kit_mason
kit_mason
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I'm sure this decision was a financial one and that means there is no convincing the BHVR executives that made the decision to reverse it, but that doesn't mean it's not a huge shame. I think moving to Discord and Reddit is a huge downgrade, and I'm sure many of the people I see around here all the time will not be those I see all the time should I decide to peek my head into the Discord.
It's been fun - see y'all around.
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please format your posts in a way that dont make them 789 lines long next time.
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@nikodemo said:
are they moving all that lore content somewhere else?
Unclear? I'm presuming the lore is staying and the challenges are going.
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Yeah I think the reasons you lined out for this change are basically how I feel on the topic. I'd be completely happy with this and it means everyone gets more consistent BP so everyone wins.
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I think your best bet is to make the killers that are REALLY good at hard tunnelling worse at it and make them stronger outside of that hard tunnel if it turns out during playtesting that they need it.
Tunnelling is inevitably the best strategy in the entire game, and there is no changing that. The best way to address it as a pain point is to take the killers that feel like they can ignore a lot of antitunnel and make them have to care about it more in line with the regular members of the roster - and then you can balance that antitunnel easier, too.
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Honestly it's impressive that the AI posts just keep getting worse and worse. Wesker's post describes the power he already has, Henry's implies he's an M1 killer and Myers' creates a really boring uninteractive "hold right click for 5 gens and pray you can catch them out in endgame" that put Myers in his extremely weak state before.
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I mean I'm glad they aren't giving us public-facing MMR.
It would be gamed to do as much as possible whilst still losing mmr or it would be used for toxicity.
That said, I want matchmaking to be tighter - maybe Hens' suggestion of a Strict Matchmaking toggle?
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I main billy and singularity, but ive been doing a challenge for billy where I go p0 → p100 without using perks so there are times he really doesnt feel S tier lmao
I play a lot of other killers too, I honestly jump around the roster a LOT, but those are my top 2 by playtime so theyre the closest i have to "mains"
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109815#Comment_4109815
A seperate ranked queue is needed because of mindset not mmr. Many casual players who are queuing do not go into the match giving it their all. This is what is refreshing about cross off on steam and why there should be a separate queue
If the matchmaking was sufficiently nuanced you wouldnt see casuals that dont want to win because they'd be filtered down into lower brackets than the average cross off user.
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He'd probably pair too well with Spirit and Oni to be added.
Like Legion, but on a killer that can easily get the down too.
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Of all the killers I think need prioritising for changes, Chucky isn't one of them. He's in a good spot rn.
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@cammoking123 said:
My opinion? Stop trying to force people to play games when they clearly aren't having fun. Don't force a killer to play with a bully squad. Don't force a survivor to play with a killer tunneling and slugging at 5 gens. Anti-quit was supposed to make the game "better", but in reality all it does is make people miserable.
Singleplayer titles are available if you don’t like the multiplayer part of a multiplayer game.
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BHVR confirmed in their last stream that their upcoming MMR changes are calculating off games currently being played but are not affecting matchmaking.
As it stands, the game basically just throws whoever with whoever. Hopefully soon that changes.
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I wouldn't be against them taking the Devotion system from levels and letting you do that to your prestige on a button. Go back to Prestige 1 and P100 all over again. It's literally just number go up gameplay, but it's something for onetricks to work on.
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I hope at some point BHVR takes an extremely focused shot at both gen and gate stall on hux - I think when he's not holding a 3 gen or camping both gates at the same time he's much more vsable, albeit I'm a tad biased as an old hux main.
EMP range buffs and an addon pass to attack his pain points would be my suggestion.
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@Yamalive said:
Or you reconsider your own stance on how much of free rewards is really fine. People here are super greedy when it comes to free rewards. Literally nothing is enough, no matter the reasonable point of view. The only argument yo have is "it wasnt like this before". And thats such a poor thing to say. Every 2 levels a guaranteed cake was more than enough to save hundreds or thousands of them from this event for a later time. The stance from bhvr on this is totally fine. Youre not supposed to save more than you can use, but thats what people are greeding for, mindlessly.
There are people that dont play nearly as much as I do that deserve to have enough cakes to last the rest of the year too. Why are the cakes being balanced around the players that already play a LOT?
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It's not been added for various reasons:
- Queue times of splitting the queues into potentially three modes (Ranked, Casual, Event) but even two is a stretch at the best of times
- Balancing (the game is very optimisable with good builds and, where relevant, comms, which makes a balanced mode difficult)
- Optimised DBD being something a lot of players signal they don't like (take even a glance at socials about DBD and you'll see lots of people communicate their problems with genrushing, tunnelling and slugging - all optimal strats that would be seen constantly in a Ranked queue)
- Difficult to define win conditions (anyone with a passing understanding of the MMR system in this game knows that its a total mess. How do you define a win or a loss when you can carry and still die, or play really well but not kill anyone?)
