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  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788895#Comment_3788895

    Choosing to do a reportable action (AFKING) seems like a really stupid idea to me. But hey if they'd rather get reported than just leave or play the game they signed up for that's their choice. Hopefully they just end up banned and they can't grief people anymore. If you leave enough to build up the matchmaking penalty you clearly shouldn't be playing the game in the first place.

    No one is going to get banned for afking while they bleed out lol. Some of the people that play this game are so self righteous its hilarious.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788755#Comment_3788755

    Personally I consider a SoH game a dead game.

    Whether you win or not doesn't prove anything, so the outcome of the game means nothing. It's amazing how much more fun DBD is if you ignore MMR as a motivator entirely (especially as you can't see it, so climbing the MMR ladder is completely worthless regardless of SoH or not). I can't stand leavers when I play survivor, so I don't tolerate then as a killer either. Game is just as ruined regardless of which solide you're on.

    If I did something a little nasty to make a SoH a little understandable (such as stumbled upon a survivor doing their head trap on a Jigsaw box and taking another hook), I will likely just sacrifice them.

    If however someone tries to SoH but gets saved by a player preventing it, or starts spamming lockers/pallet vaults just cause I'm playing Spirit, or Pig, or Skull Merchant (especially the way I play them), I slug them on the floor and keep slugging them on the floor until they DC or bleedout.

    In either case, I play out as normal going for max hooks, and anyone who wants to quit I will let quit, but anyone else who plays on I will give hatch/let repair gens and escape.

    What is the point of that? If they dont want to play and their DC penalty is already too high they will just go AFK. Your "punishment" is not going to change anyone and make them suddenly realize how wrong they are, in fact it will probably do the opposite and just make them feel more justified and more likely to throw future games.

  • @GonnaBlameTheMovies said:

    I think they just need to pull the game from Epic entirely. They can't quash the cheater problem as long as Epic is able to free-gamepass the game.

    I'm sorry Epic Gamers but maybe they can give you a free version on Steam to compensate?

    I got the game free on Epic and I would not accept a Steam version in exchange sorry. Luckily Bhvr. is not stupid enough to entertain such a ridiculous suggestion. You guys that complain about cheaters try playing hunt: showdown for a bit. Dbd will then seem like an oasis in comparison.

  • @LatexT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788603#Comment_3788603

    You can buff multiple things at once. Just because some killers are in need of a rework, it doesn't mean some others can't be slightly buffed as well

    Doesn't Vecna have one of the highest kill rates in the game though? I remember hearing that unless it is not true anymore.

  • Why would you buff Vecna, one of the stronger killers, before, I dunno, Freddy or something?

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787222#Comment_3787222

    if a killer is bad because they use a "low effort" strategy that doesn't work on skilled survivor players, but work on you, you know what that means?

    And let's not start a whole story about game literally, and i mean literally being balanced around survivors, why else would we have increased hook timers brought with Dracula patch? why have hook grabs been removed? Why was anti-facecamp mechanic implemented (and people are forcing BHVR to make it counter any kind of camping)?

    How can this game possibly be balanced around bad killers when we can literally see which direction it's going towards?

    I would say its probably because Bhvr. realized they went a bit too far one way and are trying to balance it out again. And I have no idea what you are talking about "low-effort strategy" are you replying to the wrong comment?

  • I dunno watch mr tatorhead video on youtube about it.

  • @I_Cant_Loop said:

    Can the devs please address this at some point? At least tell us whether or not there are any plans to ever address the problem of survivors hiding and refusing to touch gens. Yes I know these players can be reported, but that obviously has not done anything to deter people from doing it because I still see it happen frequently in my matches (just had another occurrence of this today). It really should not be difficult or time-consuming at all to put some sort of mechanic in the game to prevent/discourage this and it would be a huge quality of life improvement for killer players.

