cogsturning
cogsturning
About
- Username
- cogsturning
- Joined
- Visits
- 5,298
- Last Active
Comments
-
The on-demand aura read on Scratched Mirror is a little wild but it's so niche that it's fine.
I don't particularly like playing as stealth killers. Creeping around isn't interesting to me. Playing against them, I don't mind anyone but Pig. I recently got a better headset too, and that has made Ghostface and Michael much louder.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023081#Comment_4023081
"If someone is slugged for the 4k and is left powerless and unable to act on the ground, the killer isn't showing good sportmsahip. So why should the survivors?
This is an irrelevant statement as I already said that it's fine for preventing toxicity, aka the scenario you're describing. That isn't what I'm talking about. I'm talking about normal matches. In normal matches the time for the killer to simply hook the final survivor or two is not significant enough to warrant allowing abandoning for.
"It's also really boring to watch these tired moris over and over and over again. The finisher mori has made the game painfully repetitive. I can understand why people are over it. And the abandon should be just a skip animation button instead of an MMR toss-out. "
It's like 5 seconds man, it's not a big deal. This is silly.
I do agree that abandon shouldn't be an MMR toss out though, that makes no sense that it does that. I can't think of a single rational reason for them doing that.
I'm completely fine with abandon for getting out of toxicity. I'm just not fine with it for go next faster. I don't think it's sportsmanlike and harms the integrity of the game.
Slugging for the 4k is a constant occurrence in my survivor matches. If that's toxic (which I never really thought it was. Just crappy) then a lot of negative feelings have built up in people, so the abandon must look very appealing indeed. I don't know if I'd call a 4man slug toxic either. Again, its crappy, the game shouldn't even allow it to happen, and hopefully it soon won't with the upcoming changes. Toxic, to me, is BMIng, which the abandon feature currently does not help with.
It's like 5 seconds man, it's not a big deal. This is silly.
It's not a big deal but people skip them in almost every match they occur in, so they're clearly not interested. They're also mostly hideous. I no longer do them as killer. I don't want to watch them either. I'm saying they haven't helped the game, especially combined with the abandon.
I can't think of a single rational reason for them doing that.
I'm afraid the rationale may have been an unhealthy one. Stat-wise, anyone who makes it to the end can get free hatch the moment they hit the ground. It's starting to feel like a survivor stat consolation prize. It would be an easy enough fix to have the option show up maybe 30s after the last down.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023012#Comment_4023012
For sure, idk why no one seems to care about this. It's allowed perpetual smurfing and bullying of players by game design. It's not just slugging either, you could apply this same scenario to any time the killer is allowed to abandon.
The core flaw in this design that's causing the problem is making a killer abandon a "neutral" rather than a "win". All of the criteria for when a killer is allowed to abandon is basically when he's only won. Like when all the remaining survivors are bots I'm not allowed to abandon and leave or it doesn't count as a win for me, even though it should be. Like the games already "over" at that point, which is why the survivors are allowed to leave early, but some reason that same rational doesn't apply to letting the killer leave or he's punished? Lol just what. Makes ZERO sense and makes the system feel very bias. So the normal killer player gets punished unless he plays janitor after the games over and the toxic killer is allowed to smurf all he wants and continue the toxicity.
Since there's no scenario where the killer can abandon unless he's already basically won, just make his abandon count as "wins"(because they are) instead of "neutral"(aka no mmr impact). This solves the entire problem. Now it doesn't punish normal killer and doesn't enable toxic ones.
I do find the abandon system flawed at concept though to be honest. Like it made sense when it was a tool to get out of "toxic" matches. That I completely understand and sounds good. However, realistically now abandoning has been allowed in so many scenarios that it's no longer for toxicity, it's just a "go next faster" button. This would be like me having a soccer game and as soon as there's like 10 minutes left in the game but my team is too far behind to win, instead of finishing the match out with good sportsmanship and shaking hands we just instantly walk off the field and head home mid match. It's just unsportsmanlike and would honestly be childish behavior..and that's how the game's actually designed. Just mind blowing to me. Finishing the dbd match out would cost them an extra like 30 seconds…we're not talking a long time here.
I'm not defending the abandon button--I actually hate it in its current application and I don't use it, but not only does the quantity of those 30s endings matter, it's the quality. If someone is slugged for the 4k and is left powerless and unable to act on the ground, the killer isn't showing good sportmsahip. So why should the survivors? That's not all ending scenarios, but it's a lot of them, and even when it isn't, people are fed up and want to move on. Good sportsmanship isn't in a good place right now in DbD.
It's also really boring to watch these tired moris over and over and over again. The finisher mori has made the game painfully repetitive. I can understand why people are over it. And the abandon should be just a skip animation button instead of an MMR toss-out.
-
It's already been shown the survivor stats are off. We haven't gotten any real clarification on MMR.
I'm currently keeping close track of my killer matches, writing down how many people I kill, how many abandon and DC, and how many of those register as escapes on the "recent matches" part of the stats. I'm going to see if my kill rate matches the rate the stats give me perfectly or if they're are discrepancies. I'm doing it for 30 days so I have a full month of numbers to directly compare to the tracker.
The bigger problem is, indeed, MMR. I don't have my numbers in front of me, but out of 10 matches yesterday, I had at least 15 abandons. That would mean at least 15 out of 40 kills were not counted towards my MMR. It's basically built-in smurfing. Ironically, this would mean the more 4ks you get, the more you'll see that effect, since people don't abandon 2k and 3k matches nearly as often.
-
@littlehoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021985#Comment_4021985
This actually is something that I feel like is a problem that extends a little bit beyond that. The element of surprise. Like you said, it used to be a surprise to get Mori'd, it adds something to the suspense, y'know? But now it's just boring and inevitable and repetitive.
I feel much the same way about the Myers rework and his basekit tombstone ability. It took all the fear factor and surprise out of getting tombstoned, and now it's just boring because it's inevitable. You know it's going to happen. It's not surprising or tense or scary to wonder if it'll happen. That, truthfully, was one of the things that ruined Myers for me—who was my favourite killer to go up against before the rework.
I think they make these changes and they're well received in the short term (especially by killer mains) but in the long term they kind of detract from what makes DBD fun?
I used Tombstone Piece sometimes and it felt pretty unfair a lot, especially when I instakilled some poor person that was seeing me for the first time at that moment, but it did indeed have that stressful thrill and surprise that the game is kinda lacking now. Michael, in particular, was so interesting in that his add-ons change him completely. That's still present with Scratched Mirror, but it's not as colorful anymore.
But yeah, I used to be like "omg am I getting ●♡~m o r i e d~♡● ???" Now I just sigh and go get a drink or look at my phone, and everyone else just hits abandon and screws up their stats. I stopped doing them when the "hook 10,383,738 survivors" Milestone appeared but I'm just going to keep it up as a tiny protest against monotony.
