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littlehoot

littlehoot

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littlehoot
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  • @ImWinston said:

    • The only truly strange "complaint" is the 4-month duration of the rift. Many players complained last rift that they didn't have time to complete it, and here in the forum you'll find a thread with literally HUNDREDS of people upset that they didn't have enough time. So now we have to decide... is 3 months fair or too short? Or is 4 months too long?

    Yes, they didn't have enough time to complete that rift, which actually had a reasonable amount of rewards that people wanted. This current rift is much longer than the previous and has drastically less rewards, and of those fewer rewards, several are either lackluster or bugged in a significant way.

    Four months would be a good amount of time if they had provided us with a rift worth finishing.

  • I'm just adding my two cents here but last night, I took notes on my games as survivor.

    Of twelve total games, I only had one teammate DC mid game, but I had four games with hard tunnelling and extreme slugging. Two of those games, I also had killers humping downed survivors. Also the bot that replaced that teammate was more helpful for the rest of the game than the original teammate was while they were there.

    So quite frankly, given that 'ragequitting' impacted 8% of my games yesterday, while tunnelling and slugging impacted 33.3% of my games yesterday, I'm much more concerned with the latter than with teammates DCing.

  • I definitely agree that the 'us vs them' thing isn't helping matters.

    But I also understand where a lot of people are coming from with it, based on the behaviour I've seen from some people in game and on these forums. Not to mention in recent times, it seems like the way in which the devs choose to handle issues have VERY different approaches depending on whether it mostly effects killers or survivors, which definitely builds a sense of resentment toward the 'other' side.

    A lot of the discussions here quickly devolve into the us vs them name calling and insults, which is a shame and unhelpful. Though there are definitely people who are trying to put forth genuinely thoughtful ideas about how to fix core issues, and I'm grateful for their contributions. I only wish I had the general game design knowledge to contribute meaningfully to those discussions.

    I suppose the best way to help is just to engage with those discussions that are in good faith and trying to offer thoughtful solutions and genuine discourse, and try not to engage with people obviously commenting only in bad faith. Which is incredibly hard to do and often frustrating but definitely for the best.

  • @KatyKatu said:

    I suddenly desire more Rats be in this game, I require rats, maybe even have a Rat based perk, I have put no thought into this other than rat

    Big agree. More rats. Love me some rats.

  • @CLHL said:

    There is no reason to play this killer, it's full of bugs, the gameplay is boring, and to top it all off they included “no fun allowed” invisible walls on all maps to prevent Victor from sniping.

    Just because you don't enjoy them doesn't mean you should come in here and try to claim there's 'no reason to play the twins' to someone who is expressing how much they're enjoying the character. It's rude.

  • @OnryosTapeRentals said:

    Twins are a very solid Killer. They're just not very popular because:

    • They don't follow the standard gameplay loop, and instead rely on "controversial" strategies like slugging way more than the average Killer.
    • They have a reputation for being buggy, even if its no longer strictly true. They probably still have more bugs than the average Killer, but not enough to make them unplayable as a lot of people think.
    • Their strength level is very volatile depending on the current meta. The MFT or Buckle Up + FTP metas indirectly nerfed Twins pretty hard when they were around.

    Honestly, for as much as people say that the Twins are unpopular because they rely on slugging so much, I can honestly say in terms of actual matches I've played against the Twins, there really hasn't been that much slugging.

    I've had a vastly worse time getting slugged by Animatronics, Nurses, Ghouls and Blights than the Twins.

  • @Jay_Whyask said:

    Checking behind you to see what the killer is doing is not utter nonsense dude, c'mon man, Michael is walking around with a handheld lighthouse, you can't miss it.

    I will agree with you that DBD needs more accessibility settings. I still can't believe we don't have the skillcheck indicator that DBD Mobile utilized.

    Y'know what else you can't miss?

    The exposed icon on the side of the screen where all status effect icons go.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4012158#Comment_4012158

    Which is how it should be for game balance. If you want to bully killers with offensive perks than play games that offer that - TCM for example.

    I literally got accused by a killer of 'weaponising' Borrowed Time because I got flustered and accidentally ran into a dead end.

    It isn't about the perks being used 'offensively', it's about the fact that many killer mains seem to think that survivors doing anything they don't like is 'weaponising' something.

