chknTM
chknTM
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020802#Comment_4020802
I didn't mean to imply you were insane by talking about the outrage, so fair enough.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020803#Comment_4020803
This is where I'm at. It's really grasping at straws, especially when the changes that were made, possibly on behalf of the survey, didn't even go through.
Theres no changes that havent gone through, cause the PtB is still happening, and their data source for pinpointing 'Camping, Slugging, Tunneling' is from this survey that happens when you uninstall, which has that Option right at the bottom left, and its one of the least blanket options, its very clear what it means, its not confusing or badly written like most of the options, its a clear cut answer.
But most of the answers arent like this, theyre very vague or could mean a variety of things, and most of all, none of the answers really fits specifically the Killer side, if a Killer player uninstalls i nearly guarantee that they cant get their reasons for uninstalling across with this survey, while any Survivor player in a similar situation could easily recognize a couple boxes as reasons to give.
Like obviously the optional filler box should never be the ONLY way for an entire side of the playerbase to express their issues in the entire survey? Hello??? -
@ArcT said:
Most survivor players occasionally play killer, but there is a large enough population of killer players to have multiple discords, subreddits, and subsets of them entirely dedicated to griefing streamers and other players in general who will never touch survivor. Losing the 'average' player means losing someone who plays both roles, and you need four times as many survivor players as killers just by math alone.
But it also bears noting that this witch hunt for evidence of bias is patently absurd. There have been numerous patches, PTBs, and updates that were 100% killer sided. Obviously the devs won't come out and say "Yes, this patch is dedicated mainly on the survivor experience" because WE SEE HOW YA'LL REACT TO THAT. And you're proving the point. We literally just a couple months ago had a patch (9.0) that was 100% addressing killer complaints with zero buffs for survivor. The opposite, in fact. Innocent survivors were getting penalized and punished by the changes they made. The other side getting some attention after that is not some grand conspiracy to screw you, nor are you owed compensatory buffs every time a change is made.
I think you completely misunderstand and misrepresent what i am talking about, and also i dont really get what you are referring to with the witchunt killer group mafia rant cause that is completely out of left field here.
Im just addressing how Killer issues have been absent on the past few Surveys, including the Uninstall survey they used to get the Data they used on the recent Community Stream
Not really looking to have a US VS THEM rant here sorry.
Also Patch 9.0.0 you list as being some super killer biased patch but thats just the FNaF chapter release patch?
The AFK punishments didnt favor any side or the other that was just a major screwup from BHVR, and it was killswitched one of the first days i remember.
But now since then we have gotten the opposite issue, a DC epidemic where anyone, both sides, can just leave a match now and then without triggering the punishments, leading to a worse experience all around. -
@UnicornMedal said:
That's a reach.
- Killer powers or add-ons are unbalanced
You're the one assuming this means "overpowered". Someone could just as easily interpret that as meaning there's no point playing Trapper or Hag because BHVR keeps focusing on changes around Kaneki and Krasue.
- Too much griefing and trolling
This one affects both sides, but it's definitely more of a Killer complaint to me. Survivors experience it from other Survivors and some Killers occasionally, but Killers are the ones that complain the most about teabagging, especially at the exit gates.
- In-game communication is too limited
I'll give you this one, even though it's a general issue. Everyone struggles to communicate with one another. It's common to see Killers asking for advice on how to communicate that they want to farm points during events. But realistically, poor communication is more of a Survivor problem.
- Excessive tunneling and camping
This one naturally, is a Survivor complaint.
Aside from those last two examples, which one is still in the realm of a general complaint in my opinion, all of them are equal. Some affect Killer more than Survivor (like matchmaking), some affect Survivor more than Killer (like friends leaving the game), but I don't think any are so egregious that there should be outrage over it.
I mentioned the exact problems you list yet you act like i presumed stuff i never said.
So we basically agree here, cause we both see the choice as too blanket to give any real substance, what data do they gain from an option that could mean a million different things, do they just assume what it means?
I will give you the point below being valid.But i do believe trolling/griefing is alot harder to have done on the solo role, Killer, i mean nothing survivors do can be called griefing except to their own team, sandbagging, ratting out your team, doing nothing to help your team ect, and trolling can maybe refer to tbagging or flashlight clicking, so fair enough, it is still a very blanket option.
There isnt a singular option that is about specifically Killer-issues, and when we know that this Data goes toward gameplay altering decisions it is obviously not something to just shove under the rug.