-
@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022905#Comment_4022905
I'm curious, what do you find “difficult” about playing as a killer?
Is it so hard to control the generators that you can see throughout the entire match, even without any perks?
Is it so hard to outplay a survivor in an unsafe pallet?
Or maybe you find it hard to lift a survivor face-first into a wall and you complain about rescues with a flashlight?
What is the difficulty for you?
In general, players who complain that it's hard for them to play as a killer are the result of the game being made as easy as possible for killers.
They're used to not thinking at all during the match, and everything is difficult for them.
It's like a circus.
I didn't say it was difficult, but you did say easy, so I'm just asking you to expand on that with additional info about your own playing. But instead you've given me a bunch of assumptive rhetorical questions. But, you know what, I'll answer them.
Is it so hard to control the generators that you can see throughout the entire match, even without any perks?
Do you mean perks in general, or specifically gen regression perks? If you mean the latter, I don't use those perks.
Is it so hard to outplay a survivor in an unsafe pallet?
In an unsafe one? No.
Or maybe you find it hard to lift a survivor face-first into a wall and you complain about rescues with a flashlight?
I use Lightborn, so no complaints there.
Now would you enlighten me about your own killer gameplay?
-
@KEYKYNTAK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022863#Comment_4022863
Yes, I play as the killer, and it's VERY EASY gameplay.
Even without perks, you can see the auras of ALL generators.I find the excuses of killers who camp and say, “Well, I don't know where the other survivors are,” ridiculous. Are you serious? Is it too difficult for killers to go through all the generators and find the other survivors there?
Why does the killer have a much higher win rate? Because it's “difficult to play”? You're contradicting yourself.
Now the killer's gameplay is so simplified that any schoolchild with a negative IQ can handle it.
Killer is easy, and with no perks? I'm curious how much you've played killer, and how often you win.
-
I want killer bots for customs to practice, but if I wanted to play a PvE I'd play something else.
-
Not well.
-
When I originally saw Fog Vials announced, i thought they'd be Void crystals. Alas, not only were they much weaker, but they then got nerfed to be even weaker than that.
Idk about one-time-use for a survivor item but they could do crystal-strength as an add-on that depletes them, like a syringe. That might bring me back to the Fog Vial.
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022688#Comment_4022688
Knowing where the other survivor is - yeah, this is probably true, but this is such powerful meta game information that it seems strange that killers get it without even having to use a perk slot.
Unhook right after the hook - it would be risky because now the killer has a reason to turn and look behind them. I worry this will actually become more common, try to bait the killer into a tunnel with a strong looper who now has boosts, especially if you know they have DS.
But I saw lots of people really disliking the idea of messing with the UI. Which, their opinion, fair enough, I just didn't get it.
Thinking about the last PTB and the feedback - BHVR should have been more clear up front that something definitely was going to happen. No anti-tunnel, ever, wasn't very helpful if BHVR is absolutely set on something. I think if the discussion had instead been - some of this has to go through, what do you like the most or, if you hate the concept, what do you hate the least?' BHVR would have gotten more useful feedback (especially if they had clarified that the unique hook boosts were contingent on strong survivor boosts).
Unhook notification does make sense as a perk, yeah. I always kind of found it surprising it was free info. In some ways, they've manufactured the problem they're dealing with now. But if you just take stuff like that away, that people are used to, they'll flip out.
In terms of info, I wonder how this will go with aura read perks as well. You can't see the unhooked, but you can see the rescuer, which might tell you where the unhooked is, especially if there's a survivor healing an empty space. Perhaps we'll see a shift towards more close-range aura, like THWACK! or Darkness Revealed.
I agree smart and skilled survivors will find clever ways to manipulate this, and I think some adjustments will happen because of that. I've had survivors intentionally get downed early game so I'd think they were bad just to juice the hell out of me the rest of the match. Plenty of BMing to try to make me tunnel with DS as well. But I'm in the mindset that if you can be clever or bait the killer into throwing somehow then good for you, you outdid them. It's still a choice to chase that fresh unhook even when the game is telling you maybe you shouldn't.
Yeah, one area this company desperately needs to improve is how they say things. The wording is often to lax or casual and they should know by now that every breath they take will be over analyzed. The recent stream is a great example. They can pretend to be loose and casual and fun but they can't truly be so. It all needs to be clear, concise and calculated.
-
As killer:
- Tunneling: if I return to the hook, I'm glad they'll only be one set of tracks to follow so I don't accidentally follow the fresh unhook. I'm indifferent to the bloodlust.
- Slugging: I sometimes lose a down when I chase someone nearby.This has occasionally led to unintentional bleedouts and that's a crappy thing to do and is never my intention. I'm glad they'll be at least some small measure in place to help with that.
- Camping: couldn't care less how this changes.
- Overall: little will change for me.
As survivor:
- Tunneling: a soft, weak measure that will do little to stop a tunneling killler who has eyes.
- Slugging: egerious slugging is my biggest complaint as survivor and two minutes is stupid long. Also, the griefing killers who leave me to bleed for four minutes at their feet will just hit me again the moment I stand up. This should include BT Soul Guard if its to be useful against problematic players. I'd also like to see a time decrease if only two people remain to reduce slugging for the 4k.
- Camping: I'm not enthused about this change. It's barely anything.
- Overall: kind of pathetic, and if any of it gets nerfs instead of buffs, it will be truly useless. I'd like to say I'm shocked how volatile the killer-sided takes have been but somehow I'm not.
-
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022306#Comment_4022306
By giving kill I meant they wont stay in gates all tbaging you but yome out let you kill them or point on hook etc. and not some missplays like tbaging in gates against wesker injured or houndmaster,slinger or failing the dead hard and other missplays from survivor side. I dont see them just more tbaging more than in 2017 where this bs thing was popular because of some content creators pushed it and no I get tbaging when I dont tunnel and play more with all survivors than just focusing on few or one so its just dependent on which players you get you are getting kills and Im getting tbags.
I give killers who did badly but were good sports kills sometimes. Many of my friends do too. It does happen.
-
@Anniehere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022649#Comment_4022649
Is there a character you would prefer to have instead?
Tons, but some would be pretty niche, like Lisa Trevor and Alex Wesker as killers, and Moira Burton as a survivor (maybe as a Nea skin). Some of the weirder alternate costumes for existing characters would be fun. I'm surprised Leon's mafia outfit hasn't shown up. More obvious choices would, indeed, be Sherry, because she has history before 6. Barry Burton makes sense. Ashley Graham, and Ethan and Rose Winters too. Lady Demetriscu as a killler would be great.