  • Alas, killer players literally already accuse survivors of 'weaponising' absolutely everything, so survivor players are likely to have less 'self defense' options than ever as we go along.

  • @Jay_Whyask said:

    The Exposed icon doesn't appear because Tier 3 doesn't expose you anymore.

    While Michael is in tier 3 his knife glows white & he gains the "Slaughtering Strike" ability.

    Slaughtering Strike will put you in the dying state if it hits you.

    White knife = Exposed

    Giving it a different name doesn't change the fact that you are indeed 'exposed' because you can be insta-downed. Going from an easily recognisable icon on the side of the screen to having to having to try and check midchase if the killers weapon is glowing is utter nonsense and making the game less user friendly, on top of being a huge accessibility issue for deaf and HOH survivor players.

  • I probably don't have much in the way of thoughtful analysis to add (while I am an academic specialising in horror in fiction, I'm not in any way knowledgable about game design), I did want to just comment and say that I appreciate your very thoughtful, well articulated analysis of the game's current state and some of it's problems.

    I do think that ultimately, one of the biggest problems with DBD at the moment is the content cycle, specifically the speed of the content cycle. It feels like a lot of long term issues are being pushed to the wayside for the short term boost of players and income that comes with releasing a new Licensed DLC every few months, which to a degree I understand. But it means that the same problem keeps happening over and over: with the addition of every new killer, every new perk, every new add on, it then requires adjustments being made to a significant portion of the killer roster or the perk roster to account for new mechanics and to try and negate power creep.

    Which, due to the sheer scale of killers and perks, almost always leads to the introduction of bugs or a failure to account for every single potential conflict or issue (which is fair, its a huge job!), leading to problems with other killers or perks breaking etc. Which isn't inherently caused by the content cycle, but the speed of the content cycle is definitely not allowing a whole heap of time for fixing things.

    Like a failed rework or solution to a problem not working, and as such just being ignored and left in whatever state it's in.

  • I don't know, but I hope soon. I don't have a lot of faith in that, but I can hope.

    Me and my friends (5-6 of us), all of which were playing for hours almost daily either in a party or in solo queue, have all basically stopped playing completely. Ever since they walked back on the anti-tunnel and anti-slugging measures, the uptake in both hard tunnelling and slugging have been so awful, we've all kind of been put off. Including the friend who'd been playing for years who got me into the game.

    Playing survivor just feels like being punished, so on the rare occasions I've gotten on the game lately, I barely last two games before I've had enough.

  • @drag27 said:

    I thought the basekit UB went thru, it didnt?

    It did not.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009320#Comment_4009320

    Hello fellow lunatic. I also do this. I have a notebook on my coffee table where I write down match data for my survivor matches, like how many gens got done, how many people escaped, how many people were in the party, and what build I was using. Totally normal behavior indeed.

    Your experience is about the same as mine. I played 20 survivor matches the day Springtrap came out. 85% were him (funny enough, I also had a Nurse and a Blight that day too). I still see a fair amount of Springtraps.

    Good to know I'm not the only one!

    Springtrap numbers decreased about a week or two after his release, but I still see him more than I do any other killer. The only one who comes close would be Myers, which I assume was a result of people playing him mournfully before his rework, and then subsequently playing him to try out the changes which were horrible

    It might just be because of my MMR, but I was pleasantly surprised that after 2v8 ended, I ended up seeing a lot more of the older killers who were part of that game mode (a whole heap of Trappers and Huntresses, but also quite a few Nemesis') that I can only assume were a result of people (like me!) trying out new killers in 2v8 because it's lower pressure, and taking them to normal games.

    Also as a lifelong fan of the films, I've been delighted by an uptake in Xenomorphs. Much more enjoyable than that week everyone was playing either Clown or Dredge…

  • I actually keep track of what killers I get in matches in a spreadsheet (because I'm a lunatic obviously), and honestly? I barely see any Nurses or Blights. Over the last month, the killers I saw the most by a wide margin in 1v4 games (2v8 has it's own spreadsheet) were the Shape and the Animatronic. I've literally only had the Krasue in four matches since she launched.

    Admittedly, right after he launched, there was a lot of Ghoul. But the amount of Animatronics after his launch was obscene.

  • Well after just being scolded by a killer in endgame chat for "using anti-tunnel offensively" and that being the reason that we can't have any better anti-tunnel mechanics, after I came out of basement after being unhooked, saw the killer at the top of the stairs, panicked and ran behind a counter and into a wall cornering myself, then had to obviously go back around the counter and in doing so took a BT hit from the killer.