    I have seen mods in this very forum say hiding at the end of the game is not reportable, so it seems there is some mixed messaging on that. It seems kind of weird for that to be reportable anyway because new players would break that rule all the time without knowing. I cant imagine someone actually being banned for hiding to prevent being killed in a game where that is the goal. If 2 survivors are left the best chance to escape is wait for the other one to die and get hatch. So essentially you want to force the survivors to do an action they know will cause them to lose. I thought everyone says "play how you want, camp, tunnel, slug, you're not responsible for anyone else's fun." But its different when its the survivor playing in an annoying way I guess, hmmm. I mean it seems sort of like a skill issue to me if you cant find the hiding survivors within 45 minutes or whatever.

  • @RpTheHotrod said:

    Hard to tell if you're being sarcastic, but almost every patch has been killer nerfs. For example, THIS very patch, +10 seconds on hook timers AND and increased range of the anti-face camp range which essentially is converting the anti-face camp feature into ALSO being an anti-proxy camping feature. Now you're pretty much guaranteed risk-free to get saves if the killer happens to need to hook near a gen he needs to defend. He either stays to defend the gen which means the survivor gets to auto-free himself, or he has to leave the gen completely undefended and you can risk-free unhook AND have a gen protected from progression.

    Killers are getting kicked in the nuts every patch.

    Well they need to get kicked just a bit more still. However I did not know the hook anti-camp radius was increased and that is a good step. Mainly what we need is to fix some of these maps so that they're not 3/4 deadzones.

  • @GonnaBlameTheMovies said:

    No OP, it does not need a nerf. All it needs is an indication of where an item got dropped. Why aren't Killers allowed to have aura read to help track and therefore chase, but Survivors are allowed it? I don't understand. Either we all should have good aura read or nobody should have it, and I feel like the game will become very stale hide and seek if nobody has it.

    An indication of where the item dropped is technically a nerf though.

  • @HolyDarky said:

    I also feel some performance issues like mini freezes and it does not work so smooth. I've even set my game from high to low quality but it changed nothing. I've never that these issues before.

    I'v had sort of the same thing, random frame drops and stuttering. Not that often but definitely more then before.

  • Wow you're not kidding. I assume you mean you capped the fps in the ingame settings? If you have nvidia try going into the nvidia control panel and in the part where you can change settings for individual games change the max frame rate to 60 (or 120 or whatever) and the "background application max frame rate" to 20. I think that might have fixed the issue for me.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787474#Comment_3787474

    The same way literally every single other multiplayer game does it, you ban people for "feeding" or "throwing" the game.

    • LoL does it
    • DotA does it
    • CS:GO does it
    • Rainbow Six does it
    • Overwatch does it
    • The list goes on.

    Those are all balanced non-asymmetrical games. Completely irrelevant what they do.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787581#Comment_3787581

     I don't see how patch notes can tell you much until you see how the changes manifest in actual games. 

    • slowdown perks nerfs
    • anti 3-gen feature
    • DS buffed
    • several other survivors perks buffed
    • anti-camp feature
    • hug tech removed from Blight
    • Ultimate weapon gutted

    Sure, there were also some buffs for specific killers, or their perks. But I would say recent changes were in favor of survivors overall.

    I mean you can't just list a bunch of changes with no context and say it proves anything. All of those changes don't even make that much difference most of the time except for the ultimate weapon nerf which I don't see how anyone could say was not busted, and the anti 3 gen feature which was obviously needed to keep the game playable for both sides. The anti-camp is essentially useless except for face-camping and everything else you listed were very minor changes. The recent changes Bhvr. have made by ruining maps, and just all the new maps in general being full of dead-zones have resulted in a much bigger change to the actual gameplay.

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780486#Comment_3780486

    Only the active aura read which happens every 30s can be used by the obsession. All other aura reading will still activate the perk even if you are not the obsession.

    I have been playing with this perk for the last 2.5 years now.

    It's useless against stealth killers though so is not a solution in anyway. I think its hilarious that killer mains are still saying Weave doesn't need a nerf or rework when it is now on the roadmap to be nerfed and even Otz has said it needs one.

  • @Ohyakno said:

    Look at the patch notes and honestly say that. Come on.

