mca240
mca240
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526990#Comment_3526990
I've seen a lot of people very confidently state this, is there anything that it's actually based on?
If there's some proof that most players are at the soft cap, I'd love to see it. Otherwise it sounds kinda like people hear the cap seems low and assume that most players must have reached it.
Google it. It has been datamined. From what I remember you start out at 1100. The soft cap is at 1600. You go up 10 per win.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526636#Comment_3526636
Okay, but that also applies to Mario Party, or Jackbox, and I don't think those are considered competitive.
Only those games draw a completely different crowd. And in Mario Party you do not have tunneling/camping or an equivalent. Comparing apples and oranges
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526840#Comment_3526840
Your suggestion is based off your own subjective experience then, rather than concrete evidence. When you are at high MMR, survivors play hyper efficient. The only way to win at that point is to also play hyper efficient.
Premades do play casually, but you aren't going to find them at high mmr. Your suggestion does nothing to reduce the hyper efficiency of the premades you play against, and only harms premades at low to mid mmr. A duo, for instance, would be limited to only one instance of Off The Record, or Botany Knowledge, or Self Care.
I would have no issues were toolboxes and flashlights limited to one instance per lobby. This wouldn't really bother survivors below high mmr, but would make it that much harder for high mmr premades to genrush.
Most players are in “high MMR” with a low soft cap
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526638#Comment_3526638
You really have no idea how bad that idea is. You're painting all swfs as these evil meta-slave 4-man bully squads whose sole purpose is to make the killer miserable.
The reality is most swfs are just people enjoying a game with their friend/s. Even amongst casual players, there'll be a degree of overlap in perks. Not all perks are equal.
I am not painting them as all being evil or bully squads. But most premades I meet play hyperefficient. If premades play “casually” they should not mind using off meta perks. The only people who are “hurt” by not being able to perk share are people who use meta perks.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526463#Comment_3526463
Dead by Daylight, and by extension Texas Chain Saw, are party games. They're meant to be played casually. Yes, anything that's PvP is technically competitive but it's not competitive in the same way Overwatch is. It's more akin to how Mario Party is competitive.
In your original post, you specifically mentioned "Overpowered Premades", how would you go about making them fairer in a way that doesn't punish people for playing with their friends? Think carefully about your answer, because not all SWFs are 4-man bully squads. The majority of SWFs are duos.
I said it before somewhere else. I believe the team should detect premades and they should not be able to share perks. It would not hurt premades just goofing around because they could care less about having 3 adrenalines. It would nerf the amount of meta perks premades have to play with.
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@Chaosrider said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526463#Comment_3526463
The game isnt competitive at all. all torunaments are based on several made up rules to have a competitive feeling, which isnt even fair in itself too. this game will never be competitive, and it cant ever be balanced around competitive.
Oh, but it is competitive. Not tournament style but most people play to win and thus play efficiently as possible.
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@crogers271 said:
Surely, after 7 years you must have a timeline?If I'm the devs, this line always creates a problem. Many people say they need to radically change their game. However, they've had an extremely successful 7 years which is rare in the video game industry. If I was in their shoes, I'd be very hesitant to enact any type of substantial change, even if I as a player have a few I'd want.
Gen rushAs long as the game is survivor escape, the goal of survivors will be to do it as quickly as possible.
Map imbalanceVery different killers and a desire for variability make map imbalance an inevitability. Everyone agrees about map imbalance, but people disagree about how. This is something they address, but its not going to ever have a perfect solution.
TunnelingAs long as it is an elimination game, tunneling will be the strongest tactic. I think they could make the off the hook speed boost longer, especially for early hooked survivors, but its always going to be part of the game.
CampingI believe the roadmap for this is fall.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525855#Comment_3525855
Thing is, if we're talking DbD 2, we need to throw out all our presumptions about what that game would be. Who knows if they'd even keep the hook/generator mechanic or go for a different idea.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525568#Comment_3525568
TournamentsGiven the variability in region and playstyles (SWF vs soloq), this would be a really hard thing to give preference to.
Gen slowdownI didn't think the total nerf of the perks was really needed, but with the existence of SM and Knight these have to be out of the game. Also, never really prevented the other game problems.
Hook timerI'd take it, but would worry it wouldn't put enough pressure on survivors to actually get an unhook.
Different health stateProbably too complicated a mechanic to address tunneling.
Secondary objectiveIt might be more interesting, but you're also adding more randomness/map knowledge into the game. Finding generators can already be annoying on certain maps, add in the prospect of having to search for a gas can and the game very well might come down to whether the survivors guessed right or not on where to look first.