A combination of these issues, and more I'm sure I haven't considered, are probably why BHVR hasn't pursued the idea to release.
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You highlighted the issue with your suggestion with your own examples.
The benefit of Lethal and Eyes are their synergy, not their standalone power.
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I think it's a messy way to repackage the Haste limitations that we were initially going to get. So often my friends will have to constantly ask me questions about how Diminishing Returns even works and what counts and what doesn't and what counts in what way, it's clearly extremely confusing to most people.
I would've preferred preset Haste limitations, where multiple sources of haste can't add together past a certain number. It's clear that Haste was what was intended to be altered, and I think using a flat limit is infinitely easier to understand for most players.
Besides, the way charges/second calculations work gives most things in this game diminishing returns anyway (as an example: without DR 100% healing bonus saves 8 seconds, 200% saves 10.6 seconds, making stacking past 100% much less valuable).
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I said this during the PTB feedback - if it's so easy to maintain (which it is, you get the haste for twice the omnipresent cooldown) why have it at all? There's no skill expression there, it's just making a 110 killer 115 at all times.
I think a reduced duration is probably a good compromise, given I guarantee removing it entirely would be hated by most players, despite me thinking he'd be absolutely fine without it from my play sessions.
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i think atvl it needs to be reverted. honestly im not even sure why it was buffed in the first place. its a very solid perk
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so… you could afk a gen and then mid-chase give your teammate a second opportunity to pop deliverance?
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Agreed, I'd love to get at least one complex killer per year. They don't have to be super often but as a P100 Singularity I miss getting killers of that level of complexity to unpack and master.
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Pope was right. It's wild that now BHVR is being admonished for teasing a release.
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…which vecna? at no point does this post explain enough about what makes the killer OP that it specifies which of the two vecnas you're talking about.
i could make an educated guess but i imagine bhvr's devs won't want to.
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The benefit of it is that theres zero time investment for using it. You should be shoving survivors off gens anyway and TBTC lets you also get regression going without Ruin or a kick, meaning you lose no distance.
The perk just blatantly doesn't need the buffs you listed, for that reason.
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if youre going to use chatgpt and alts to make four posts about the same character within 10 minutes, could you at least make it slightly less obvious that thats what youre doing?
@plsyoshikagekira said:
Killer Queen had touched this post.
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DLC has nothing to do with it. Meg Thomas is free. Kindred / Sprint Burst / Quick & Quiet / Adrenaline is an excellent build that barely even costs bloodpoints.
The game is broadly killer sided at the extreme low end and survivor sided at the extreme high end, but most of us - if not nearly all of us play in that middle ground.
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I'd be content with a toggle. Leave them on by default for new players, sure, but let us toggle them off if we'd like. Because I agree, they're annoying.
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i dont like ace because of his smile lmao
shoutout to all the ace enjoyers out there im sure you love your silent man but couldnt be me
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@Balrog said:
Please leave your feedback for 9.5.0's perk wording updates here. Thank you!
hopefully yall are still taking additions to this post to heart? bc im cracking my knuckles as i go through this - killer perks only becuase this took ages and honestly idk if i'll want to do this with how many more perks survivors have lmao
General Formatting
Move the Cooldown of a perk to its own line. The fact that its just appended to the end of whatever the perk already does is a little jarring to read.
Use the word "becomes" rather than "is" or "are" on cause-and-effect perks. This includes Help Wanted ("becomes Compromised" instead of "is compromised"; Machine Learning already uses this wording) and some Hexes (such as Face The Darkness or the blocking effect of Pentimento). This is especially important on Hexes, I feel, as it usually pertains to "Cursed" - a condition imparted on Survivors that interacts with perks like Soul Guard.
Whilst on the topic, replace "is Hexed" with "becomes Cursed". Again, Cursed is the status effect being imparted, and the perk should reflect that. Additionally, Hexes should specify that they are applying Cursed to survivors subject to their effects somehow.
Even further on the topic of Hexes, the perk descriptions should explain how Hexes work. Currently it is not detailed that they can be cleansed, even. As such, add "a Dull Totem ignites and becomes a Hex Totem, activating this perk." to the first line of hex perks and "If the associated Hex Totem is Cleansed or Blessed, this perk deactivates." to the end of hex perks (including "for the rest of the trial" where applicable). This explains how they work without a new player needing to trial-by-fire an entire category of perks without explanation. An explanation was included in old perk descriptions, so I don't see why it would be excluded now.