-
@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022688#Comment_4022688
Thats probably the major reason people hate the idea. The amount of times I have seen a survivor unhook while I barely got 5-10 meters away as it is baffling sometimes.
The delay is a good idea tho imho
Yeah, I never know if people are farming, griefing, or just dumb. Pretty sure it's usually option three.
@Destaice said:
Know a thread is spicy when it's 10 pages long and in the first 2 pages half the posters are banned
Truly a who's who of the October bans. I tried really hard to walk away but...
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021925#Comment_4021925
I really don't get the backlash to this idea. To me it solved so many of the problems of the idea of killer just turning around and rushing hook. It would have had no impact on players not tunneling, nor even players who chased a survivor that went for the unhook. All it would have impacted where the proxy campers or the speed killers who plan to rush back to the hook the moment it happens.
I'd assume the pushback is that even if you're not tunneling, you want the unhooker as a target if you hadn't found one yet. You also don't want them to silently unhook the moment you turn your back. That definitely lessens pressure, especially with fast healing.
That being said, I'd also like the delay. 5s would have been fine.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022633#Comment_4022633
Some probably will. And then you repay them by tunnelling them out because there's no penalty
Yep, just like current off-hook body blocking.
-
@CorvidXCVIII said:
In fairness, if there were no killer players there would be no game and people would finally be free from the fog and probably see their mental health improve.
I dream for the day where I'm cut loose.
-
@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022649#Comment_4022649
ORC isnt that... bad right?
It certainly could have been better.
-
@Anniehere said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022644#Comment_4022644
I heard the game was pretty disappointing, but personally I loved seeing Sherry again.
I also like to pretend that nothing happened after Resident Evil 2... 😅
Noooo 4 and 5 were my babies! Revelations was decent too. Village was also a blast. Even Umbrella Chronicles was a lot of fun.
But we don't talk about Operation: Raccoon City.
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022583#Comment_4022583
And, (tin foil hat time), especially with this community, if I had the goal of "driving engagement",One of the reason I think this is more true than I probably would have in the past, is how they handled the 9.2 PTB. We first got an incomplete drop of information of what was going to happen on a Friday, so we could all fight it out over the weekend with guesswork. It definitely drove engagement, while also meaning most of the comments would go unnoticed because of the weekend (which, incidentally, is true about this as well).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022617#Comment_4022617
They've also been awfully quiet in regards to our inquiries.I think about it too much, but I'm always interested in what they stay quiet about.
An example is all the talk about the exit survey this week. We got a pretty quick 'actually, this is where we get the data from' post.
Did we get one updating that the original screenshots that got posted where actually out of date and the survey was a little different? No
Did we get an explanation of how much impact this survey has in relation to other feedback? No
Did we get actual numbers on how many people chose this? No
Explanation of why they chose the options they did? No, that was for the community to argue out
Now, I'm of the belief that BHVR trying to make detailed responses to every complaint that arises on the forums would be a waste of their time. But when multiple threads are popping up over an issue that could hypothetically have been solved with something like 'hey, when we said we saw this as a reason in the livestream, that was just meant to drive home the importance, not imply that we didn't have lots of other feedback and data leading to this conclusion' and most people would have moved on.
The abandon system feels like it is in the same place. Every time they've ever made a comment on it, things have blown up, but they've avoided making any statement (that I've seen) over why they did it the way they did.
I'm fine with them letting us engage (pronounced "fight") over definitions, ideas, ethics, ptbs, etc, but if you’ve got people who typically do nothing but tear and claw at one another aligning on a concern and asking for details, that's the time to step in. There were an awful lot of people credited in the anniversary loading screen as community engagement/social media types. Popping in here once or twice a day to make sure the house isn't on fire shouldn't be beyond them. This is one place where they can exert full control, unlike public social media. There should be more official happenings in the forum.
-
I'm still trying to pretend RE6 never happened.
-
@Deadman7600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021662#Comment_4021662
I tend to agree but I would just like to say that its pretty easy to loose survivors who are slugged if you go for someone else and commit too hard. I have kinda dropped that habit, but sometimes I get lost in orbital attempts and forget to keep track of the slug.
Big emphasis on the word intentionally. I've had people leave me bleeding at their feet for the full four minutes just to grief. That needs to end.
I've also lost track of people. I've had a few that have bled out because of it and I've felt bad. I would have given them hatch if I could have found them becuae that was my screw up. I'd prefer them to be able to stand back up and reengage.
-
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022547#Comment_4022547
The way I am interpreting this now is that BHVR has their own internal data for balancing purposes, but that’s not what is used for the player stat tracker.That's known, though BHVR doesn't do a good job explaining it. They have discussed that while they have simple data they track and report (i.e. kill rates), they also follow things like splits of 0k, 1k, 2k, etc, game length, and lots of other data.
Why would BHVR give the players a separate set of data to use that they know is inaccurate due to the significant percentage of matches that have abandons?I have four possible theories
1: The simple - when they coded the stat tracker for individuals, it was set up without a parameter for abandons, so it just calculates abandons the same way it does DCs.
To me that is a massive oversight, though at least its a reason.
2: The deceptive - by excluding abandons, they give survivors an inflated sense of how frequently they escape, making them feel better about their performance and thus the game.
3: The conspiracy theory - everyone has conspiracy theories about BHVR it seems, mine is that they intentionally leave themselves some 'low hanging fruit'. Lots of changes to DbD are inevitably going to be controversial, so they leave some clear wins. Past examples to me of this are improvements to the bloodweb, but another example would be a 'hey, we just improved the stats' tracker!' to give themselves a 'good job' from the community.
4: They actually think its what should happen - basically, whoever set this up believes that people think of abandons as games that didn't happen. This by far the most illogical to me. Which is saying something, I would far rather believe there was a massive oversight or actual devious behavior than that a human being thought 'well, obviously abandons shouldn't count'.
I personally think it's a mixture of things.
I can believe this was a coding issue, but it's been a minute since the stat page and the abandon feature were introduced. If it's hard to fix, close the stat page until it can be. At the very least, but a big, loud banner that says the stats are inaccurate.
But instead of doing that, they're pushing the page in the new survey. They've also been awfully quiet in regards to our inquiries. Many people use this page as their only reference, and people in the forum are constantly dropping thier survivor stats as an example of how easy survivor is. BHVR can see this is how they're being used. It's hard not to think it's nefarious at this point.
-
My last few days of killler matches in the event have seen almost no one going into the void at all. Everyone is playing like normal mode. Maybe you smash a pumpkin here and there but thats it. What's the point?
-
The goal is to make tunneling harder and thus less valuable, and so less cructhed on. We can only see how that will play out in reality.
-
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022476#Comment_4022476
The stats website has no correlation with the stats that we collect internally that work for things like MMR and the stats we periodically show to players.