I'd try it, I think this could work, but I also think it creates a lot more problems than most people anticipate.
Instant DeathKeeping people in the game longer than they want to be is unlikely to be a workable solution. I think they should just make it easier for people who are on a hook to leave, but be replaced with a bot instead of dead.
Last second switchingAgreed on this, silly that its in the game.
Making a game fairer will only incentivize more people to play it. The game puts off a lot of new players due to camping and tunneling. Changing this will make the fame more balanced, nothing more or less. FOS shooters also don’t allow spawn camping for exactly the same reason. A lot of killers drop out currently because of the speed at which generators fly. People are forced to run only 1 type of builds. Finding a way to slow down the match will lead to people having a better experience and adding variety in their loadouts. Not changing your game is a standstill which ultimately leads to decay. The game has already been balanced from its inception. I am asking for a fairer game, which is not that weird of a request. Nobody enjoys unfair plays. It is weird that people have design flaws such as camping to fall back on if things don’t go their way
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@MikeStev said:
Only One Solution : Stop Pushing This Game Into Tournament-Like Games... This is Not A Competitive Game.
Balanced Balanced, talking about balanced in a 1 vs 4 asymmetrical horror game, what a funny mindset
The game is already competitive. The game should be “fair” by default for those that play the game semi-competitive (which is the majority). Hence the change to core mechanics so everyone gets enough playing time per match with still a decent outcome for both sides depending on how well you’ve played.
People that want to goof around still can. Making the game fairer doesn’t hinder that.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525617#Comment_3525617
Exactly. Same as seeing lobby is 4man. It doesn't even matter if those 4 can't chase and don't have comms. Exactly the same thing.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525518#Comment_3525518
I play killer more then swf these days... Also, soloQ is so miserable, that it's the only role I refuse to touch.
And no. Comms are definitely NOT the main reason. Mmr is.
And another thing - don't try to kid anyone in here. You want the info to lobby dodge for very easy soloQ games. Because soloQ is basically free win for every slighly experienced killer (you just have to find that 1 missmatched weak survivor and turn the game to 3v1 for no brain super easy win even if you are much less experienced then the other 3 survs).
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525715#Comment_3525715
This is so not true.
1, killers still have above 50% kill rate
2, Hens's experiment for trappless addonless no camp no tunnel no slug experiment still yealds over 90% escape rate in pubs. This patch. So you are trying to tell me it's impossible to win in high mmr with killers that have/use abilities and addons? Or is it in fact skill issue?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526038#Comment_3526038
Killers should endure being lobby dodged if they are so disgusting to go against.
see? I can make the same argument and it's just as valid. Because going against C33 ring comp blight on one side and 3-gen locking kick simulator skull merchant on the other side is exactly that. Same for a whole long list of other killers.
According to external data the kill rate has fallen below 50%, well away from the desired 60%.
We'll see what happens when Behaviour releases data from the past couple of months.
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@JudithMorel said:
no thanks, I like seeing everyone's cosmetics and prestige before the game starts.
You know most people playing low prestige survivors usually have high prestige characters hidden? I have a P100 character but usually play my lower prestige characters to avoid people having prejudice.
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@Brokenbones said:
I believe if you cause a loud noise notification while in their patrol radius, they can ignore line of sight and start a hunt
So if you fast vaulted a window/pallet or fail a skillcheck in their radius, they'll detect you.
I was running, that's it. And to be fair, even if a survivor makes any other noise in their surroundings, they still should not detect you. Knight by default is a design failure but this makes him even less bearable.
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@UnknownKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525505#Comment_3525505
I tried it at first and didnt worked so Ive tried it with the legal way and didnt work too
I did the same thing and got it straight away. Brown toolbox, Build to Last and Scavenger. Empty toolbox, Build to Last and empty the same toolbox again. Done. Maybe deselect and select the challenge again, that might help.
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Ah, yes. A premade with a dedicated healer, looper and gen jockey (most overpowered element of the game) commenting on someone playing Wesker...
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525584#Comment_3525584
They've made it very clear they want players to run what they like, whatever builds, in either role.
You're talking about all the crazy tourney restrictions put on players, where the most efficient & competitive are. Those players make up such a tiny portion of the playerbase, and in most respects they aren't balancing the game with them primarily in mind, mainly the middle grouping of players and a thoughtful glance or two at newbies.
If you are in that mythical high MMR area, and do go against super coordinated four-mans every trial (which I doubt) then no this game is not really balanced with that efficiently in mind. They aren't going to restrict builds because of those players, they just aren't.