    I agree with OP that the game has gotten a bit too killer sided lately especially at the lower levels. I don't see how patch notes can tell you much until you see how the changes manifest in actual games. I will say OP I believe (hope) that Bhvr might have realized they have gone a bit too far to the killer side with balance considering they increased the hook timer and looks like they are going to be nerfing some of the more OP "features" such as Weave and Billy.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787371#Comment_3787371

    The "advantage" you receive for having a brighter game is borderline insignificant to people with good eyesight. It is almost exclusively beneficial for people with vision problems, unless you are using a crazy color reshade. So let's just get rid of all of our poor eyesight players because we will stop 1 out of every 10,000 players that uses it in a negative way. Makes sense.

    I dunno man I never used the filters and don't have that much knowledge about them. Seems odd that so many pc players meltdown because they don't want to play the game with the graphics looking the way they are intended when console players are fine. Also like I said when Hunt banned them everyone said they were going to stop playing but it seems that very few actually did.

  • @SkeletonDance said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787411#Comment_3787411

    Highly doubt it, dbd isn't that great to play on controller

    Actually many high level and comp players say controller is superior for playing survivor.

  • Skill expression has gone down for the killer side because BHVR wanted to make the game as easy as possible for newbie killers. On the survivor side the game is probably the hardest it has ever been.

  • It's hilarious seeing the meltdowns in the other forums about his. It reminds me of when Hunt: Showdown banned Reshade. Everyone was raging saying "I'm colorblind", "its too dark it looks bad", and on and on. I will say Reshade was much worse in Hunt as there were ways to use it to explicitly cheat, while in dbd it's more subtle things like making the red stain and scratch marks more noticeable and such. Still I think it is best for the game to have an even playing field as much as possible and I mean we all know most of the people complaining are not colorblind, they just want their slight advantage.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787298#Comment_3787298

    killer is the power role. they are also the singular player for their side which means they naturally have more agency.

    if multiple survivors stack together with an intent to sweat, they'll have just as much control over the match.

    My whole point is Killer has been made into the "power role" a little more than is healthy for the game. I also don't know how to square your statement about survivors sweating together with what you said before about how its good for game to be balanced around it being viable for the killer to play inefficiently.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787256#Comment_3787256

    killers playing inefficient = killers being nice - not camping, tunnelling, slugging, etc.

    survivors playing inefficient = survivors being uncoordinated and not doing the objective at all.

    big difference.

    So basically its up the killer if they want to win or have a fun game for Survivors and the Survivors basically have to do whatever the Killer wants? Wow I'm glad you're not in charge. I will say again though I appreciate your honesty it seems you're saying out loud what many Killer mains actually want but are savvy enough not to say.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787241#Comment_3787241

    good thing you arent in charge, the game has been pretty fun in the last years on both sides for me specifically bc of that balancing

    You literally said that the game is balanced around Killers being inefficient and that's a good thing, but earlier you accused Op of wanting the game balanced around Survivors being inefficient and somehow that's a bad thing. Hmm I wonder if you main Killer or Survivor. Do you understand why this may come off as biased? I mean I do appreciate your honesty though.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787241#Comment_3787241

    good thing you arent in charge, the game has been pretty fun in the last years on both sides for me specifically bc of that balancing

    You literally said that the game is balanced around Killers being inefficient and that's a good thing, but accused OP of wanting the game balanced around Survivors being inefficient and that's a bad thing. Do you understand why this might come off as biased? I mean I do appreciate your honesty at least.

  • @Toystory3Monkey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3787222#Comment_3787222

    Correct. Because the game tries really hard to be playable for killers when killers dont camp, tunnel and slug as hard as they can every game. It still isn't at some point, but it's definitely doing a decent job at it.

    Well if that's true no wonder the game balance is so out of whack. They might as well buff Survivors enough to have a decent chance of winning if the killers camps and tunnels and uses every cheesy tactic since they're going to do it anyway. And that's even more reason why the 60% target is completely ridiculous.

  • @Toystory3Monkey said:

    OP wants the game to be balanced around people playing inefficiently and bad.