    I got scolded by a killer for weaponising anti-tunnel—which we don't have yet—for bonking into a wall.

    Which seems to be the cherry on top after the aggressive increase in tunnelling and slugging I've seen in games lately. At this point I'm feeling very done with the way the devs are handling this, and the way issues only seem to be taken seriously when they negatively impact killer players.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006770#Comment_4006770

    Spirit doesn't take skill, she takes ears. This add on defeats that principle by giving you a second sense, that being vision, the best one. No add on like this should exist in modern dbd, no killer like this should exist in modern dbd. Its cus of how old and or popular Nurse, Spirit and Blight are that BHVR is afraid to just rework them already from their stupidly broken and boring kits. Its different with Ghoul and sokn to be Krasue, the devs are much more balance focused nowadays, and they actually listen to massive outcry since their playerbase is way bigger. And thats fine, cus some recent changes and killer powers are unfair.

    By your logic of "Spirit doesn't take skill, she takes ears," no one should ever get any better at locating survivors while phasing, because it's not a skill. But people do improve at it, because it's a skill.

  • @Monlyth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006966#Comment_4006966

    As I said, if that's what bothers you about tunneling, then at some point you have to recognize that Survivor will never realistically be what you want it to be.

    Unless we're going to go so far as to fundamentally change the way downs and hooks work, it will always be possible for a Survivor to spend the overwhelming majority of their match unable to do anything meaningful.

    Yes, there is a chance that in a particular game I might be unable to do anything meaningful.

    The problem is that this isn't a rarity. This is something that is happening with increasing frequency to a lot of survivor players. That they, because of the actions of the killer (incentivised by the devs decisions and implementation of mechanics), are essentially denied the ability to play at all.

    I'm not asking for a perfect game, I'd just like to actually spend more of my time playing the game. Or not have people around me stop playing because they got the brunt of tunnelling too many times and decided 'if I'm not going to get to actually play anyway, might as well save the storage space on my PC/console'.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4006925#Comment_4006925

    Its not about not playing in a way I dont like…its about promoting a healthy mutually enjoyable experience for everyone. As I have stated a multitude of times. You can have fun as killer without tunneling. You cannot have fun as survivor by being tunneled. What people are saying is “don’t deliberately play in a way that destroys the foundation of the match.” There is a difference. Survivors doing gens, using perks, or pulling off saves might frustrate a killer, but it does not erase them from the match. Tunneling does. That is why it is not just another asymmetric annoyance.

    Yes, incentives and systems push killers toward tunneling, and yes, Behaviour absolutely needs to fix that. But pretending player choice doesn’t matter is letting people off the hook for knowingly making matches miserable. The system creates the pressure, but individuals decide whether to lean into it or not. Both can be true at the same time: the devs deserve blame for design failures, and players deserve blame for choosing ego-driven play that ruins the experience for others. you are not absolved from responsibility because there is someone with more influence than you. There's a term for this…its called "self-governess".

    And telling survivors “just play killer if you don’t like being tunneled” is a non-argument. That is like saying if you hate cheaters, just play single-player games. It dodges the issue instead of addressing it. Survivors should not have to switch roles just to avoid being removed from the match in two minutes. I would also like to mention that I AM a killer main, but I would like to play survivor more because after 3-3.5k hours of killer…I want something fresh. Unfortunately all of my friends quit survivor due to tunneling and I cannot stomach it anymore…due to tunneling. And a third point against your "just dont play survivor" argument is….queue times. Remember when you said the game would die if killers left? Well the game would also die if survivors left. Take a moment and imagine what would happen if all survivors who are tired of tunneling just didn't play survivor. Survivor is already 4/5 of a lobby my guy.

    If the goal is “productive solutions,” then we have to acknowledge reality. Tunneling is the biggest source of toxicity in this community. Saying “it will always happen so stop complaining” is not a solution, it is surrender. The only way forward is both: systems that reduce the incentive to tunnel, and a player culture that accepts you can win and have fun without leaning on the most destructive strategy in the game.

    I'm just commenting to say I appreciate how thoughtful, researched and reasonable your comments on this issue have been. You've been really articulate in explaining what the primary issue here is, why it's such a problem, and why it isn't comparable to any survivor behaviour.