All perks that use "you are alerted" should specify the kind of alert it's going to give you - almost always this seems to be the new wording for a Loud Noise Notification, but some perks do other things - Call of Brine changes the aura color of the generator if memory serves, for example.
Scourge Hooks should specify that the 4 Scourge Hooks granted at the start of the trial are to a maximum of four, as adding additional Scourge Hook perks does not increase the amount of Scourge Hooks created (outside of Monstrous Shrine and Jagged Compass, for which adding the word "additionally" to their extra scourge hook creaction effects would make clear it is an exception).
Specific Perks
Change the wording of Bamboozle to clarify "Only 1 Window can be blocked at a time from this perk." The wording implies that the effect does not work when paired with other window blocking effects, when it in fact does.
Change the wording of Beast of Prey to clarify "Whenever you gain Bloodlust Level I", as the Undetectable duration is not refreshed upon gaining Bloodlust Level 2 or 3.
Change the wording of Eruption significantly. The wording changes are clumsy in places and worse yet leaves unclear if marking a gen with eruption persists between downs (which it of course doesn't).
Elaborate on Hex: No One Escapes Death to properly reflect the activation condition for the aura reveal part of the perk - the aura is only shown after survivors can tell they have been Exposed, so the description should reflect that.
Merciless Storm and No Quarter should specify how the Skill Checks are special. The old description utilized "a continuous stream of Skill Checks" which I think works well, but you could still say they're "Special Skill Checks" if you want to set them apart from the normal good+great skill checks we have normally.
Surveillance should specify that the Aura granted from a gen no longer regressing is of a unique color, as you can, by default, see the Auras of Generators as Killer.
Terminus would read better if its deactivation condition read as "This ends 45 seconds after an exit gate is opened."
Unrelenting should specify that "missing" does not include a basic attack colliding with anything. How you would word this I don't know, but given the perk's effects don't apply in that case even though you didn't hit a survivor, it's still important to specify.
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071711#Comment_4071711
Anyone who would want fairer games would actually play ranked atm.
For a while, perhaps, but optimized DBD isn't really that fun. Killer hard tunnels every game whilst 3/4 of the lobby slams midmap gens and leaves the one to die every time? It would get old very fast, I'd wager.
Even Comp Players, that seek optimization beyond all else still limit what both sides are capable of in the name of a more entertaining experience, to watch and to play.
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Ignore them first time I see them, kill them if they're still giving up the second time I see them. I think that's a good balance of giving them an opportunity to lock back in whilst not making them stick around in a game they clearly don't want to be in.
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The HEALTHIEST meta in DBD is where killer regression perks are the strongest and where survivor's chase perks are the strongest.
Anyone that remembers Genkick knows that's not true. Eruption CoB meta was beyond exhausting to play in and it wasn't even around for that long.
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I've done this a fair bit - I find games like this weirdly relaxing? Something about not taking the game too seriously even if I still would like to win. I've even managed a win on Spirit this way which was a lot harder than I thought it would be.
Only challenge left would be nurse. I dont know what I'd even do to be able to get a win in those conditiions…
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It's just players begging for attention. Pay them no mind and take pride in the wins you earn whilst playing with a hand tied behind your back.
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There's an entire continent with no dedicated server. Even highly populated regions don't have servers - Middle Eastern players have been rightfully begging for a dedicated server for a good long whiile now, for example.
The fix needs to be to make ping less impactful on gameplay where possible, not relegating ppl in Africa or the Middle East or anywhere far from their dedicated server to a second queue, additionally worsening queue times for all players, good ping or no.
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its literally not out yet. can we at least wait until we have the ability to see the details of how itll work in full before we doompost about how the new feature would destroy dbd?
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Point systems have been offered up before, as you presumed. And the problem with them is fairly simple - it doesn't really address the issues they're aiming to solve.
The two metas - Second Chance for Survivor and Slowdown for Killer, exist for a reason - and even were you to force them to be used less in builds by assigning high point values to meta perks, they would still be meta. What would form, as the dust settles from the addition of a point system, would be a new meta - the strongest you can cobble together.
In all likelihood, there'd be a few perks that fell through the cracks - high value but low pick rate perks like Conviction (47th by pick rate on nightlight) or Secret Project (44th by pick rate on nightlight) that would see incredibly high usage rates until BHVR steps in and takes everyone's toys away by making the new meta all 5-point perks. The meta would be different, but it wouldn't be… less meta - you wouldn't see more build variety, just a revolving door of perks that are the best one side or the other can scrounge up.