Could you please clarify how DCs and abandons affect MMR? Are they counted as losses?
-
@CrouchingClaud said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022455#Comment_4022455
My prediction is that BHVR will just stay silent about this because they know they don’t have to respond. They messed up big time, they know they did, but they also know they aren’t going to lose players because of it. If they respond and admit their major screw-up, it will just be another embarrassing PR disaster for them. The lower risk option for them is to just ignore it and maybe fix it behind the scenes sometime in the future without saying anything.
Hopefully they will fix it. Or just remove the abandon option, or the stats page. The last option is for them to intentionally prop up false stats.
-
@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022326#Comment_4022326
Like I mentioned in past posts:
- If the current issues with tunneling/camping/slugging etc. gets rectified, then
- Killers could be better balanced, but this will undoubtedly be a long process, with possible reworks, and or serious add-on passes. Now …
- When that is done, and properly tested, then a full overhaul of the maps, or more specifically, the spawn logic of pallets, filler loops and windows needs to be looked at, to not create loops that are too strong, or too easy to chain together. Alternately, this needs to be done before looking at killer balance.
- Once all this is done, survivors could be properly balanced as well, with a solid perk and item + add-on overhaul.
Long and tedious process indeed, but this is the hard reality of how things are, and why people are leaving.
But don't worry @cogsturning I will not leave that easily. I will still be available whenever I am at home.
And I am sure the friends who has taken a break will eventually return someday in the near futureThis process is ideal, yeah, but between the constant caving on anything big that benefits survivors because of outcry (much of which seems distressingly coordinated), and the resources devoted to the endless pushing out of new content, it just seems unlikely. But I guess I just feel run down and pessimistic. The war for change feels endless and the disappointments never stop.
I hope so. I've lost a lot of people, some I was playing with every day. They never quit, they just come on less and less, or started playing other games. Some are playing killer instead. Some show up here and there, get frustrated and DC, and don't come back for awhile again. It's just really disheartening.
-
@BorisDDAA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022287#Comment_4022287
I'm 100% sure killer stats are not affected by this or every match would get thrown out. Like I think the way it works is if YOU as survivor/killer abandon or dc and not another person.
The wording in that response was "you and their stats are unaffected" so idk. It seems that the match doesn't get thrown out for killers (much like if I die before someone abandons I'm guessing I still get a death) but I'm wondering if individual people might get removed entirely. I'm also really curious about the abandons that show up on match history as escapes, as well as genuine DCs. If these do change numbers, it might not make a huge difference, but it'll do something.
-
I keep saying this but no one wants to hear it. I want the game balanced around regular, casual, majority players. But many people in the forum, maybe most, aren't those players. They've been around for years and have tons of hours, and they think the game should revolve around them, the dedicated old timers. So we have a game with a crap tutorial, pretty much zero guidance for new players, too many perks, a bunch of killler with different abilities and add-ons , an absolute info overload that is super unfriendly to new players, and matchmaking that will put them with a p100 Blight, and very few people fighting to change these things. The matchmaking is probably the one thing just about everyone agrees on. Otherwise, we in-fight about niche and specific problems that the casual players aren't even thinking about if they're just playing the game and not looking at any of the outside media. There aren't many people fighting for the new and inexperienced players the game needs in order to sustain itself.
-
The bloodweb for my main gives me one add-on I want for every 5-10 bloodweb levels, so I sadly just get whatever I have to to get those items. The rest of it is all trash to me and exists only to take my BP away so it doesn't matter. I just use auto unlock to get to the next one.
-
@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022166#Comment_4022166
hiding is smart for the player thats going for the win…hide and do gens. sod the team…. we have already covered the game win requirements is individual so whats good for the team is irrelevant.
in this hypothetical scenario, you as killer have not seen me all match even though i have done 4/5 gens, healed survivors that approach me while my team has not made any effort to do gens at all. they try doing flashlight saves, always running around getting chases and hooked by you. 2 survivors are dead, its just me with 0 hooks full health and a survivor with 2 hook states and injured. there is 1 gen left to do. It sounds to me like you would ignore that injured survivor to hunt me down because you havnt seen me all match assuming i have done nothing for the team. You dont know if im inactive or not. But you have said you would likely give that injured survivor a chance. would you hunt me down no matter how long it takes while the injured survivor does the gen? or would you go for the injured survivor? Bare in mind you are not allowed to repeatedly down someone and you are not allowed to encourage survivors to work with the killer….what would you do?
I use this example because this is how i play, i use stealth WHILE doing gens, healing team mates, using my scratch marks to distract the killer. i dont simply hide in the corner all match which is what you seem to think. You say there are only so many hiding spots and they are predictable which is true, and someone who is bad at stealth will get caught. but someone who knows how to play stealth wont stay in 1 spot, they will move around, doing a little bit of a gen, moving on, doing a little bit of another gen, move to a totem, watch the killer search in areas then move to to the area they have just searched. Your describing a rookie hiding player that avoids the objective. thats not what i do. unless the killer has full aura build which most dont because they use slow down perks, im rarely discovered when its 2 v 1.
This convo has gone on way too long and diverted too much from the topic but I will say I can easily pressure a 3gen with 2 people left and find both. There are indicators of what people are doing and how they're moving around. You're asking the wrong person this hypothetical. This type of playing is my biggest grievance in the game. I hyperfocus on combating it and I can't recall a single instance of failure. Maybe when I was new and didn't feel this way, but not anymore.
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022237#Comment_4022237
Flashlights, pallets in the face, teabag at the exit? Take your pick to what could cause a killer not to feel merciful to give you or anyone else hatch.
Being given hatch should be viewed as rare, not to be used as a messurement to how toxic killers are being.
I don't use flashlights or tbag, nor do I get mad at randoms because someone else did so. Individual players are individuals and should be regarded as such. Also never said anything about toxicity. I'm saying the instances of hatch gifting went down after the finisher mori came about. That's it. That's the whole entire point.
-
@ImperatorHaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021534#Comment_4021534
Something is always better than nothing. If Dead by Daylight is the only game someone plays, they’ll likely keep playing despite the issues — whether it’s killer balance, bugs, or matchmaking. But that doesn’t mean those problems aren’t driving players away.
From what I’ve read here and elsewhere, the majority of people quitting seem to be killers, not survivors — which would also explain the longer queue times. If killers aren’t quitting because of their kits, as you mentioned, then it’s likely because of their experience with survivors. Still, for players who main a specific killer rather than the game as a whole, it’s understandable they’d stop playing if they feel their favorite killer can’t perform at the same level as others.
Take The Unknown, for example. There’s been a ton of discussion on here and Twitter calling for buffs. Even Otz recently posted a video where he struggled to secure kills as The Unknown and said himself that the killer needs a buff. Compare that to Michael Myers, who has received several buffs lately — now he tears through pallets, moves faster, and is much tougher for survivors to deal with. That’s a massive gap in killer strength and highlights how uneven some kits feel right now, especially given the many tools and advantages survivors have received in recent updates.