    Because nothing a survivor does (short of cheats) can make a killer physically unable to play the game, the killer will always have agency. A survivor who gets hard tunnelled out is just flat out being denied the chance to even play at all.

  • @runningguy said:

    i said it many times and will say again, old myers actually felt like a threat. as survivor, if i know its a myers i wouldnt dare get in his face because i know its game over if i do. i certainly wouldnt try to piss him off by tbagging at every opportunity because 1 slip and i know im getting tombstoned. it made the game feel scary and tense like horror games should feel. Not only that but it was a breath of fresh air to get a myers instead of a speed freak auto tunneler like ghoul, blight, nurse. Myers had counter play which was avoid line of sight, or stay on a gen or use lockers or hop on a totem if there is one nearby. He had virtually no anti loop and no speed so he needed somthing to give him a bit of an edge.

    New Myers is a joke if im honest, he still lacks the speed for traveling around the map, he still has pretty much no anti loop (his dash is mediocre at best), hes still very much map dependant but he lost his tombstone edge so he no longer seems like a threat. i feel confident to get in his face, drop a tbag and run….worst case is i get downed and hooked. i would never do that with a tombstone myers. personally i think new Myers is way more boring to go against than old Myers. Added to the fact so far every match i have had with a new myers i have escaped and mostly ends with 3 man escapes. i have seen Myers get 2k at best in my matches as survivor.

    Was tombstone piece op? maybe, but they should have tweaked it imo not neutered him completely by removing it entirely. True myers can basekit tombstone after the survivor is on death hook but by that point its pointless and provides very little benefit, 0 benefit if that survivor is alreadly injured. might as well just down them and hook them as normal.

    I also agree. Not about the t-bagging, but about the fact that old Myers felt like a threat, he felt scary. I loved playing against him as a survivor because he was one of the few killers that genuinely felt scary, especially because there was always the threat of being tombstoned, but you had to wait until someone was silently mori'd to find out for sure. Plus permanent tier 1 Myers never failed to scare the hell out of me.

    New Myers just…I dunno. He feels meh. Generic, maybe? He used to stand out to me as a killer for a lot of reasons, now he just feels like every other killer.

  • I can't speak from the perspective of a Myers player on this one, but as a survivor main, pre-rework Shape was one of my favourite killers to go against. I loved the tenseness of 'is this a tombstone play', and not too long ago got a truly fantastic permanent tier 1 Myers who absolutely scared the hell out of my entire party (and got the 4K on us).

    But when I got to play against reworked Myers the other day, it really wasn't the same. He didn't feel like the same killer at all, not to mention him being able to instadown without the survivors having any indication of when they are or aren't 'exposed' didn't feel tense, it just felt frustrating (I've also seen comments from deaf/HOH players who are really struggling with the lack of visual indicator of their being 'instadownable').

    Also I'm gonna be honest, whenever the devs do one of these reworks and change all the sound cues, it's just confusing. Like everything is suddenly making a weird jingle at me and I have no idea what any of it means.

    And maybe this is just petty, but the change to the classic Halloween music sting irked me as a long time horror fan.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4002455#Comment_4002455

    Most good spirits can deduce where you're going to run once you start phase, and the second they hear that little directional heartbeat, they're going to end phase and get a free, undeserved and effortless hit, thanks to an add on that defeats the whole purpose of Spirit's power drawback .

    Yes well the entire playerbase isn't made up of 'good' high MMR spirits, I think you'll find that the bulk of players are average/doing their best and need scratch marks to track people in phase.

  • @CrypticGirl said:

    I actually agree. There are some maps that I despise more than others, but I don't think there's a single map that I actually like.

    And would you believe that I still have not been to The Walking Dead map yet?

    I promise you're not missing much. Fallen Refuge is absolutely tiny, and basically a guaranteed 4K for any killer with any ranged ability or basic mobility. So basically any killer.

  • In that case, the efficiency penalty for multiple survivors on a single generator should be removed. Since apparently it's completely fine for killers to optimise their win conditions at the expense of survivor experience, the same should surely apply to survivors win conditions.

  • I honestly hope they do make it a permanent mode, or at least more frequently appearing. I really enjoy the game mode in addition to playing 1v4 matches (which I still played during 2v8 for the record).