    Right now the game is balanced around Killers playing inefficiently and bad. We want it more balanced.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786821#Comment_3786821

    I don't know. I think a lot of PVP games as a whole suffer from having cheap/cheesy strategies pop up often. It's pretty unique that DBD apparently finds it acceptable to have a function where you can abandon the game early without penalty.

    In competitive PVP games, people will always find a way to be obnoxious, and it's the developer's job to mitigate the potential for that to happen. We've had a lot of updates pretty recently that make the most hated strategies less effective. You can't instadown someone off of a hook anymore, you can't AFK in front of a hook with no penalty, and now it'll be harder to camp a Survivor to the next stage after the latest patch.

    I get that there are things that some people find obnoxious, but that shouldn't mean that they get a free pass to abandon their fellow teammates to peril if they encounter (or in some cases, THINK they encounter) something like this.

    The reason that this is a majority Survivor-exclusive problem for the most part is because Killers don't actually have an easy way to go next. It's not that Survivors are more entitled than Killers, it's just they can affect the match easily by quitting the game early.

    I really think suiciding on hook has to go. It's making solo queue extremely frustrating, and there is (rightfully) no killer equivalent of it.

    Again, this should not be done instead of addressing player frustrations. It should be done in tandem. However, sometimes you have to treat the symptoms before you can treat the underlying cause. Especially in cases where the underlying cause doesn't have an easy solution.

    Getting rid of suiciding on hook will just make things worse. Like if they actually changed the game to remove that what do you think the reaction would be? Also most of these "competitive" PVP games dbd is compared to in threads like this are at least somewhat balanced "e-sports" type games. It should be obvious why dbd is in a different category.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786620#Comment_3786620

    I mean, getting banned for abandoning games early is generally standard practice in PVP games. We have that in DBD with the disconnect penalty, you can just sidestep it with hook suicides. I don't think people should be permabanned for ragequitting, but an abandon penalty should be followed.

    People who are burnt out of the game shouldn't be playing it. They're invested because of sunk cost fallacy, and they're only damaging their own mental health. They also tend to ruin games for other people because of their attitude surrounding the game as a whole.

    I'm not suggesting that we crash down on these kinds players with the fury of a thousand suns, but they shouldn't be able to ruin games for others by leaving early.

    Ultimately, removing the ability to tap out early without getting a DC penalty will be a good thing in my opinion. It'll be the push some people need to realise "I'm actually really sick of this game and should stop playing it" instead of throwing themselves at lobbies in the hopes that they'll get a lobby that they remotely find fun.

    If players stop playing because they can't stand actually playing a game to it's completion, then that's a good thing. For them and everyone else. They don't actually want to play the game, but they haven't realised it yet, like you said. It sucks that the game has reached a state that they can't personally tolerate, but that's just how things go sometimes. People change, things change.

    I'm not saying that this should be the angle BHVR take INSTEAD of addressing player frustrations, either. They both need to be done together. The game being less frustrating is a good thing for everyone playing it, but if you can't handle it in it's current state, then please for your own sake and everyone else in the lobby's, pick up another game in the meantime.

    Do you really want Survivors to just stop playing? You want que times as long or longer then they were during 2 v.8? Or maybe you just want to play against bots? Just trying to understand the though process here. I will say it is very noble of you to prioritize other players mental health at the expense of your own ability to play the game.

  • @Ricardo170373 said:

    Kindred and Bond basekit would be a better way to help SoloQ and on SWF these perk dont help. That "BUG" few weeks ago where u completed a gen and 2 gens pop instead 1 was a ghost test to help survivors where killer tuneled with 5 or 4 gens up or if anyone given up. That wasnt a bug, was a ghost test to a future anti tunnel system or give up prematuraly to help the remain survivors.

    This is a great idea. I even think Windows of Opportunity should be basekit. If it makes kill rates go down way too much then buff killers again after that. I'm not sure if that's true about the gen "bug' but I don't think that's a good solution it just makes the game even less balanced and more luck based.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786615#Comment_3786615

    There's plenty of other PVP games with a huge range of content you can potentially face up against. If I immediately ragequit a lobby of Rainbow Six because one of the defenders picked Clash, I'd get laughed at.