On the topic of slugging — survivors already have a variety of perks and mechanics to counter it. If you’ve played killer, you know certain ones are naturally better at slugging due to their kits. So when slugging becomes a problem, it usually comes down to two things: either someone’s using a killer designed for that playstyle, or the survivors are a weaker team. BHVR can’t fix player experience levels — they can only adjust killer kits.
That’s why, when they nerf killers that excel at slugging, they should also buff the weaker ones to maintain overall balance. Giving survivors even more advantages just pushes players toward a smaller pool of viable killers. Eventually, new players will only pick killers like Michael because they’ll feel the others simply can’t compete.
Again, I agree some killers need buffs. But that's a slow, lengthy process. How long do survivors need to wait for a little help? If they get that help, we'll have a clearer picture of where things stand and more targeted adjustments can follow.
The forum discontent goes in waves. We're in a killer wave right now. We'll be in a survivor when this inevitably gets cancelled or nerfed. What I've noticed, overall, is survivors mostly feeling like beaten dogs that feed other's egos, and killers feeling like persecuted victims who deserve the world. I get it, because I also feel these things occasionally. I'll lose 10 survivor matches in a row, many to cheese tactics, and I'll still ready up yet again even though I feel like crap, because I'm used to being a punching bag. On the flipside, I've been winning a lot as killler lately and I'm starting to feel that nasty entitlement. I played 10 killer matches the other day. Eight were 4ks, one was a 2k, and one a 0k. I had a brief but severe crash out about that 0k that was totally unlike me, despite wining almost all night. Then I sat back and thought, "ah, so this is the problem." Killer is easier to win but it's more stressful, which is why I think the emotional responses from killer players are so much more intense, hence all these I QUITs we're seeing, even over something as minor as pallets. I think most of the survivors who leave will quietly drift away. That's what I've seen with my own friends, who I'm losing rapidly.
I completely disagree about perks though. You shouldn't have to devote your build to someone potentially slugging everyone. If you could see that you're going against an Oni or Twins then it might be different. As killer, I can see if survivors have flashlights and bring Lightborn. Survivors lack that info. And I don't need any particular build as killler just to be allowed to play, or to even have hope.
-
@DarKStaR350z said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022091#Comment_4022091
If they shouldn’t balance around those streamers etc, how can they stop those streaks without nerfing things and hurting the rest of the playerbase though?
As you say it’s a minority that can play to the level to get those streaks, most players aren’t able to do that even with Nurse Blight Ghoul etc.
Streamers have motives. They're not normal players. If a streamer has a 1k win streak with Trapper does that mean he needs a nerf?
They should balance around the multitude of amassed data that they should have and not around any small minority. The streamers are in there, but they're just additional data. The consideration just needs nuance.
For example, if someone who plays with 5 killers has a 50% KR overall with thousands of games, but gets a maintainable 80% with Ghoul, that's a potential red flag. If that trend repeats constantly, it's a big red flag. If a survivor who has a 30% ER overall except when they use botany knowledge they have a 60%, that's an issue if it also shows to be consistent across players. If Nurse players in general get way more kills with aura read, then consider making the aura read inactive during a blink. There has to be some sort of consistent trend, not just a few hundred people performing well that get to decide for everyone else how the game will go. Now, if all the insane win streaks are with Blight and there's a good amount of them, then that is a consistency that needs looking at.
But as it is now, the trend I see is that killers can go on massive win streaks that survivors can't get close to. I can see a mini reflection of that in my own matches. I don't think I've ever gotten a 10 win streak as survivor. Maybe once. Yet I have had multiple 10+ winstreaks as killer just this month and I'm not even a good player.
-
@Blueberry said:
Bro that is wild that they aren’t counted. On killer like 90% of my matches have survivor abandons since it’s basically just a go next faster feature at this point. So nearly all my matches aren’t even be counted lol. This is ridiculous. This makes the stats utterly worthless.
But do your numbers reflect that? I think this is affecting survivor numbers more than killers. I have an 80%+ KR for the month out of 200+ matches. Almost every single match has a DC or abandon. If they weren't counted I'd have like a 50% KR out of like 30 matches or something.
But I agree, they're worthless. Not just worthless, but false data is detrimental to our understanding of anything.
-
Man, this is so bad. We're never going to have anything accurate to reference if survivor players are being gaslit with vanity stats. I have a feeling my mirror killer test isn't going to be nearly so off.
Hatch should count though, as that is extra odd.
-
@Filipino1490 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022273#Comment_4022273
i am not saying that everything is bad but if you look on anyone from youtube they know what they are talking about for example quietkills or JCglitchmaster. what i meant is that if they want to keep buffing survivors then they should do the same thing for killers they are getting nothing
I don't care what streamers who treat the game like a job think.
-
Doing gens is a problem. Meta perks are a problem. Healing is a problem. Pallets are a problem. Utterly useless items like maps, keys, and fog vials are a problem.
And you want basekit aura read just because?
Sounds fair.
-
@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022164#Comment_4022164
Is that some rule that killer must give you hatch )ecluding survivor rule book) or its your entitlement for the other side (killer)?
Giving hatch depends on players decision and its his personal choice, i dont give that much hatch from point where closing it gives survivor 2 gates to escape from and its whole rng you either can patrol or see at both of them or gate spawns on maps like larrys, some rpd variation are almost imposible to defend with most of killers exept like singularity and other few.
Slugging for mori wasnt before that change but there was more global slugging the whole teams being downed and without unbreakable they couldnt do anything than just dc or wait to bleed out or for the killer to find them and finish them which now isnt the case, bleeding out takes like 4 minutes and now you can get up with multiple perks, have more healing perks that help with that and now there will be basekit bt which will take like 120 seconds but some bar will be progressing and when its full you will be able to fully recover for the rest of the match alone so thats what 32 seconds basekit without any perk like unbreakable its like 22 seconds or exponential, no mither so sluging wont be a problem from that change and even than survivor when is downed two times and he rocovered on the ground fully to that 95% recover bar he can abandon (which will be now easier when patch 9.3.0 hits live because I think you can recover automaticaly when you crawl unlike now in live where you recover auto but you cant do it when you crawl which is more fair) and than hiding for 2+ minutes isnt big deal on most maps against killers that dont have any info powers or perks that could reveal your location so if you truly want that hatch you can get it more often than before.
