positive thing is Wesker and Nemesis though Nemesis gives a minor speed boost while Wesker gives them that injured speed boost when grabbed and injured. But no other killer gives any form of positive status effect for survivors. So may main question is should grabbing the flag no longer give the positive status effects?

    clowns yellow bottles too

  • Players running stretched views to see more would disagree. BHVR had to patch that out because of the advantage it granted.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252626#Comment_3252626

    Nurse and Blight are the only two killers that are overtuned. All the rest of them are perfectly fine or even weak and survivors have every chance of doing well against them provided they don't just give up straight away. Yes, even after the global killer buffs and increased gen speeds most killers are balanced or outright weak.

    point of order, none of the killers are weak relative to survivors. Every killer at high MMR scores greater than 50% kill rate. Some killers are strong and some are weak relative to the other killers.

  • @Sava18 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251858#Comment_3251858

    I have run shadowborne for the last 11 months. It doesn't really give any advantages at all other than being able to see people at your feet a little better. It's literally an f tier perk, it may or may not even affect you in 10 games as a survivor compared to the base kit bt that survivor's got. I am 100% fine with bt base kit but that is actually a strong affect unlike shadowborne. I really don't even care about shadowborne base kit at this point personally because I am accustom to and fine with running three perks forever, but everyone else deserves it at literally no cost to you survivor's.

    Better visibility of survivors IS a advantage. How strong of one depends on the killer and the way the survivors play.

    Comparing this to BT is a false equivalency. Borrowed time was given to survivors because killers were playing in a way harmful to the player base.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252736#Comment_3252736

    And there you go. Once again we have zero ideas from the forums. If solo q buffs were really so important so survivors, you'd think that someone would have put a solid effort by now to suggest actual real killer buffs for compensation.

    There is a difference between just throwing out buffs to satisfy killers, and creating the appropriate buff to keep the game in balance. But if pressed, I'd focus on information for killers since that is what survivors would be getting. Longer duration aura visibility, modify ranges to include more area for detection, maybe make generator repairs louder, etc. I would also move slowly here to avoid whipsawing game balance. If possible these buffs for killers would be specifically to mitigate high skill survivors and swfs to further close the gap between swf's and solos

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3252544#Comment_3252544

    I've seen zero people on these forums make any effort at all to suggesting real killer buffs, to balance killers if survivors get extra communication added to the game. Survivors will either just say "just buff killers" without giving any actual suggestions, or they will say killers don't need to be compensated because their kill rate is high enough, or they'll say only the low tier killers need to be buffed.

    I'm still waiting for someone, anyone, on these forums to make actual solid effort suggestions on how to compensate killers.

    I think there will need to be data about what kind of buff and how much. Currently killers enjoy a nice comfy 61% vs 39% advantage over survivors so its premature to just start throwing out buffs.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251858#Comment_3251858

    Lack of survivor communication is literally one of the designs of the game. But that doesn’t stop survivors from demanding more communication options, because they want the same game advantages that voice communications give.

    Not really comparable since BHVR alliws friends to play together and those friends can use 3rd party software to communicate. The extra comms options is to bring all survivors to a more even performance, so that killer can be balanced against that. Otherwise game balance is unsolveable. Balance for depip squad survivors and solos get annhilated, balance for solo, and killers get wrecked.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3251858#Comment_3251858

    You're asking people to take a penalty in order to actually be able to play the game without getting sick. They're already at a penalty of sacrificing a perk slot to potentially get less sick while playing. A big issue people never seem to understand in accessibility discussions is that they are already at an advantage vs people affected by the issue, the field is being normalized, not stacked against you.

    If 1st person games make them sick, maybe this game isnt for them. I suspect people claim accessibility as a argument winner, but in this case who wouldnt take more FOV. Motion sick and others alike would all enjoy more field of view because it grants an advantage.


    You conveniently overlook the second part of my post which allows for a way to grant more FOV at a balancing cost elsewhere.

  • @Grandpa_Crack_Pipe said:

    https://forum.deadbydaylight.com/en/discussion/comment/3248091#Comment_3248091

    I'd see it as a good change if it wasn't a tragic nerf to stealth. Whatever max FOV they let you set would be, for all intents and purposes, the default FOV, because people want to see more.

    And since the game was designed with this limited awareness in mind, it'd make those situations where you just barely slip by the killer much, much harder, since they can see more and not have to make as wild sweeping checks that might make them miss a detail. It's good for accessibility, but it's also a subtle and more significant than you might think buff. Like Stretched Res.