Additionally, there's two other pieces of fallout to address. Firstly, people would have to put down builds they like because they're too good. Presuming that this new point system is somewhat analagous to pick rates, a LOT of people are going to have to put down windows and their exhaustion of choice, because both perks would end up at 4/5 points. Synergistic perks become more restrictive as their added point totals have to be accounted for, so perks like Eruption that generate more value when paired with other, similar perks struggle to fit into builds that simply lack the points to go around. This is going to seed resentment towards the system, as people feel like the system isn't adding opportunities for variety but instead taking them away.
And secondly, like I said earlier - people would feel like BHVR's taking their toys away. Say Conviction released, and was a 3 point perk "because it has a downside!" But then we get our hands on it, andlike we did with Conviction, very quickly realize that the downside is super easy to work around. BHVR panics, and in the next balance patch makes Conviction a 5 point perk becuase it's way easier and faster than nerfing it. People will take that as BHVR enforcing a no fun allowed policy - "they don't need to balance the game because they can just make every good perk so expensive that you can't use it anyway" or something like that.
The theory behind a point system is sound - perks don't carry equal weight, so a system to reflect that sounds amazing - but it runs into a LOT of issues when you put it into practice.
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You could implement separate balance adjustments for killers that over-perform in low-MMR
Seperate balance adjustments for the queues is a new one, so I'll just focus on that. Most simply, it'd double the workload for a team that's already stretched too thin as is. I'd prefer the team to focus on the issues with the game as it is right now, not introducing effectively a second game to focus on as well.
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I'll say what I was saying last year: The spawn logic for blood pumps is not fit for purpose. So often you will lose games to RNG, as your pumps are simply not close enough to anything to matter.
Add onto that that both sides forget we're supposed to be earning 500% BP bonus instead of trying to 4k5/4e 0 hooks and the event is kind of falling apart at the seams.
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@Elan said:
Déja Vu - 3 % (was 6 %)
Resilience - remove repair speed
Hyperfocus - decrease bonus to 10 % (was 30 %)
Prove thyself - decrease repair speed bonus to 5 % (was 10 %)
Fast track - grants 1 token per hook, token grants 1 % perma progress chunked
Bardic - decrease bonus to 0, 0.5, 1 % (was 1, 2, 3 %)
Weaving spiders - decrease progress to 5 % (was 10 %)
Quick gambit - decrease bonus to 2 % (was 5 %)
Specialist - 1 token grants 1 % (was 3 %)
Eleven's, Dustin's and Thalita's perk down to 2 % from 5 %
Weaving is an objective time loss now. 7*5 = 35s vs 60s investment and broken making your chases shorter. There's already very little reason to use this perk and you want it to be even more useless, yes?
Also we're nerfing Friendly Competition?? Specialist? Quick Gambit? We're making it so that bardic has a chance to do literally nothing??
I would've preferred measured, well reasoned changes to namesearching every perk for the word "generator" and nerfing it if it does anything to the gen speed.
In future just advocate for these perks to be removed, that seems to be your intended goal.
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I think he was very boring vs before because he could easily just walk you down, but now that he's 110 LOS denial mid-tile is much easier and it takes much longer for him to catch up on even basic small loops if they deny him knife hits.
He's not the most involved killer to vs - not that that's a problem, necessarily - but this is VASTLY preferred to the previous iteration, in my opinion.
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Honestly, it's very similar counterplay to before but adding in that hes 4.4: Break LOS, prerun and loop tightly. Happy to explain why if needed, but the others in the thread have done a stellar job of lots of those points already.
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Would only serve to reduce survivor variety, I think.
Imagine if, say, something as good as Decisive Strike came out on a future survivor - you'd never see anyone else.
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survivors would just find a new way to BM whilst the perk was popular and then go back to bagging when the pick rates fall off a cliff.
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but how long does a chase need to last for an average survivor to be considered decent for the team?
theres no real clean answer outside of "as long as possible", to be honest - teams vary hugely in efficiency, and its going to vary map to map and even killer to killer.
as long as youre looping away from important gens and making your chases as long as you can, you're doing your job. don't worry too much about a goal number.
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Please delete that god window in the CD store, reduce the amount of god pallets that can spawn at once, and also remove some LOS blockers so that trickster can actually do anything on the map thats meant to be for him.
i think the layout is a little difficult to learn but i'll get used to it, and the map i think can be really good, it just needs tuning a little bit
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Can you link or cross-post these spirit changes in patch notes? This is the second time you've complained about them and yet, from reading both official and collated wiki patch notes, I cannot find a single nerf to Spirit since October 2021, where her phasing was given directional audio.