I give hatch only to players I choose and no to sabbo,flashlight squads that want to bully me or sweaty teams, swf or toxic survivors that are bodyblocking me or forcing ds on me and other annoying bs things and its my choice. I dont give hatch to those that wont surrender their item why because its something for something I wont give hatch because that survivor has blue eyes you have to earn it and its my choice same as for survivor to give me kill when I didnt do well and it would be 0 kills but they want to give me that 1k because I didnt play bad and didnt do tunneling or other annoying tactics.
Downvoted as you want because its whole point hatch is option for last survivor and its not guarantee its rng factor and killer is not entitled to give you hatch or kill third survivor fast to give you chance for hatch, he can do some challange both his personal or achives, he can do adept for achivement, he can know where the last survivor is because he saw him or have some info from his power/perks about his location or he doesnt feel he wants to play for hatch and wants to 4k its his choices and its not toxic behavior as tbaging in gates.
Hate it or not these are just facts.
Wow that's a lot of words when I said nothing about being entitled to hatch.
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022164#Comment_4022164
Gifting hatch is a sign of mercy or respect. Maybe killers ran out of mercy or had one too many lights in their face to feel any respect towards survivors.
For me, I'm not giving hatch unless I think your team was dog water and you personally got screwed over by their actions. How you played during the match will only grant you a quick hook or a mori animation, not hatch.
You and the killer are owe nothing. Not a hook and not the hatch. If a killer doesn't give hatch, that's because they are playing the game.
I don't think evey killer suddenly got mad about flashlights at this particular moment in the game's history. I didn't say anyone was entitled to the hatch, I said there was a noticeable shift away from mercy that directly correlated with the finisher mori's release.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022147#Comment_4022147
The deadbydaylight.com one is specifically for Dead by Daylight advertising. Anyone can sign up for it on the site, even if they don't own the game. A BHVR account encompasses their entire library (so not just Dead by Daylight) and allows you to connect your games and platforms, get cross game rewards, Twitch drops, etc. So it's more personal, hence why they'd be sending freebies, like the charm, to those with BHVR accounts.
If you log into your BHVR account, click the lines in the upper right corner, and go down to Communication Preferences, that's where the boxes need to be checked so you get the emails. I think that's the distinction (for future reference) between the two newsletters.
This explains it well. I actually had no idea I was signed up for this. I saw the thing about the charm here, went to sign up, and then found the email already in my inbox. I guess because I signed up for the stats and didn't even notice I'd subscribed.
-
@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022159#Comment_4022159
people do start new to the game at some point so yes a baby killer v baby survivor would be evenly matched but 1 could still do nothing and win off the back of the team.
why be a good player when i can be a smart player? i could master the art of looping and become untouchable or i could play stealthy….personally i have fun being stealthy. maybe this is the issue people have? they want to play "good" whatever that means amd neglecting their brains.
with the ghost face solution my way means the shack guy gets a heads up to run while i finish my gen…. your way you stop what your doing to let the guy know. switch it to pig or myers, same situation but you cant knock him out of power what would you do? how would you intervene without comms?
i have played killer and know the 2 v 1 situation very well and trust me when you ignore the injured one to look for the healthy one, the injured one will get on gens eventually because they dont want to be stuck in a match being ignored by the killer. most of the time they will throw themselves at the killer to go next. i would be careful what you say regarding "picking them up so they cant die". especially if they do try to do gens and your repeatedly downing them stopping them from dying. that is promoting unsportsmanlike gameplay and can be warned or banned for admitting something like that. i know from experience regarding that exact same thing. same with offering hatch to the survivor that helps you find the other player…. just saying careful what you say in the forums lol.
people are frowning on this because it is whats happening in dbd 2025, has been for years
I don't know why you think hiding is smart. It's neither smart nor stupid, it just is. Good macro is smart. Seeing the match as a whole, like you're looking down at it from above, is smart. What hiding isn't is beneficial to a team as a whole if everyone else is on death hook and you have no hooks.
I'm not downing anyone repeatedly and tormenting them with repeated slugging. I'm not in here preaching empathy and then being a total jerk. That's about as out-of-character of a thing as I could say. I let people be or give them second chances if I see their teammate isn't being active—and that same teammate is one who has been consistently absent all match—because I dispise that behavior. The hiding locations are usually pretty predictable (main, edgemap, basement, shack) so I'll find them eventually. If there's three or four gens left the other can go ahead and do one or two. It's not going to change the outcome, and it lets me keep track of where they are. I also didn't say they help me (though that would be unsportsmanlike on their part. "Working with the killer" is the phrasing on the report.) I just choose my targets. If anyone gets a chance for the hatch, it'll be the active teammate. If anyone gets out, I want it to be the person I think deserves it most, and that's the person who stayed on gens and didn't hide even when they knew it was hopeless.
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022119#Comment_4022119
and that was the complaint for years and it wasn't just a one two thread thing.
@THE_Crazy_Hyena no, the amount hasn't changed only what happens after the last survivor is down changed. Players that slugged for the 4K now mori you. That's all that changed. People who didn't slug for the 4K before didn't suddenly value time less to simply watch a mori animation.
I used to be gifted hatch waaayyyyyy more before the finisher mori. Mercy damn near disappeared when it came into play. It's only sorta come back a little now, but not much. Having that period at the end of the match has changed a lot about this game.
-
@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022142#Comment_4022142
im not saying griefing happens to me specifically, but it can and has happened to other people in my matches and like hell im going to allow a griefer to effect me because they want to bully someone else…im not getting caught in that crossfire. And with the cheating thats going recently with hackers….these hackers would be boosting team mates scores if its team based even if the rest of the team isnt hacking. These things shouldnt happen but fact is they do. so when…not if but when they do happen they shouldnt effect other innocent people. if its team scoring not individual it might make me play more as a team it might have the opposite effect. i mean why bother trying if i can let my team mates do the work? i could do nothing, let them do gens and chases and if they are good enough i take the benefits for doing nothing. But scoring people as a team will never work because we are not a team if we all have our own goals such as escape via hatch and 1 going for adept and 1 doing totems…thats not a team thats individuals with individual goals. At best soloq players are 4 individuals with a common goal. it is sounding more and more like you play mostly SWF.
Yes if 3 people go down that fast then they misplayed badly. they probably werent stealthy enough or dont do so good with loops or they unhook too soon or tried to do saves and failed, there are so many common mistakes people do which leads to them all getting downed. you think the 1 person doing gens should stop doing gens and take aggro for the lousy players that cant last 5 seconds in a chase? 4 people can "rat" the whole match if they know how to play stealthy, its rare but i have a few matches where this has been the case….the result usually leads to a couple of gens being done before the killer has chased anyone and they often DC.
bleed out is only 4min, so if it takes you 30min to find me in a match then you would need to flat out ignore the injured survivor so they could do gens because if you down them you got 4min to find me not 30min.
no one said anything about telling randoms how to play, they could make that decision on their own. but im willing to bed if i said "dwight, killer heading your way" they wouldnt go "im not doing what you tell me to do" lol if they do then thats on them but my guess would be they would move.