    If survivors got, like.. faster crouch speed, I'd be cool with it.

    Field of view is literally one of the designs of the game. Survivors have more field of view than killers on purpose. This doesn't mean that can't change, but we're talking fundamental balance changes at that level. Would killers give up movement speed to balance it back out?

  • I think you can see the difference in the queues. The side of the game with 4x the players has taken a beating in the last 4 months. SWF's and highly skilled survivors do ok after the nerfs, but my experience at the middle of MMR and low MMR is that killers are destroying matches. My friend who joined just before the great killer gift of 2022 basically never escaped for the first 4 months she played. She only persevered because it was something to do with us at night. Any game that annihilates its new players is doomed to die in the long term. You need those new players to replace the old vets who get bored, or dislike the direction the game is going.

    Now I think the OP is being hyperbolic, but I don't think you can really look at recent data and say the trend is good. They offered a free weekend during an event?!? isn't the event what draws players back, why would you need to ramp marketing by offering a free to play week on top of that? Most disturbing is that the high res steam chart for the last week... during the free to play week, had no perceptible difference to online numbers.

  • @ProfessorDunwich said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242142#Comment_3242142

    Twins? Why Twins? I'm sure all 3 Twins players will be devastated.

    Because they aren't fun. Slugging is not fun

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241991#Comment_3241991

    Yes, yes i am. I hate doctor, not for any reason other than his laugh.

    I'm sure all the blights, nurses, and twins would love that feature....as they never get another match again.

  • @Kosturko92 said:

    DBD please add this option, i'd rather wait 30 mins then deal with SWF on unbalanced survivor game.

    https://youtu.be/Q1Ze7xV3s-U

    Check this video out and then tell me in comments how game is Killer sided or balanced

    That would kill the game so fast. I only play with my friends from college, if that were denied me I'd never log back in. Admittedly I used to play more solo q, but then 6.1 landed and that playstyle was killed harder than tier 3 myers with judith's tombstone.

  • I won't be spending cash until some of the killer base kit things are revisited. I don't think a balanced pvp game should aim for 60% win rate by one side.

  • @Sandt21 said:

    https://forum.deadbydaylight.com/en/discussion/351594/forced-hook-trade-is-too-strong

    If I can be blunt, it sounds like you want this game to make camping 100% beyond-a-shadow-of-a-doubt, impossible. To not only make camping harder, but to remove the ability to do so completely. Obviously, I'm not a dev, but I'd still bet my life that this is simply NEVER going to happen.

    Killers lose points if they camp, and there are several perks designed from the ground up to help with camping, such as DS, BT, Off The Record, Reassurance, and others still. And I'll bet there will be more anti camping perks and base kit changes in the future.

    With all that said, if a killer wants to camp, they'll camp, While it sucks when it happens to a survivor, it will always be a viable strategy in DBD, and its never going away

    The survivors can escape this situation, but trying to kobe and if they fail join a new game asap. As we have seen the last few weeks, this really compromises the integrity of the game. So now the Dev's have a choice to face, sit on the sidelines and watch match after match turn to dogshit when someone suicides out of the game, or maybe....fix this UNFUN mechanic.

  • @mischiefmanaged said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234022#Comment_3234022

    Kill rates matched with MMR will probably just result in a straight line or something meaningless. Kill rates are used as a factor in your MMR. If you put them on the graph together, you're doing the equivalent of just measuring a line that says "f(x) = x".

    I don't know if it would say anything new, but I think number of players at each MMR by killer would probably tell us more about relative strength of a killer. MMR both factors in kill rates and the skill of your opponent. Kill rates don't factor in who you killed. If I play a game with 4 people who just installed the game yesterday versus 4 people who have 8k+ hours, we wouldn't say that these are equivalent if I get a 4k. But, comparing kill rates alone does just that because matchmaking ensures that the killer with 8k+ hours isn't playing against survivors with less than 30 minutes.

    I think we would like to see a straight horizontal line, meaning at each MMR value there is a 50% escape/kill rate. I suspect, the line is not straight nor horizontal over its whole range.

    If it is a straight line the I think the forums would have to concede that MMR appears to be working pretty well.

    Additionally, whatever shape the curve has...it would be awesome to be able to use it as a baseline to compare future changes too.