The developers will have to do something. People are tired of playing against sweaty premades. Any other way of nerfing premades would hurt solo players, and solo players are anything but overpowered. If they keep their game going in the direction it is heading not a lot of people will play killer anymore drying up the game.
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525472#Comment_3525472
I wonder why why is evasion happening? maybe because the game is out of balance? I would remove from the game noed, hope, make thanatophobia built-in for swf with a 5% penalty for each member of squad, and adrenaline is just an accelerating perk for 3 seconds after repairing the gens. but instead killers nerf the most popular addons and hide the survs with anonymous mode. and want to hide the prestige as if it would make the game better lol.
Because people are tired of going up against a well coordinated group that finish all generators within 5-8 minutes when not playing Nurse. It is very draining to go up against the same meta cheese. It makes for very unbalanced games. What is the point of loading into a match know your chances of winning are slim and you feel powerless simply because premades are overpowered? It just isn’t fun.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525584#Comment_3525584
They've made it very clear they want players to run what they like, whatever builds, in either role.
You're talking about all the crazy tourney restrictions put on players, where the most efficient & competitive are. Those players make up such a tiny portion of the playerbase, and in most respects they aren't balancing the game with them primarily in mind, mainly the middle grouping of players and a thoughtful glance or two at newbies.
If you are in that mythical high MMR area, and do go against super coordinated four-mans every trial (which I doubt) then no this game is not really balanced with that efficiently in mind. They aren't going to restrict builds because of those players, they just aren't.
There is no alternative really. Any other way of nerfing premades will also hurt solo players, who are anything but overpowered. The developers have their heads stuck in the sand. They might want to stick to “their philosophy” but meanwhile (at high MMR) almost every game is against a “sweaty” premade and the game is bleeding killers. Not many want to play that role anymore. The game needs to be healthy to prosper and overpowered premades are not part of that package. The same way other changes have made it to the game as well, even though they once believed they were fine.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525562#Comment_3525562
The only advantage SWFs have over solos is communication via an outside app such as Discord. How is BHVR supposed to fix that?
Right….
- communication; strategy regarding plays and gens; calling out where the killer is
- knowing each other’s perks
- perk stacking
yup, just communication…
and what the devs can do about it? Here’s a simple example: people who are in the same party cannot use the same perks and items. Prevents swfs from bringing multiple adrenalines, mft + hope, unbreakables, 4 toolboxes and so on
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525554#Comment_3525554
A suspected SWF is just one possible reason why people choose to leave a lobby, and that absolutely wreaks the matchmaking.
There must be a less destructive way.
Again, if the developers would actually fix this game's problems such as overpowered premades...lobby dodging wouldn't really be a thing anymore.
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@JPLongstreet said:
Suggestions that do not greatly encourage lobby shopping would be greatly appreciated.
Behaviour should learn how to balance their game. Premades are ridiculously overpowered. Fix that. Maybe then people would stop caring.
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Killers that are that reliant on addons to be somewhat decent in the game should be buffed. That would solve the entire problem.
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@Annso_x said:
If the BP bonus is for survivors it means there's too many killers / not enough survivors.
For me (EU - average MMR) the incentives is +100% for survivors during the day and it switches to +100% for killers at night.
I play both but I've been playing killer more since a bit before the singularity chapter
I am in Europe as well and the 100% blood point bonus for survivor is only between 8 AM and 11 AM since Transmission End came out. It is on killer all other hours.
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The problem with SBMM right now is the lack of players. It prioritizes other things over actual skill. I got a match this afternoon where I was matched with a green and yellow perk Meg with 0 prestiges. That player is brand new. Why is she even in my lobby? The other players did not seem to be a premade.
Behaviour's recent choices regarding the game have had a negative impact leading to people either leaving the game, playing as a SWF only or playing one role only (survivor). There is a significant lack of solo players and even more so regarding killers.
Waiting times for a match at peak hours for survivor are already 5 minutes minimum. If they would prioritise skill over other factors, you will be waiting a minimum of 15 min. for a match probably.
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How about let them fix the mess this game is currently, instead of pumping out even more half finished content. What this game needs in 2 DLCs for the upcoming year and the rest should be used for bug fixed and balancing.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/388999/applause-behaviour-you-have-done-it
The game has always been like this.
I have been playing it for a long time. And no, it was never this bad. You can tell a good chunk of the player base has moved to different games. You can clearly tell no one wants to play solo anymore. You can tell the MFT/Hope/endurance meta has made every person not wanting to play killer unless they are playing the top 3 killers.