    If I suggested being able to open the exit gates at 5 gens because I faced 4 Sprint Bursts as a killer or something, that'd be a ridiculous suggestion. I don't know why the same isn't true vice versa.

    Either way, not knowing which killer you'll face shouldn't be an excuse to allow you to ragequit early without penalty. This just isn't a thing in other games.

    Hook suicides shouldn't be a thing. If you can't take the good matches with the bad matches, then you shouldn't really be playing the game. I think quitting entirely over the odd Skull Merchant match would be a silly thing to do, but you shouldn't be able to be selective about it. You shouldn't really be able to pick and choose what you do or don't play against, that's generally not how PVP games work.

    I mean Rainbow Six is actually balanced at least somewhat like that game is an actual e-sports game. People always use games like that as an example. A better example to compare Dbd to would be a game like Hunt Showdown which while not an asymmetrical game is also completely unbalanced because of all the rng. If you complained in the Hunt Showdown forums about players killing themselves so your lobbies don't have enough players you would be laughed at.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786494#Comment_3786494

    The reason of why the 60% average kill rate is needed and balanced, abridged version: As in DbD…

    • The win conditions for both sides are completely asymmetrical. (MMR win condition to be exact)
    • You can't directly compare skill levels of both sides, as they require completely different sets of skills and game sense.
    • One side is a team of 4 players that can have different skill levels.
    • That side is not even considered a team per win conditions, and each individual player in it will win or lose individually.
    • You have 5 possible match outcomes, which define the wins or losses of 5 different players.

    You can't balance the game as you would in most other similar videogames. That's why then we look at our win conditions, we notice that the common denominator is "kills", so we use an average kill rate as the target balancing point. And look at that, if you do the math it even provides a "sweet spot" that allows us to guarantee an equal chance of winning for both sides (60%, 2.4 survivors killed per match on average, 40% win rate on average) without even having to worry about skill levels, side, character used, or anything else.

    And that's about it. For more info, there are multiple threads filled with discussions about this.

    50% kill rate would be an average of 2 kills per game which is considered a draw. Saying 2.4 kills is preferable is just arbitrary. Plus you can't even know the actual "win" rate (whatever you consider a win for killer) just from the average amount of kills because you don't know how those kills are distributed in individual games. On the point about how the 2 sides cannot be directly compared, I agree. That's why the only way you can tell how "balanced" the game is by examining how players perform in actual games, not by making up fantasy scenarios like everyone likes to do. And its a fact right now that in most, possibly all mmr's the game has become too Killer sided and it is affecting the game in a negative way. Hook suicides and dc's are probably the most visible symptom. I believe if this trend is not reversed and the balance is not shifted back at least slightly it will eventually lead to less survivors playing and increased que times.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786489#Comment_3786489

    You're twisting your words now. That wasn't all you said. The developers never said word for word that "We favor killers." They said "We don't favor one side or the other" You're saying oh they said but didnt say it but said it because oh!!! thats right!! They want 60% killrate.

    Not even close. Its not impossible at all. New players are doing just fine. New killers don't know the maps, don't know the basics, they don't know how to loop with survivors. Thats part of the experience…..

    Well even if they said that you can prove by simple arithmetic that they favor Killer. Like I said I'm not even against that idea necessarily I just think they overdid it a bit. And of course "impossible" is an exaggeration but it is way harder as Survivor that's just a fact. Yes new Killers don't know a lot of things either but the way the game mechanics are now its just way easier to wing it as Killer starting out.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786484#Comment_3786484

    False. 60% Kill rate is intended. The killer is suppose to have the advantage. Its a 4v1. They are working ALONE. They dont have comms. Also the game is called Dead By Daylight. Not Survive By Daylight….