    As a survivor main, it was actually really nice to be able to try out and learn some new killers to play while having a friend along so that any early fumbles while still learning the new killer wouldn't mean getting completely curb stomped in a 1v4 match. Having the back up and moral support while learning new killers is a great plus, and opened me up to playing two additional killers outside of 2v8 matches.

    It also taught me that I hate playing Blight which is good to know.

  • I definitely agree.

    I started playing Spirit during 2v8 (having a friend playing a killer they're confident with while you dip your toes into some new killers is definitely a lot less intimidating than going into a 1v4), and I actually really enjoyed playing her. After it was over, I wanted to give her a try in 1v4 so I started reading up on her add on's and was baffled by dried cherry blossom.

    I get that they want to make sure higher tier add on's have some kind of drawback to not make the killer overpowered, but losing the ability to see scratch marks on a very rare tier add on? It feels like a bit much. Maybe it's just because I'm relatively new at playing her, but half the time even with scratch marks it can be a challenge to accurately pinpoint the survivors using their sound cues, especially at the speed Spirit moves while phasing.

    Immediately I crossed Dried Cherry Blossoms and Mother-Daughter Ring off my list of potential add on's to use for this exact reason.

  • This feels like a straw man argument quite frankly.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4001064#Comment_4001064

    That’s why we need better MMR that actually separates player pools. I’m totally fine with strong, experienced killers sitting at 80%+ KR right now—I see why people die. It’s usually not that the killer is “too strong for that situation,” it’s that the survivor team makes clear mistakes. And that’s fine: if someone has thousands of hours on one side, of course they beat typical casuals. That’s a fair outcome.

    On survivor you accept it’s asym. You don’t solo-control the match; you need your team. If I’m good enough for the killer in front of me but 1–2 teammates can’t keep up, it’s also fair that the team dies. I don’t get the escape entitlement. I can still have fun in matches where I know from minute one we’re doomed because the lobby is outmatched. I still can have fun and good chases. That’s just the nature of asym games.

    Literally nothing you're saying here relates to what I was initially responding to but alright.

    I agree that you can have very fun games in which you know from minute one you're probably totally cooked. I often have a great time in games in which I end up dying.

    But quite frankly if a killer is getting an 80% Kill Rate then they are fundamentally in the wrong MMR bracket. They are not versing survivors of an equivalent skill level. Because if they were, they wouldn't have an 80% kill rate. So yes, we do need vastly better MMR.

    At no point did anyone say anything about escape entitlement, or solo-controlling the match. I said that your suggestion of basically devoting an obscene amount of time and effort to researching how to be the Best Player Ever was unrealistic and ridiculous to expect anyone to do for a video game.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000840#Comment_4000840

    Large-scale dashboards would be great, but you don’t need them to see the pattern. Get yourself into high MMR (or watch verifiably high-MMR VODs), record 50–100 matches, and code the rounds. Tag opener quality (spawn spread, first two downs, hook stacking), SWF vs solo, reset timing, 3-gen states, trade calls, people throwing and when, /endgame/over commitment

    That tape tells you the why KR can’t: a lot of 4Ks come from early macro errors and refusing a 1-for-3, and a lot of escapes come from soft openers. KR without round context is a blunt instrument.

    Record it. Just analyze high-MMR matches. See where it breaks. It’s not that hard. You should be doing this anyway if you want to improve.

    Look, I'm a surivor main who is against the 60% kill rate on a fundamental level, but my dude…I play video games to take a break from having to code my PhD data, I'm not doing all that just to 'improve' as a player.

  • Honestly I think the worst part about this thread is the sheer lack of empathy. Someone is venting about a very real problem that is happening right now for survivors (I've also noticed an increase in tunnelling and slugging since the announcement of the PTB), and literally all anyone in here is saying amounts to mocking them, and survivors in general.

    THIS is exactly the problem, more than anything. A total lack of any attempt to understand or empathise with the other side. An unwillingness to accept that maybe, the issues that the 'other' side are bringing up are actually real problems that might need to be addressed.

  • @CorvidXCVIII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999926#Comment_3999926

    Always seems to happen when they put a large nerf on the PTB. I remember when Dead Hard was getting reworked, suddenly it appeared on every survivor load out. It's like people feel the need to capitalise on something "before it's gone".

    That being said, I've also noticed an increase in BMing behaviour from some killers, not just the use of a strategy, but the humping and hitting on hook. Not much that can be done about it though.