Now you have just proven how effective SWF with comms can be…solo solution is follow ghost face to snap him out of his power. that means i have to stop what im doing on the gen to accomplish something comms could do in a fraction of the time and wouldnt need to stop the gen. Throw in dead mans switch and that gen could be blocked. See how effective comms can be v solo ways of accomplishing the same goal? By all means SWF teams can have fun and a laugh and not use comms like seal teams but they dont have to because 1 little comment via comms goes a long way and can often mean the killer has a harder time.
How we have fun can differ and it isnt wrong having fun winning or having fun joking around with friends. which is why im happy with how things are, people can meme all they want i still play to win and accomplish that goal with enough success that i still find the game fun. Which is why i wont tell anyone how to play the game because i play my way. i wont tell a killer "dont tunnel, your ruining my fun" i wont tell a killer "stop memeing and chase me", i wont say to a survivor on my team "stop doing whatever it is your doing that means the killer is downing you in seconds", i wont even tell SWF not to use comms" or "dont do gens, meme around with me". However, my attitude does change when im told how to play the game and told stop tunneling, stop being stealthy….then i fire back with stop doing what your doing and play how i want you to play to prove a point.
Cheating has nothing to do with anything. I've landed cheaters on my survivor teams. They're already boosting even random teams when they happen, unless you stay and let the killer kill you. There's nothing you can do about cheaters and nothing in the game should revolve around their existence either.
i mean why bother trying if i can let my team mates do the work?
If one person is completly inactive and the killer isnt a baby then you're not going to win. This would only work with horribly unbalanced matchmaking. The killler role is too strong for someone to just AFK.
At best soloq players are 4 individuals with a common goal. it is sounding more and more like you play mostly SWF.
And that's the problem, because the really good players aren't like this. You're not going to find a skilled survivor who's used to going up against 10k hour Blights in a locker.
I've played about 50/50, but even so, it's often in duos or trios. There's usually at least one random in the lobby. Some are fantastic and are clearly accustomed to team playing. Some are utterly useless. The quality difference is easy to spot.
solo solution is follow ghost face to snap him out of his power
No, it's the solution in both cases. It's logical, if the gen in shack is nearly done, for the one person outside to take his attention away. The only difference is the person on comms would announce what they're doing. But the outcome is the same.
Yes if 3 people go down that fast then they misplayed badly
I didn't say three people going down at once. I said tunneled. Totally different things. A killer can hard tunnel someone out at 5 gens because their teammate just unhooked them in the killer's face and ran away, doing nothing to help their teammate. That misplay is on the person who did the unhook.
bleed out is only 4min, so if it takes you 30min to find me in a match then you would need to flat out ignore the injured survivor so they could do gens because if you down them you got 4min to find me not 30min.
Sometimes there are two hiders in a hopleleas match. That has taken me to the 30 minute mark. If multiple gens are left, I'll look for the uninjured person. As long as one stays injured, that one is easy to find. They're already jittery and chasing them off gens ia easy. You can also pick someone up and get them back on their feet so they don't die. They're generally not fans of being left to die so they aren't going to cause problems, especially since finding the rat means I'll give them hatch. Most people figure that out. Rats are not beloved.
no one said anything about telling randoms how to play, they could make that decision on their own
It's what will happen. Too many personalities will be in play, and someone will try to take the lead and tell other people what they're doing wrong. They'll get frustrated, they'll get nasty, they'll get accusatory. Even friends get frustrated with each other. You think strangers with no reason to be nice will be fine?
No one can really tell anyone how to play. The game tells you how to play. So if tunneling becomes harder, you're not being told you can't do it, you're being told you shouldn't because it's lost value. Same with the game reducing stealth more and more. There's a reason you see most people frowning on this in your convos. It's not what's going on in 2025 DbD.
-
@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022106#Comment_4022106
ok so a troll being someone that tried to sabotage the match for survivors like body blocking…. as soloq is it fair that 1 person body blocking 1 other person being chased then means the 2 other people that are doing gens get effected by this? currently if a troll decides to body block a looper then me and the other team player on gens are not effected as much because we have our own scores, our own escapes to work towards. But score it as a whole team and that 1 act ruins the score the whole team.
if the killer is getting 3k via tunneling then thats because the other 3 players misplayed by 1. not being stealthy enough and 2. not being good enough at looping. This being the case, yes killer won with tunneling which COULD have been countered if the survivors didnt misplay. survivors didnt counter it so the killer rightfully gets the win. sounds reasonable to me.
the hatch remains a viable option for people that can stealth…killers slug in my matches too. i heal when i know the killer isnt around, they usually go down again because they are injured so easy to find but it means i get on a gen while killer is chasing the injured player….this works towards opening the gate and resets the afk crows incase i need to sneak around a bit more. if killer camps thr slug i can do a totem or open chests to buy time. when they eventually bleed out or get hooked then its hatch time. i many saved clips, i think i uploaded one to youtube recently where blight downed the 3rd survivor, hooked and waited by the shack knowing exactly what i was going to do. i timed it, ran and got hatch with split second timing.
regarding SWF, you almost see what i mean…. you say solo is more bad play which is true. bad play which would be corrected with comms causing good play. with ghost face scenario the killer could have moved behind a rock a wall meaning i cant snap him out of power. ok change it so all survivors are playing the correct way, all spread out on gens, just seen ghost face or pig or myers heading to a survivor on a gen, i still cant let that player know killer is heading their way. now this casual mention via comms would make a huge difference. im not talking about seal team precision and constant call outs like pros, im talking about casual "hey killer heading your way" during the chilled out having a laugh vibe. How can you not see how that would effect things? with the ghost face comment suggesting the onus would be on me to cancel his power says your trying to make excuses to prove that comms wouldnt benefit the situation when it clearly would.
Okay, you mean intentional griefing. I can give you three total examples of this happening in my survivor matches, and one was in a 3man, so SWF didn't save us from the one random teaming up with the killer. One was a solo match where a 3man threw the match to bully me specifically. The third was probably also a 3man, and I think its just because the match was hopeless and they wanted to take me down with them, so they unhooked me in the killer's face and body blocked me. That's three total examples. A few others from my killer matches, but in those cases, I let the innocent parties leave. Unwarranted griefing is not acceptable. But, for the most part, true griefing with no good reason is rare, from what I've seen. If it's happening to you a lot, consider that there might be a reason for that. There'd be far more benefits to turning survivors into a proper team then there would be disadvantages. It would completely flip the feel of soloq into what it's like to be on a 4man who cares about one another's fates.