    What is false? I said the 60% kill rate is intended. And I understand the point about the killer needs to be scary blah blah…

    I'm not even against the Killer being more powerful, its just that Bhvr. pushed it a little too far and made the game almost impossible for new players. And the point about coms is a non-sequitur, I don't see the relevance.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786437#Comment_3786437

    The devs have stated time and time again, and I think they are exhausted with saying it, but they don't favor one side.

    Yes they do, they literally say they are favoring Killer shooting for 60% kill rate.

  • @I_CAME said:

    1. You lose more than the killer. One of the best survivors in the world achieved a 65% escape rate FOR HIS TEAM while trying as hard as he could with a specialized build. This is similar to the AVERAGE kill rate. The average killer can literally drool on his keyboard and achieve the same thing that a top tier survivor did. Imagine how ordinary players feel with their 30-40% escape rate. Constant losing leads to frustration with the game.
    2. You get literally no blood points for your time compared to what killers receive. The amount of points survivors get is frankly insulting and definitely isn't encouraging anyone to stay in unfun matches. This had needed a boost for a long time and devs have ignored it. You can't expect people to lose, receive less rewards, and then be happy about it. It's like being shocked when people half ass a minimum wage job.
    3. Busted killers like Nurse and Hillbilly still exist. Horribly unfun ones like Twins and Skull Merchant still exist too.
    4. Bad matchmaking that pairs you with idiots and an insanely sweaty killer in the same game.

    Just want to point out even that escape rate is skewed because he didn't count games where Survivors dc'd. (And possibly even if they killed themselves on hook although I can't remember for sure.)

  • @HexHuntressThighs said:

    I’d just like to point out this game has one of the highest escape rates for survivors besides TCM.

    Jason had a 80%+ kill rate in Friday.

    It’s Dead by Daylight, NOT Alive by Daylight.

    So? Who cares if some dead failed games were even more unbalanced.

  • @Ilikechips said:

    More maps will be made smaller, more survivor perks will be made useless, more killers will get reworks (buffs), more items will be nerfed.

    If you think the game will get better for survivors you would be nieve. You got the HUD update, that should keep survivors happy for the next decade.

    Have to keep that 60%+ killrate for killers going strong.

    When enough Survivors stop playing the game and que times go up enough Bhvr will eventually do something about it.

  • @HexHuntressThighs said:

    I’d just like to point out this game has one of the highest escape rates for survivors besides TCM.

    Jason had a 80%+ kill rate in Friday.

    It’s Dead by Daylight, NOT Alive by Daylight.

    So? Both of those games failed so why would you use them as an example? The fact is the game has gotten too Killer sided. Just because its not quite as imbalanced as other dead games means literally nothing.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786433#Comment_3786433

    I didn't post anything about my escape rate or kill rate, I have my profile open, you are free to check it before starting some strange conversation with made-up information.

    What about game: game no doubt changed. It became really hard for new survivors and entry threshold is really high for both survivors and killers players. It's not bad thing, and never was, because in a game where both sides compete in skill, you don't expect to win a lot without good amount of experience. But somehow people believe that they should escape a lot with only knowledge in their heads is how to run to yellow and proc Lithe.

    We can go far into philosophy, reasoning why this is happening, but I think main reason is skill floor raised up a lot for survivors and many simply don't reach this level. It's good for the game health, since skill based game finally started to ask to have some skill, but bad for majority, since most players don't want to put too much efforts into this game. It's endless question about balancing between "oh party game for majority" and "game where skill matter and rewarded".

    The problem is Killers hardly have to put in any effort compared to Survivors. And I don't know how you can say entry threshold is high for Killers; for new Killers its like shooting fish in a barrel as long as they have a minimum of playing a few hours of video games in their life.

  • @mecca said:

    Unfortunately, that's a side effect of over buffing killer and caring more about making sure killer have a high killrate, ensuring they are a power role over match quality and removing skill expansion from survivors. Whenever you ensure killers win a majority even against competent survivors you can't expect people to take the game seriously anymore.

    Its true they buffed Killers too much because Survivor used to be more powerful, so in trying to balance it they went too far the other way. Killer mains should be careful saying "just don't play the game" because pretty soon they'll be waiting in half hour que times or playing against all bots.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786175#Comment_3786175

    I know what it does. This just feels like weave with even less effort to me.