    Yep. Lotta that too. Those kind of behaviours have been more present in my games lately than ever before. Slugging, humping, tunnelling, proxy camping, hitting on hook. It's hard not to draw some kind of line between the drastic increase in toxic behaviour from killers and all this from the devs.

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999664#Comment_3999664

    I think at some stage, the survivors will eventually reach a breaking point, and there will be no turning back from that point onwards.

    I mean, case in point, we saw what happened with the first new survivor item that got added in like 9 years. It got gutted to the point where it is pretty much meaningless. It was supposed to be an incentive to reduce the usage of toolboxes and medkits, but look what happened, and you still see mostly toolboxes and medkits.

    Meanwhile, there has been a huge uptick in killers "protesting" by slugging all 4 survivors, bleeding them out while humping on them. Is that defined as fun for the receiving end?
    And people still question why survivor players are quitting?

    I will say that ever since the PTB with the anti-tunnel and anti-slugging changes was announced, I've experienced vastly more tunnelling and slugging from killers. Like it was already bad, now it's a miracle to go a single game without one or the other happening.

    Which suffice to say is not improving my general sentiment towards the devs decisions at the moment.

  • Your suggestions for "shaking up survivor meta" basically seem to amount to nerfing everything and making survivor a more miserable role to play. Shaking up the meta would imply that some perks would be improved or better in a 'meta' sense to rise above otther more common current meta perks.

    I'm all for mixing things up, but this just seems like sadism.

  • @Ryan489x said:

    Almost any major change to the game doesn’t make it past a PTB. Were those the right changes to fight tunning. No they weren’t and some of us knew right off the bat. However since they canceled them it’s been all over social media that the community saved DBD by complaining. When the reality those changes were never going to make it past a PTB and we all knew it. Now killers have just been given a green light to tunnel and it’s just got even worse.

    I mean lets be fair here, SOME changes make it past the PTB. Y'know, like that awful AFK crow update and no longer being allowed to take your chances, those major changes that punish exclusively survivors.

    Those went through.

  • @Raccoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999072#Comment_3999072

    I was surprised the clown changes went through.

    I made a bunch of posts about it stating it would just flip the script on the bottles and, what a surprise, it did.

    The new clown changes are also not sufficient but I don't want to go off topic.

    No, the Clown changes aren't the point, but they do provide context to mounting frustrations from survivor mains that have reached a boiling point with the delayed anti-tunnel and anti-slug. Because there's only so many times you can be tunnelled out by a Clown moving at 100k/h, or left to bleed out on the ground while humped by a killer, or have the shiny new item promised made largely useless almost immediately, before you get a little testy. Especially when BHVR kept telling us "just wait, anti-tunnel and anti-slugging are coming real soon!"

    And then they're delayed.

    Hence the vented frustrations all over the forums.

  • @Pulsar said:

    People are worried because, historically, when things have been pulled back, they usually get butchered and remain ineffectual.

    Recent memory shows Fog Vials, for example.

    More historically? Anti-Slug was pulled back once to be reworked and then got scrapped for multiple years.

    Likewise, AFC sounded really good, but it didn't really end up changing a whole lot in terms of frustrating gameplay. If it was bugged and didn't let you unhook yourself, I doubt anyone would even notice.

    I think there is a justified worry that BHVR is going to turn the system into something it shouldn't be, instead of addressing (as you said) the issues with the system, which are completely fixable.

    I second this!

    BHVR does have a history of shelving these kinds of things for years at a time, leaving players to suffer and flounder, and then when they do finally come out with the proposed 'fix', it's…largely ineffective at best, at worst it actively makes the problem worse.

  • Well firstly you have to consider that a lot of people did not get to test these changes for themselves, and are unlikely to believe the opinion of others on what is kind of a subjective experience—because some people, according to posts and such, did in fact enjoy the changes.

    Second of all, because the changes were incredibly long awaited promised relief for problems that have been frustrating a lot of players for a very long time. It's like…you're incredibly hungry, starving, and someone says 'at this time, you can have your favourite food'. And then that time arrives and they tell you, "well actually you can't have it yet. But at some undetermined point in the future you can!"

    You're still pretty goddamn hungry, likely hangry, and now incredibly frustrated because you had something you wanted dangled in front of you and then snatched away at the last possible moment.