This being the case, yes killer won with tunneling which COULD have been countered if the survivors didnt misplay
You really think the three people who died from tunneling all misplayed. It couldn't be the rat who threw because they took no aggro? One well-played body block can throw off a tunnel attempt. Four people can't rat the whole match. That's just not how this game works. And it can't possibly be the fault of the Kaneki whi hurled himself across the map the second he heard the unhook.
when they eventually bleed out or get hooked then its hatch time
Ah, you're waiting out the bleedout. Christ, that's boring. I'm not cleansing totems and hiding in lockers for four minutes. This would also never fly in my killer matches. I don't care if it takes 30 minutes, if people are hiding, I'll find them. There are only so many lockers and bushes.
bad play which would be corrected with comms causing good play
Hahahaha I can't tell if this is naively optimistic or intentionally deceptive, but I'm leaning toward the latter. Imagine the mini leaders trying to tell randos what to do and what they're doing wrong while using callouts and terminology some 100 hour newb has never heard. I'm sure that'll go well. Not to mention what will happen when there's just two rats slinking around the map remaining. In-game tips and a better tutorial would be infinitely more helpful than fighting and nastiness. Comms can come if the wincon changes. As it is now, with people like you not caring about the team aspect of the game, they simply don't make sense. They'll be used to harm one another once the match is clearly lost.
with the ghost face comment suggesting the onus would be on me to cancel his power says your trying to make excuses to prove that comms wouldnt benefit the situation when it clearly would.
Because that's the easy solution without the comms. You follow him and snap him out. It's the good play, but it's not the cowardly one. As things are, the onus (the forum word of the week, along with "handholding") is on you for being the one to see him.
I think I kind of get it now. You're only measurement of fun is winning, even when it's the most skillless, boring journey to get there. That's why you think comms are so valuable. Meanwhile, my measuresmnt of fun is if we get a good joke or a funny clip out of it. Max efficiency is not what most people are doing, but you think it is because that's what you'd do. You're not exaggerating their power, I agree there, but you are exaggerating how often that power is utilized by those actually using them.
-
@ratcoffee said:
Can the mods start enforcing a rule of "don't make a new thread on a topic there's already a thread for, unless your thread adds significant commentary the existing threads don't have and that commentary goes outside of the scope of the initial thread" or something like that?
Not as like a bannable offense or anything, I mean more like how PTB feedback is rolled into a megathread, and when a bunch of people make threads giving their feedback they get merged to the main thread.
I ask because I'm tired of seeing the entire forum filled [figuratively] with posts complaining about killer players not feeling heard (incidentally one PTB after an entire survivor-favoring set of changes got canceled, but i digress) in posts that very easily could have been replies to the one thread about it that got big a couple days ago.
I haven't been a member of another forum for awhile but I recall it being normal to not allow tons of posts about the same things. Like no punishment, they just got deleted or locked with a redirect to the other post. It shouldn't be permissible to try to hijack the narrative by spam posting about the same things over and over.
-
@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022071#Comment_4022071
in some ways i agree the team should be scored as a team… a little unfair that 1 troll can ruin the whole teams score when 3 people are doing ok but thats not the point. its not about what it should be or shouldnt be, its about how it is. and currently we are scored as individuals. if i was the only one to get tunneled out, then i lost but the rest won. my mmr would drop, my escape rate would drop, my BP would be significantly less, my individual rate matters to me as it matters to a lot of people. you might feel ok losing so 3 others can win but i dont go into the match to be the sacrificial lamb so my team can win. if im the solo survivor i won and the killer won…im fine with that.
you wont ever see the side that others see regarding SWF because you simply dont get the matches a lot of others get. Even your way of playing SWF yourself is chilled and dont really make call outs. Yet you repeatedly fail to see the other side which is SWF using comms very effectively and very competitively. im not saying SWF is instant win for survivors like soloq isnt instant loss for survivors. im saying when SWF use comms for call outs they gain an edge, there is no denying it.
perfect example of this which is an average match for me in soloq…..v artist, i was on a gen, 1 in chase 2 others in the distance looking for a hex totem. this is a normal situation. That hex totem is near me but its blocked….i cant tell my team this so they continue to look for it ignoring all gens looking for a Hex totem that they wont find. SWF would be able to call that out so the 2 people looking for the hex could get on gens. This is a normal situation that happens in matches that SWF can handle with ease v soloq. Can these 2 soloq players looking for the hex get on a gen regardless of comms? yes they can, but it doesnt change the fact comms would have an advantage in this situation.
another example…..im on a gen, my whole team is doing another gen in the shack….i can see ghost face sneaking up to them. another common situation in matches. i cant tell them about it as soloq. SWF can, they pre run. This SWF "boogeyman" is a real thing even if you dont see it.
a little unfair that 1 troll can ruin the whole teams score when 3 people are doing ok but thats not the point
No let's visit this. Give me an example of a troll.
you might feel ok losing so 3 others can win but i dont go into the match to be the sacrificial lamb so my team can win
You're missing my primary point. We're talking about whether tunneling can be countered in regards to the killer winning. You can feel however you want about your personal outcome, but if the killler tunnels and gets a 3k they won and they were successful with their tactic and in the generated data that is an example of tunneling being effective and not being countered.
I'm actually really curious who these killers are that you go against. Most surpress hatch with slugging in my matches. I barely remember what the thing looks like at this point.
you wont ever see the side that others see regarding SWF because you simply dont get the matches a lot of others get
Do you think I've never played solo? How do you think I met people? I've played tons of solo, I'm just currently fed up. But when you say this:
im saying when SWF use comms for call outs they gain an edge, there is no denying it.
I think you are, again, missing nuances. II've certainly used it for callouts, but not like some mechanical warrior. Most of the info I gain on comms also comes to me from either using my eyes, using gamesense, or using my perks. Even in SWF, I always run Empathy for info. My whole build is exactly the same in soloq as it is in SWF. It's also a matter of how well those callouts are used, and who your teammates are. I could say, "Killer is at shack/main/little boat/water tower" but I could also say, "Killer is at, uh, that rock, with the tree, and the, ya know, the wood thing" and by the time I've screwed that up the killer is on my teammates. I also miss skill checks because of comms, far more than I do off of them. They are not a golden ticket. The person who is talking matters more than the fact that they are doing so.
i cant tell my team this so they continue to look for it ignoring all gens looking for a Hex totem that they wont find
This is a good example because it's more about a bad play. If the totem isn't one that needs to be cleansed immedialty and the killer was busy, they should have been on gens. The problem with solo is more bad choices than anything else.
In regards to the Ghost Face one, teams clustering around one gen is also dumb unless cranking it is a priority. Idk why good gen spreading is not understod by so many. You saw him though, you could have snapped him out of power. That would have made it so he couldn't mark them anyway. That's likely the exact play we would have made in SWF.