    3 seconds isn't different than permanent? That's not even mentioning the shorter range and much easier counter-play.

  • @squbax said:

    Absolutelly, some killer players just hate people who play with friends as they believe all swfs are a seal team thats very good at the game. It creates a concept in them that all swfs are unfair.

    However Id argue this is a general feeling to almost every dbd player, survivors also seem to dislike any match thats not an easy win. My teamates give up as soon as the killer is not throwing the game, and from the killer side I personally play without slowdown and If I hit a snipe at the start of the match 50/50 times the survivor will give up on hook or dc.

    So I would agree but more so as a community we have a huge issue of people just wanting easy games overall.

    People give up because Bhvr has messed up the game balance. Bhvr listening to Killer mains too much will destroy the game eventually unless the trend is reversed.

  • I always felt like he's one of the easier Killers to escape from if you actually use the flame turrets. On the other hand I hate going against Trapper even though he's supposedly "weak."

  • @VantablackPharaoh91 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782922#Comment_3782922

    I don't think that will happen. This game gets new Survs all the time and the old guard seem to show no actual signs of slowing.

    BHVR needed to buff Killers infvidually period, but I wouldn't say much has changed in terms of killer getting IVERALL buffs. They don't seem to get those much at all actually, it's a recent development that they do now.

    By the way I am still playing Survivor and will keep doing so because I DON'T want Surv to be too easy and I generally agree with the changes that have happened (and have yes, buffed Killers). The era of just throwing on perks and winning as Surv is over.

    We'll see....

    Now its the killler role you can just throw a couple perks on and win almost of the time. The tables have turned. I personally think the game should be more balanced rather than just saying well one side used to be op so its okay that now the other side is. I actually had to stop playing killer because it has become so easy. If i want a power fantasy like that I'll just play doom eternal or some other single player game.

  • The fact is Bhv just went way too far with buffing killer and nerfing survivor. Hopefully a lot of survivors will just stop playing the game and make que times go up like it was during 2v.8 so they' ll be forced to balance it out a little more.

  • @VantablackPharaoh91 said:

    I still had tunnelling, slugging, humpteching, and bad Killer behavior in 2v8.

    I promise it was always still there, please stop exaggerating like 2v8 was the perfect casual utopia. It had a meta settled in by mid week 2. It had serious flaws that need to be addressed before it's ever considered for permanent as a mode. And it absolutely decimated queue times both sides. There was sweat both sides once both realized who the strongest Killer pairs and strongest roles were. Oh, and the mode was also a bit more Survivor sided than people give credit for, IMHO.

    Please. Just stop trying to gaslight all of us that this mode was perfect in every way with no flaws and that the same stuff that occurred in 1v4 didn't happen in it AT ALL. It did. I saw it. It happened to me and to friends playing with me. Because competitive people don't just stop going hard because they're in the casual mode… they continue to sweat. And they did continue to sweat in 2v8, it was just harder to do it and had to be done differently.

    If you really HAVE to have overpowerered Survivor classes, overly many pallets every five feet, and big as Texas maps to confound the Killers to have fun as Survivor, I think it may be best if you take a break instead. I don't think 2v8 returning is gonna fix it for you, either because… sorry to say… but the sweaty mindset was still there.

    I mean the 2v8 was actually balanced and killers weren't massively overpowered like in the normal mode so even if the killers played sweaty survivors would feel like they have an actual chance to escape. Interesting that you call a slightly more balanced mode " survivor sided" and the survivor classes "overpowered". Killer mains feel entitled to almost always a 3 or 4k. Right now killer in the normal mode is easy difficulty and survivor is hardcore mode. And be careful what you wish for about survivors taking a break because then you'll just get the massively long que times again.

    in 2v8 Comment by doobiedo
  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782671#Comment_3782671

    Except generators and chases are two different parts of the game that have nothing to do with each other. The generator aura equivalent of WoO would be Déjà vu, and nobody is complaining of that perk allowing survivors to see the closest 3 gen aura all the match.