    That's why people are crashing out. Because the issues that those changes were supposed to resolve—tunnelling and slugging—have been around for such a long time, and are so frustrating and game ruining for a lot of players, that when a solution was promised and then snatched away/delayed, it's really upsetting.

    This is not to say I think that the changes should have gone live in their current state, or that BHVR was inherently wrong for making this decision. But when what was supposed to be a huge quality of life boon for survivor players got delayed indefinitely, especially very soon after some killers received questionable buffs (turbo Clown) and the first new survivor item in years was nerfed into oblivion within days of release, understandably, it has created some resentment and ill will towards the whole thing.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998464#Comment_3998464

    That sounds like a you issue I am sorry. I play on PS5 and I do not have this issue. I have also rearranged my keybinds.

    There is no bias. Literally none. The only thing I could remotely agree on with that is pulsars 400 page optimization for Consoles that somehow got ignored which needed to be and still does ages ago.

    90% came my from matches. I played for a few days on the PTB. In almost every match I got a chance to speak with survivors after the match. We had great conversations actually. Most of the time I was killer, but I did several matches of survivor. We rolled killers because of the anti mechanics. We pushed this system as far as one could. I would take hits, body block for teammates, take downs because why not? I was last hooked, the killer if they were smart won’t hook me and generally didn’t. If they did they would be punished. Not to mentioned I used dead hard to buy extra time, for extra hits.

    The safety net was too wide.

    And yet there are other console players on the forums saying the same thing.

    Your personal matches don't seem to be a good representation of the overall sentiment. Maybe that's the academic in me, but that's just not how that should work. If it is 90% of everyone who tried out the changes on the PTB who agrees they should be changed, then great. But just because you personally encountered a majority of people who thought the same as you doesn't mean that's a good representative of how the playerbase at large feels.

    Nor does it change the fact that for a lot of survivor mains, having the promise of anti tunnelling and slugging mechanics dangled in front of us and then snatched away again feels like a kick in the gut.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998349#Comment_3998349

    Theres no bias. There are tons of survivors mains on that PTB and most agreed (90%) that the changes just were simply not fair.


    Anyone with a bit of common sense can see it just wasn’t quite balanced the way it needed to be, and that’s okay. It was a PTB. That’s what it’s there for. Now they can refine it, try again on the next PTB, go from there.

    There is a bias because the experience of the game, the control scheme, accessibility, mechanics, is fundamentally different on console compared to PC. I cannot tell you how often I die not of my own failings but because the controls incorrectly prioritise the wrong thing because 90% of the actions in the game use the same goddamn button.

    There is a bias, it's just not the bias you think it is.

    Also where exactly are you pulling this 90% from? Genuine question, I'm unaware of how the PTB feedback process works.

  • @HaliAndEx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997374#Comment_3997374

    Did we forget that the pallet density on a good chunk of maps is going to be increased? The anti-tunneling changes may not be coming, but having pallets spawn closer together is definitely going to help.

    My guy, not all of the problems with the survivor experience in game can be solved with pallets.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998401#Comment_3998401

    Yeah I feel this is why I want to see things go to live, coz the walled garden they test it in is usually giving only part of the picture in regards to feedback.

    That said, I'm not saying the opinions are wrong just that we really need more people to test these changes somehow. Maybe an event queue with the changes?

    I agree. It would be a lot fairer and give a much more full idea of how the playerbase feels about the changes. Especially because gameplay mechanics on console are a VERY different experience to PC, so things that Steam players might think are fine could be an absolute nightmare for console players.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998343#Comment_3998343

    I doubt survivors would be very happy if they got penalty of doing gens too fast compared to killers hooks. Imagine getting gens blocked for a minute or 2 minutes because killer needs to catch up.

    1: There's no connection between gens and hooks in the proposed version.

    2: What sort of compensation buffs would survivors be getting to reward them for spreading out gens?

    Don't survivors get an efficiency penalty for more than one of us being on a generator at a time?

  • @Amanova said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998349#Comment_3998349

    Same I couldn't participate too since I'm on epic games😭

    I feel you! I'm on PS5, and as much as I'd love to participate in the PTB, it's only available for Steam players. So even if I wanted to test the supposedly awful new mechanics on the PTB, I can't.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456164/feels-too-punishing-for-killers-what-kind-of-pathetic-excuse-is-this

    Plain and simple. It was way too punishing for killers. I spent hours on that PTB being punished when I wasn’t even tunneling. Hours. Let’s be so for real. Even the survivors AGREED with me in the PTB itself.