  • @ImNotBobDylan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233969#Comment_3233969

    Nurse is the most picked killer at high MMR. Nurse also has 3x the pickrate over Dredge and 2.5x over Plague. From this data alone it's very likely that Nurse is the better killer regardless of winrate. They also exclude games with DC (don't ask me why) which likely skews the stats a lot. A lot of people DC against Nurse.

    The killrate (winrate) itself is not a very good indicator since MMR is supposed to bring it at 50%. It only shows that MMR does not work.

    That is interesting, any kill rate above 50% average BY DEFINITION means that MMR is not working to create fun balanced matches.

  • @Peanits said:

    It's not so much that they mean nothing, but more so that very broad stats like the ones we just released do not tell a full story. You cannot look at an average from all games and definitely say something like "Nurse is clearly weak, look at her kill rate!" - Of course we all know that's not true. In the right hands, she can be the deadliest Killer in the game. But the steep learning curve and the number of people trying to play her for the first time cause that average to drop.

    Stats like these can give some insight in where a problem might be, but they don't tell you what the problem is or if it's a problem in the first place. You should not use them as the basis for your argument.

    Ok, this is a fair point. Could you give us stats like escape/kill rate on a graph where MMR is the x-axis? Gen completion vs MMR? Hook states vs MMR? These graphs would tell a story, and allow for better feedback.

  • Is it possible that the killers with the top 5% mmr didnt actually face survivors in the top 5% in order to make matches?


    I'd love to see killer and survivor performance by mmr. Show me completed gens, hook states, and kills.

  • longer gen times means camping is stronger. shorter dash time means its easier to tunnel. Off the record and borrowed time are easy to tunnel through due to built in save the best for last stacks and shorter dash times. And decisive strike is basically worthless unless you are on a stun the killer challenge or the killer picks you up in a strong loop


    make sense?

  • @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226113#Comment_3226113

    Agreed!

    Though I dont care for a FOV slider unless its killer only and only changes the FOV slightly so it's not used for a competitive reason. though this will impact flashlight angles as well

    The FOV is the way it is on purpose. I would not hold your breath for this to change....ever. The killer's view is supposed to be restricted.

  • I've been playing bond, vigil, sprint burst, and distortion recently. Sometimes I swap out vigil for we'll make it or prove thyself.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3042662#Comment_3042662

    You might be angry about the change but it's pretty clear the nerfs were based on pick rate rather than complaints seeing as spine chill was rarely complained about by killers and self care never. Contrary to popular belief forum randos don't actively participate in balancing decisions.

    If they nerfed based on pick rates, when does the buff occur? Pick rate is zero now, it must need a buff!

  • @TheWheelOfCheese said:

    https://forum.deadbydaylight.com/en/discussion/comment/3220205#Comment_3220205

    To draw out a doomed game? That seems sadistic, not merciful.

    It's not sadism to let people play the game, albeit in a way that will ultimately fail. Leaving them slugged for 4 minutes is sadistic and is contributing to survivors just dc'ing out of games. They don't dc because they are having fun....

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219541#Comment_3219541

    How does this help and reward the killer for not tunneling and camping specifically?

    Those benefits are the same, camp and tunnel or not.

    That's not a "carrot", that's not a reward or benefit you get for not tunneling/camping, that's just general killer buffs.

    I don't think we need to give carrots or sticks, we need to fix the game system. Currently, the killer camping and tunneling off the hook are way too effective. On top of that, they are the least engaging strategy that leads to snooze fest matches whether the survivors escape or not.

    It needs to die as a strategy during the early parts of the game.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219552#Comment_3219552

    Shrug.

    I joined when this game was extremely survivor sided.

    Now the game is fairly balanced (killer versus SWF) or a bit killer sided (killer versus solo) depending on how survivors approach things.

    I think, between the time I started playing (early 2020) to now, I've had a total of 2 survivors give me a kill on a blowout game.

    I started learning survivor last year. I'd say I've seen maybe 500, likely more killers in that time give someone hatch or a gate.

    What I'm saying is:

    • 'Killers' aren't a monolith. There are some mean ones and some nice ones. Ditto survivors.
    • By the numbers (and I'm sure anyone who plays both roles will back me up on this), you are more likely to be shown mercy by a killer than a survivor, even though there will be 4 survivors to every killer.
    • Many survivors expect to be let go if they're the last survivor - again, I'm sure any killer player will confirm how often we get BM in postgame if we don't give hatch. However, on games where all survivors escape, there isn't even a consideration of giving them a charity kill.

    It seems that there's a double standard here, where killers are expected to abide by unwritten rules of sportsmanship that survivors aren't. Why?