I dont believe anything i said was insane unless asking for the Surveys to include a fair distributions of choices for both sides is outrageous? -
@cogsturning said:
Cause it literally just means that no player who quits can even list their reasons if they are Killer-side related
It's a bit blurry, but is there not a box for writing what your issues are right under the selections?
Most of the time boxes that are manually written are harder to sort through and dont really add to the main data, its basically just 'Other', not to Mention most people dont go through Optional stuff in surveys.
And if they wanted Killer/Survivor related options to go in the optional box, why is it that only 1 of them should have to go write their issues in there?
Not to mention this isnt the only DbD Survey thats absent of Killer-side checkboxes, but its one we know has been used and what their results were, so given the context it doesnt look good.
Like 4 Options entirely for Survivor-Side issues, but they couldnt spare even 1 for Killer, idk maybe im completely wrong but this just feels off to me.
Plus some options make very little sense like:
'Character perks are unbalanced' (What Character Perks??? what Killer, what Survivor, which perks specifically.) (This one is so blanket that it feels very useless info-wise)
'Killer Powers or add-ons are unbalanced' (Which Killer, what Add-ons, too strong or too weak??) -
Also didnt list but 'Killer Powers being too strong' being such a blanket option feels off, as theres obviously a difference between complaining about Nurse, and complaining about Trapper, both being basically listed in the same option is off.
This survey definitely feels very limited in what info it can give
'The Higher tier Killers are too oppressive.'
'The Lower tier Killers feel too weak.'
'My favorite killer is buggy right now.' are some examples. -
@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020359#Comment_4020359
It’s pretty unrealistic for me to people expect both things will happen. Because if you want to cater to casual players, you have to do so with killers as well
Yet no one seems happy to see Krasue or Ghoul. Even without tunneling. I wonder why.
Between harder mechanical killers and enabled tunneling and no tunnelling but braindead killer mechanica I’ll always prefer the first one
I would be so glad for Blight nerfs, make him lose tokens like Ghoul when breaking pallets so he cant rush right after.
Make Nurse unable to see aura when using power.
PLEASE no one wants these overtuned killers to bring down every other killers experience. -
@Mr_K said:
The aura reading is only for the unhooked. The unhooker is still there to take your hits, unless your gripe is not downing the hooked survivor again. Which happens to be the goal of the system.
Cause surely no one ever would use the free basekit OTR, Babysitter, Wicked to Bodyblock the Killer aggressively with 30s of Endurance and then speed across the map at 10% haste they get for 30 seconds?
Like your argument is good, yes you could target the unhooker, if we didnt have the best perk combination for aggressive unhook bodyblocking basekit now.
Cause they did remove the collision removal with the changes, so now they can be abused to bodyblock again.
And if your response is to then Punish the Bodyblocker, it will take a while to even catch up with 30s of 10% Haste, and then they can run DS and StB so not only will it be impossible to complete the chase in reasonable time, and you cant slug them either to outplay DS, cause antislug exists aswell, you also wont get anyone out, you lose regardless of the decision you make.
Putting an aggressive amount of great Survivor perks into basekit with no downside leads to alot of Lose-Lose situations for the opposite side. -
@09SHARKBOSS said:
https://forums.bhvr.com/dead-by-daylight/discussion/459377/next-ptb-problems
so you do know most killers are still faster right at 115 while the surv is 110 with that boost
Some Killers are 110 like Hag, Huntress, Springtrap, Chucky kind of.
And even some Killers that are 115 are fully M1 Killers like Skull Merchant, Trapper, who will never catch a 10% haste Survivor.
The 'rewards' from unique hooking are completely irrelevant gameplay wise, Bloodlust T1 (4.8%) for 15s that is cancelled upon doing any ability, or entering chase with a survivor (So a worse bloodlust cause it doesnt benefit chases), and Bloodpoints, something that doesnt affect the match at all, this is like if BHVR gave Survivors extra BP for being the first to die in a match instead of anti tunnel changes.
Compared to the 9.2.0 PTB, Killers had some basekit benefits like pop and a much worse bbq, they basically removed as much from the killer benefits as they did the survivor benefits.
Survivors went from MASSIVE benefits to Great benefits (4 Basekit Perks, + Antislug)
Killer went from Okay benefits to Negligible benefits. (15s of worse Bloodlust, Bloodpoints)
Survivors get basekit OTR, Babysitter, sidegrade to Wicked, a worse Kindred (anticamp meter visible), and the antislug ontop of that. (Potential INF UB)
Killers get 15s of worse bloodlust and some BP.