    Go play killer on there for a day or so. Then come back to me

    Well another problem with the whole thing is that a significant portion of the player base can't participate in the PTB to give feedback on the proposed changes. Only people playing on PC are even able to participate in the PTB to give detailed feedback. Which already creates a bias in any real feedback on any changes, because only a particular demographic can participate at all.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997234#Comment_3997234

    I'll remember to be grateful for that when I'm bleeding out for four minutes cause the killer thinks its funny, or next time I lose ten matches in a row, a thing that's never happened to me as killer.

    Don't forget the being humped on the ground while you're bleeding out for four minutes.

    Bonus if the killer stands on you the entire match so no one can even try and rescue you!

  • @CleanseThis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993989#Comment_3993989

    Theres a perk called unbreakable but it seems survivors don't want to bring it…. Also let's say im on grim pantry for example (I could have chose other maps but this happened to me recently) 1 survivor killed, all gens are done and exit gates are opened. I down one, thrown them on hook ( The hook that leads down the hill from the exit gate because thats all that was available to me or otherwise the survivor would have wiggled off), one team-mate comes for the save so I hit them while they grab the survivor off hook then the 3rd survivor body blocks the rescuer out the gate so I opt to hit the unhooked survivor while within the gates hoping there BT was out and nope…. There was literally nothing I could have done at all.

    That's one perk that most survivors don't bring because for a lot of builds it isn't viable.

    Also I provided an incredibly common, generalised situation that happens to many survivors on a regular basis, myself and people I know included. You provided the most hyper specific scenario possible that is incredibly unlikely to happen that requires:
    - A specific map
    -A specific number of survivors alive
    -A specific set of perks
    -A specific play style from remaining survivors
    -A specific hook location on that map.

    I'm not saying it didn't happen, but I'm saying that is so hyper specific that in all likelihood, no killer player will ever be in quite that exact scenario regularly. Unlike the survivor example I provided, which again, has happened to me multiple times recently.

    So again, no, I don't think there is a comparable situation for killers.

  • @CleanseThis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993916#Comment_3993916

    Can I get an example of where the survivors are held to a point they literally cant do anything to turn it around? I can give you a killer example.

    Slugging. Y'know, one of those big issues the devs are trying to fix in the upcoming PTB. In which you literally cannot do anything except crawl away incredibly slowly. Barring incredibly specific perk usage, or the one in a million shot of a hatch spawning literally directly under you (assuming your teammates are dead and not also slugged), there's pretty much nothing you can do to turn the game around. Most likely, you'll just have the killer stepping on you, following you while you pitifully crawl, or humping you on the ground.

    Things that happen regularly to survivors.

    Meanwhile the killer always has freedom of movement and action. There's never a point at which the killer if screwed if one of their teammates (assuming any are left) won't try and get them up.

    I'm not saying there are not incredibly frustrating moments wherein killers probably wish they could leave. But there is literally a chance for a killer to get a kill up until the very second the final survivor leaves through the gate or hatch. So no, you can't give me an example of a point at which a killer cannot turn the game around in some way, even if that doesn't result in a 4K, because there is always the possibility of getting a kill.

    Which is why I don't think a more lenient killer abandon feature is needed or a good idea.

  • I've had three 2v8 matches as survivor where one of the killers was AFK the entire time, I genuinely felt terrible for the remaining killer because they just got bulldozed, and the maps are so large, there's no way to really make it work alone.

  • I disagree. The reason for Survivors having the abandon mechanic is because there are situations where survivors can do literally nothing to turn the game around. Or are unable to do anything at all (extreme slugging etc). There is no comparable situation for Killers. I've played killer games where I had barely gotten any hooks, let alone kills until EGC and still managed a 4K.

    Killers always have agency that Survivors just don't. Hell, I've seen teammates being jerks at the gate, the killer getting a good hit at the last possible second, causing them to fall away from the exit, and subsequently getting killed. Killers are never 'helpless' or denied agency in the same way, so I don't think the abandon feature needs to be added for them in any additional scenarios (I do think that the killers being allowed to DC after a long time of no gens being completed is entirely valid and fair, because some survivors are just Like That).

  • @TimberGoingDown said:

    Look up Remylea's spirit guide

    I will! Thank you for the rec!

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