    But I tell you what, I'm totally ok with only showing the aura of generators for a limited time at the start of the match if WoO is reworked in the same way: It shows all the pallets and windows in the map for 20 seconds at the start, and then deactivates. What do you think?

    Okay 7 pallets can be shown only at the start of the match to equal the 7 generators and the rest can be shown like normal.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3766443#Comment_3766443

    Couldn’t we argue the same for seeing all gens on killer side? Except you don’t even need a perk for that. Both provide you important information about limited resources. Being able to see where all the gens are to pick out a 3 gen to defend from the start is the game is a pretty big advantage. And of course makes patrolling much easier. I love being able to zoom from gen to gen with wraith. You could also say being able to see items at the beignning of the match about being able to see more available resources, and you can slap on a franklins or a lightborn to counter them.

    I don’t think nerfs should come to anything I’ve mentioned above because I don’t believe anything is “op/broken”. But windows does have a high pick rate so it will likely see some changes just like all the others, which only makes the pool smaller to pick from.

    This is a really good point and just another argument for why Woo should be basekit. Why do killers get to see where just 7 generators are basekit but survivors can't see literally the ONLY THING that can help them escape the killer in chase. The guy arguing above that Survivors are bad unless they go around memorizing every pallet is just insane. I guess Killers are bad if they can't memorize where just 8 generators are?

  • @solarjin1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782351#Comment_3782351

    i actually like windows even tho i don't use it anymore. i see no problem with the perk at all waa just $hit posting. i never thought windows cost me the game as killer but i do think it very strong.

    It was more directed at general sentiment in these threads then you specifically.

  • @VantablackPharaoh91 said:

    I'm chiming in to say this: If Killers are not allowed to have permanent aura read on anything because "it's too easy, go develop a gamesense", why should Survivors be allowed it? Why on earth do you ACTUALLY need to know exactly where and when to go and what pallets got used/dropped where? You really ARE NOT intended to always know where the Baby Meg used a pallet, not even SWFs know or get that information. Why are we giving SoloQ and newbies a perk that inherently makes them stronger at map knowledge than a SWF instead of asking newer players to simply. Learn. To pay. Attention?

    I 100% believe that part of the reason for Map pallet and vault reduction is because of the overall large use of WoO. We saw in Chaos Shuffle and Lights Out how many people RELY on this perk, and are lost without it. If you are so reliant on a perk you HAVE TO run it, that itself is an issue. It simply is not okay or fair to say that one side can have free info on something with no activation request necessary but not the other.

    Give WoO a range reduction or mild cooldown, or ONLY activate it outside of chase, so that Survivors must learn to plan their routes ahead of time instead of getting a free GPS to every single resource in the game for chase. If it's a learning tool, make it a learning tool. This change will not impact good Survivors or SWF at all, and WILL help newer Survivors better learn to plan ahead.

    Or why not have WoO ONLY show vaults permanently and make another perk for pallets only? That way someone who wants that much free info would have to pick, OR dedicate two slots to it. You know, kind of like Killers have to for their info perks? It really is only fair. No side should have any amount of free, effortless, forever aura read on anything that isn't an objective. Period.

    Like, it's far from the most offensive perk, and I guess it's fine, but it really can be slightly problematic when every other game is somene literally relying on it. I have legit had people DC because I countered WoO with a perk or simple mindgames - not just once, MULTIPLE times. Against an M1 Killer, which WoO is classically thought of as stronger against. It's an issue.

    Who says what is intended or not? You? Why do you get to decide what is "intended"? I don't remember lack of Woo causing issues in Chaos Shuffle, and Lights Out was just Killer sided in every, way you can't pin that on Windows. The fact is the 60% kill rate targets now are largely being met with Windows as the most popular perk so if they nerf it and Kill rates increase then Survivors will have to be buffed in a different way and then Killer mains will whine about that. A perk combo that allows mapwide Wallhacks and makes every item useless and essentially has no counterplay in many situations is broken. Windows is not.

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