If we simply look at these changes i dont see how they are gonna make the game more balanced, Trapper is affected much more than a Killer like Blight from this aswell.
Honing Stone (One of his strongest addons) isnt a free Down cause if u leave them slugged they might get UB for the rest of the match, so Trapper now has to hobble over and pick every survivor who gets downed from that, killing his momentum, the AntiCamp makes basement plays worse, without even mentioning how the Unhook protections make you completely safe from a m1 killer like Trapper.
Seeing as these changes will just push more people onto stronger Killers or off of Killer if they play Lower Tiers. -
Another part i didnt include in my post is how high Prestige Killers get unrealistic expectations planted on them, i noticed once i neared my first p100 Killer people would point out your Killer prestige and mock you over it sometimes.
And after p100 it just feels like it happens way more, maybe its just me.
Survivors will be more toxic depending on the result of the match sometimes.
If you underperform, and lose 'Wow you are p100 but are this bad?' 'P100??? LMAO BABY KILLER'
Or you overperform, and win: 'Wow you rely on this at p100?' 'cant win without 'Insert excuse here''
It makes it feel like you have more pressure on you just cause you like a character enough to p100 them.
I dont have any p100 Survivors so i cant say how the experience is on that side personally. -
@SoGo said:
I 100% agree with you.
I was saying when the anti-tunnel first released, that having a 32 meter aura read on the killer is too much.
Now that it works through undetectable (basically the return of old OOO), I am proven correct.
Wicked is enough. The TR exists for a reason.
This change needs to be scrapped.
The aura read portion will negatively effect Pig, Ghostface, Myers, Chucky, even Skull Merchant, and any other killers with Stealth in their kit ALOT more than higher tiers that are loud and about like Blight, Billy, Oni, Nurse who will remain strong and be less impacted by it.
And if anyone thinks they will find a way to not make it affect innate Undetectable, Vigil still affects Innate Hindered like Clown and Freddy. -
@kisfenkin said:
I would argue that you see much more toxicity from survivors playing survivor in solo queue than you do playing killer. In that situation your teammates can literally betray you for any reason they dream up. I play roughly 60-70% survivor, and I play A LOT. (I am tier 72 right now in the rift)
From my experience, survivors are by far the most toxic, and they don't reserve that toxicity for the killer alone.
Bring one of the two instrument perks and gen rush gens. If the survivors are too uninformed to know that this build finishes gens in like half the time it normally takes, they will see your aura when you play some music and go find the killer, and lead them to you during chase. Another gen rush build that is less well known and very likely to get your team to throw, dc, and curse you in chat, uses Specialist and Appraisal with a key to make gens unbreakably complete. Most survivors have no idea what you are doing and they'll throw a fit if they see you brought a chest offering and are opening a bunch of them. On a side note both of these builds are fun and extremely OP. Try them out!
Why is this? Well, inexperienced survivors have no idea what you are doing, but they believe that they know everything and want to be in charge of the team. If you don't play their way they will try to punish you for it.
I am Tier 70 in the Rift from almost entirely playing Survivor this patch aswell, i agree fully, as i said if u face toxicity as survivor it is from your own teammates most of the time, not to say Killers are never toxic, of course that isnt true.
I have just seen a vast majority of Toxicity comes from the Survivor side, atleast from my experience, maybe its just a thing for any games that are Team based, but in this game only one side is a Team, whether it be blaming your teammates or being mad at the killer. -
@MoZo said:
they said the killer aura reveal after unhook will only last 10 seconds, not 30 since in the last PTB they realized it could be weaponized when combined with the no collision.
This is completely my bad let me edit the post dont want to spread misinfo, i still believe the Aura read is too aggressive, but you are correct i just checked, shouldve double checked before finishing the post to see if my info was right, fixed it, ty.
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A way to provide simple text messages to your team would be crazy, like 1-5 buttons that give basic info next to your Icon, thats all Solo Queue really needs.
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@Colt45m said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4017064#Comment_4017064
Krasue can be looped in chase and countered by bodyblocking. Springtrap has no counter. Theres no indication when he will throw his axe like huntresses grunt when she winds up. The ones who are agreeing never play solo q survivor and just play killer. Every streamer and every true survivor solo q main dislike springtrap.
This post is the funniest Ragebait ive seen in this forum.
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This is the equivalent of going 'BHVR please do something about doing Generators, i have gone 20-30 Matches and the Survivors are finishing Generators' Tunneling and Slugging arent problems, they are Solutions to the games problems.