    Why does not camping or slug at 5 gens mean show mercy? Play your game, but maybe with a DC in play...take your boot off the survivors throat. That's all I'm saying.

  • @TheArbiter said:

    While it sucks when a Survivor dc's, the killer isn't under any obligation to then throw the match themselves

    It's true...but the current game state is pretty broken. When survivors don't have any hope of a fun engaging match...ever, why would they continue to log in. Now this isn't a problem for killers to solve, it's behaviors disastrous last few updates plus some underlying base game problems. But killers can help the experience without going full farm. Maybe stop slugging at 5 gens...maybe tunnel a bit less when there has been a dc. Again, no obligation... but the game only works when everyone is playing and having fun.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3219186#Comment_3219186

    What carrots? .2 second faster weapon cooldown and pallet breaking? So generous lol

    I guess you don't understand how all those small benefits compound. Break pallets faster means closing time is quicker. hit recovery means closing time is faster. Shorter dash time when hit by survivors means...you guessed it faster closing time...and in case you as a killer kind of suck they gave faster time to get into bloodlust. All of those things together did have a big effect to shorten chases. AND pallet repair times got longer...which also helps camping.

  • @Vampwire said:

    But there are incentives at the moment. The entire meta and most perks have been reworked to where you only get value by spreading pressure and patrolling. It's just camping and tunneling is so easy for a free kill you don't really have to play the game that way. People aren't doing it because they have no other option, they're doing it because its easy and gives free kills. The only times killers do this is when they're trying to grief someone or if they're legitimately inexperience and don't know how to play the game. Sometimes its both.

    Currently the only perk that helps with camping is Insidious. Which is, y'know, Insidious. If you expect the killer has it just listen out for their breathing or audio cues.

    Still the problem is killers feel like if they get kills, no matter the circumstances, they won in some way. You can camp someone and likely still have enough time to down someone else and camp them to death too. I do agree that we need to punish the tunneling and camping, but we also need to recognize why people are doing this. Which is largely because its a cheap way to feel like you've won. Whether it be over someone else or the entire team. I think this is due to the fear of losing and being bm'd or something like that. No clear win condition means that people are making up their own so they don't feel terrible. And largely wins are associated with the amount of kills.

    save the best for last is also great for camping, and killers base kit gave them free stacks of it.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218582#Comment_3218582

    And another "stick" idea instead of "carrot" after which a "stick" can immediately follow.

    Aka make defending hooks absolutely impossible but don't improve the 12 hook gameplay. And no, those 10% changes weren't "enough" to make 12 hook really the go-to viable option, not even close.

    Carrots didn't work. Killers just camped harder.

  • @VikingDragonXii said:

    https://forum.deadbydaylight.com/en/discussion/349540/still-forced-to-play-lame-in-2022

    The Devs have said they can't just Nerf Camping and Tunneling as they are valid strats. I one agree there are situations where Camping and Tunneling should be used like at End Game or to get that one player out of the game asap to get rid of CoH or to make it a 3 v 1.

    If they hard Nerf both then those situations will be that much harder.

    It's so easy to de incentivize camping. Give a large reward to gen repair speed while the killer is the only player near the hook. This encourages survivors to do what they should be doing, it punishes killers for camping before end game, and it doesn't change the endgame at all since all the generators are done! So simple.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213930#Comment_3213930

    That is quite literally a skill issue that you're trying to inflate to be equal with an accessibility one. Its one of the few times the git gud meme actually applies. Your skill floor went up slightly so that other people don't get hospitalized. You should be able to understand why your position isn't exactly an empathetic or sympathetic one.

    You sir need some lessons in reading comprehension. Let's solve the light sensitivity issue, but do it on the person who needs the help. Suppress the rate of flashing lights on the viewer of the light, don't change the behavior of the flashlight on the wielder of the light.

    Does that make it clearer for you? I mean seriously, read what I wrote, not what you assume that I wrote.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213784#Comment_3213784

    Flashlights still function to blind the killer. Nothing has been taken away.

    https://forum.deadbydaylight.com/en/discussion/comment/3213930#Comment_3213930

    Guess you'll just have to get better at flashlight saves. Getting a flashlight save is a very impactful moment so it's not an issue if it requires a bit more skill to pull off.

    Nice pivot away from the point.


    Customers are allowed their opinions and if they dont like a change it may not be because they want to be abusive to others. Let's all agree that the clicky clicky crowd should be less annoying AND bhvr's fix sucks

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