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I always run Bond and i dont always see my teammates nearby, sometimes we spawn split 2/2 on opposite sides of the map with no offering, the new spawns are extremely inconsistent.
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Wow this really is the worst Patch ive seen in a video game
Basekit Tenacity really was hidden under 'QoL' improvements, a full basekit Perk is QoL?
Not the only Survivor buff listed under QoL this patch either. (Pallet Changes are aswell)
And the Unhook Changes are basically a combination of Basekit Babysitter, OTR and 32m of Aura Reading for 30s.
So lets see how many basekit perks worth survivors are getting:
UB+ (But Infinite), Tenacity=, Babysitter+ (Haste Works in Endgame), OTR- (But Works in Endgame). (Known Perks)
32m of Aura Reading when Unhooked.
Anti Tunnel System (25% Repair Speed for 3 Survivors)
Anti Tunnel System (Gen Block/Regression block) (This can trigger at 8 hooks btw if the last person decides to die on 2nd hook, i hate when Killers tunnel me at 8 hooks)
4 Basekit Perks. +1 Perk-like Effect
2 Systems in place that punish the killer if they kill someone before 6 hooks, One can even work at 8 hooks.
The Fog that hides the Hooked person will make the New Killer Player experience even worse, but i doubt Killer experience was even considered when making this Patch.
Oh and another 3 Killer Perks that wont shake up the meta in the slightest, how daring, i cant remember the last new set of good Killer perks, but sure give Survivors another perk to reduce Exhaust timers.
Just gonna mention how the best Killer perks also got nerfed heavily, i mean thats just icing on the cake.
Ive just been playing Survivor due to the worsening Killer experience, as i only really play lower tier Killers, and doesnt seem like thats gonna ever change with this game direction.
Overall just very sad to see. -
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972167#Comment_3972167
And I'm telling you, the potential to be instantly grabbed is not worth the mediocre reward of faster travel.
Using the doors doesn't affect him in any way, you can't turn them off and it offers zero tangible reward for a high-risk action. You can say it's a low chance, and we'll agree to disagree, but it is high-risk low-reward.
No risk if you:
Know Springtraps location. (Either through sight or a SWF teammate)
Springtrap is in a chase.
Springtrap is 4 seconds away from any door. (Takes him 2s to enter so its impossible to catch you during the 5s)
These are all scenarios where doors are completely safe to use with no risk and pure upsides, like free fast crossmap movement with no killer knowledge of it, which allows amazing gen efficiency and stealthing.The doors are only risky if none of the conditions above are met, its not really a gamble but more of a knowledge check, knowing the Killers numbers, knowing what he can and cant do, and knowing his location.
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@Iron_Cutlass said:
Sheer luck or farming it with Survivors.
The achievement is really poorly designed, and you will most likely never get it under normal circumstances.
Its not a poorly designed achievement, its a poorly designed MECHANIC, it should be more consistent, the achievement isnt at fault, he is designed to go 20+ games without 1 door grab, which is one of his biggest power flaws.
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@SpringMyTrap said:
THEY FIXED THAT NICE
We are so back.
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Hope this gets fixed, it kinda makes the screen warning redundant and highly discourages using the doors cause it alerts everyone globally.
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@littlehoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968231#Comment_3968231
Maybe we're just in different MMRs or on different servers, but I would say about one in every ten games I have against a Springtrap, a survivor uses the doors in any way. So in my experience, no, survivors don't use the doors. Of all the killers who have mechanics that survivors can or have to interact with (Xenomorph's flame turrets, Singularities zappers, etc), I see the doors used the least.
Personally, I won't touch the doors because even if you don't immediately get grabbed (unlikely), the reward is not worth the time or the risk it takes.
Its very unlikely to get Grabbed if you understand the Doors and Animation Times, Springtrap needs to be within 3 Seconds of travel time to you, or else its practically risk free.
When i face Survivors who know how to use the Doors well its like Forgotten Ruins portals but on any Map.
You can bodyblock if someone is being tunneled to confirm they finish using a door aswell, to get them across the map instantly. (Weapon Swipe + Door Enter animations makes it near impossible to catch them) -
@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/451477/so-whats-next-for-springtrap
If you don't mind me turning your question back on you, now that you've had time to dig into his gameplay (I'm glad you're liking him!), is there anything you'd change about the Animatronic?
Recently got P100 Springtrap, along with 100+ hours on the Character, i wanna give my takes.
For Starters , the Fire Axe:
Changing Axe Grab keybind to M2 rather than overlapping with M1 basic attacks/lunges. (Too Inconsistent, Buggy, and not always Optimal to grab)
The Altruism action of helping another survivor remove the axe is a completely useless mechanic, due to the fact its easier to remove yourself due to not locking you in place and wasting a teammates time, and you can start removing it at any time so its gonna be removed the second u want it gone if a chase ends.
If its always optimal to remove the axe by yourself no one will ever use this action.
Most simple solution would be removing your own axe applying Deep Wound (Altruism Removal/Springtrap Recall would not apply it)
Unlike Artist the second a survivor starts removing an axe they shut off the aura reading, meaning they have alot more control on the Info, while Crow auras linger for 2.5s when starting to be removed. (Possibly apply a small Aura linger so they dont control the Aura to a tee)
And for the Security System:
Door Traversal is the most refined part of them.
Office Jumpscares are so unlikely u can go 50 games without getting one.
(Springtrap takes 2 Seconds to Enter a door, so you wont ever catch someone unless u are throwing the game and camping inside hoping someone uses one without knowing your location)
(Along with the fact Enter/Exit parts of the Door Traversal dont have any interactions (The Survivor/Killer) will just pass through eachother if they overlap, this is just really bad, as if u see a door being travelled to your location, you are better off waiting infront of it for a basic Grab rather than risking entering it just for them to pass through u during your animation to enter it.
Battery mechanic is completely Cosmetic and has never affected a match across my 700 Matches on Springtrap.
(Would love if it was a real Threat, like a Nightfall (Dredge) type mechanic, as in FNaF losing Power is equivalent to a Game-Over, obviously it should NOT be a game over, but it would be nice to change up the pace of the match with some spooky Power Outages)
And another thing to make this more consistent is have batteries slowly lose charges over time, so Survivors cant ignore Doors completely to prevent it.
Camera Mechanic will never see consistent use unless there is a real reason to use it, like every other Killer objective in the game. (All Infections, Reverse Bear Traps, Nightmare, Turrets)
I think his Kit is great and has a ton of stuff, but alot of it doesnt work out well in practice, his best Mechanic is definitely his Fire Axe, but his Security System falls short, and i see myself using the Doors less and less recently. (Which is a Shame cause its my favorite part of his Power) -
@not_requested49 said:
i love the idea of phantoms, and the power outage. It would make it feel a lot more like fnaf, especially if the fnaf 1 power out song played as an audio timer for the outage to end
This would be so cool, its such a wasted mechanic with so much potential.
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@KingOfDoom55 said:
As a fnaf fan, I approve of these ideas, but you forgot to mention 1 thing between xeno & springtrap
Xenos built-in counter, is a literal FULL counter to all of his power, from tunnels/undetectable (motion trackers) to losing the special attack,
We don't want another counter for a killer that completely makes them a worse legion, reason im saying this is bc with the motion trackers going off even when xeno is undetectable, that make like 40% of total killer builds useless, the undetectable gained from tunnels useless, and basically no power when it comes to double turrets or effective turret placements, this has been a known problem that's been happening ever since his major nerf since his initial release, and, like springtrap, this is something that NO ONE talks about either, I just don't want another killer to get a complete gutting due to their build in counter.
I do agree with these ideas tho, I just hope that behavior doesn't make it a Xenomorph situation where it counters the majority of builds, and almost everything that is apart of said killers power
Yeah you are right, i didnt really go in depth on Xeno, i mentioned the Turrets due to the fact they're a powerful counter to his power, which makes them see consistent use in every match.
Cameras are basically optional, due to the fact that sitting on a generator is more optimal in 99% of scenarios, there is no real Objective or Threat from not marking Springtrap with Cameras, the Doors already give away enough signs so its not like he's hard to track.
It feels like they tried to add alot of stuff but forgot to give them a real purpose in the kit, the Cameras and Battery systems are cool thematically, but gameplay wise they add very little to no effect, Cameras are cool and just lack a real objective, whilst Battery is completely unnoticeable as a mechanic.
Most of the only times i actually even see Battery ever even reach 0 is due to the fact the Survivors are just messing around and not playing to win, like a Steagull squad who just keeps Spotting me via Cameras and using Doors infront of me. -
Also this does not just make grabs more consistent, also allows u to m1 instead of grabbing, if a grab is a worse option, just gives u full control over the action.