Matches are so stale it is just painful. I have never had less fun playing this game. That was the reason to take a break, for the first time in a long time. I'll finish the rift and then call it quits probably.
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The developers should change two things before this could even come into effect:
- Last moment switches should not be allowed
- Map offerings should be reworked (example: map offering means you will not go to that map)
Players misuse both too much. You should not be punished for not wanting to play a match, you know will be unfun.
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STBFL is fine. It is strong on M1 killer, who already have little going for them. It has counterplea. If you're upset about it being used to camp...well, camping needs to be fixed, not STBFL.
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@Snowball777 said:
All M1 Killers feel bad to play, thank the Devs for ruining the game with perks like MFT.
Hear hear. Especially range killer, good luck against survivors that basically match your speed and you're not in an unobstructed map.
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They need to nerf MFT. With your proposal every killer would run that perk. Perk diversity will be dead (it already is, almost every killer is forced to run slowdowns).
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515046#Comment_3515046
Thana got nerfed before any feedback was even taken in. The devs saw the usage rate jump to nearly 100% over night and made the change themselves almost immediately in the first available patch.
Boil over received a buff before Thana that was also reverted two weeks after going live in the same way. So I guess you think that was also purely due to feedback?
It was due to a number of things but mostly the outcry over how unfun it was and how unbalanced it made the game. 50-75% usage of MFT alone in my matches. The outcry over MFT + usage should be an immediate red flag to the developers and reason to nerf it. Only reason I can think of them not nerfing it yet, is they want to bolster their sales of the last chapter. Sure, you can get the character through shards but most people don't bother and buy the chapter.
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@HaunterofShadows said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515032#Comment_3515032
I'm gonna write a bad YELP review
I don't recommend this game to anyone anymore. Nor do people online judging by the reviews. It will deter people from buying the game. Again, hurting the game.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515046#Comment_3515046
Then uninstall it. 🤨 If you've reached that point in hating the game, stop turning it on.
These complaints predated MFT, and they will remain after the perk is gutted into the ground. The game is never going to be tuned to your satisfaction.
The game was well balanced before MFT and this haste/endurance meta came about. Both from a survivor and killer perspective. They only needed to work on tunnelling, facecamping and gen rushing. But low and behold, they decided to bring in the busted perks again for no reason.
I had fun before. Not so much anymore. Every match against a premade is a lost cause unless they play for shits and giggles or you play Nurse. Every survivor game is camp/tunnel because people feel they don't stand a chance otherwise.
I have 1000s of hours in the game and buy a new cosmetic almost every week. Me leaving the game, and others as well (I am not the only frustrated long time player out there), will hurt Behaviour financially. And with less players and less money, your experience will ultimately suffer as well.
The queuing time at peak hours for survivor are already 5-10 minutes.
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@[Deleted User] said:
Loosing your patience? What are you gonna do, write them a threatening letter? I'm sure they are quivering in their boots.
I'm sure they are going to nerf MFT, they always do. Unbunch your twisted panties and wait the 3-4 months it takes for them to gather data and form the change. Calm down man, Jesus this isn't your house insurance, it's a videogame
When Thanatophobia got buffed, it got nerfed within 2 weeks because it was unfun. There has been no excuse regarding the before mentioned perks.
I used to be able to play this game hours on end. Now play mostly 3 matches because of how unfun it has gotten since MFT + Hope + Buckle Up + FTP.
On the brink of uninstalling the game, so that is what'll do yeah.
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@NoOneKnowsNova said:
I'd love another system, like double bp (on top of any current multipliers like bonus bp for role incentives) that encourages people to play killers that are played less at their MMR or killers that said player doesn't play often.
I would love that. Tired of seeing the same killers over and over and over
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@KoreWaPantsu said:
Just DON'T PLAY KILLER until things are getting better. Leave the "skill issue" players wait in the lobby with their absolute and unargued truth.
This is what I am doing. Unless I need to do a challenge for the current event. It is sad though you cannot play a role simply because of busted stuff. It was the same with playing survivor and old Eruption.
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Unfun matches is the short answer. Alternative to DCing, people are avoiding the penalty. Why are matches unfun? There is not one single answer (teammates being incompetent, hard tunneling, camping, unfun killer to go up against, rage quitting, map imbalance, same killer for the x time in a row, and so one).
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@JudithMorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508817#Comment_3508817
skill issue, learn to adapt.
Ah, yes. The same mind numbing argument as used with Dead Hard. Please come back please when you actually have something to bring to the discussion. You sound like a 4-year-old at this stage.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508779#Comment_3508779
Have you seen the new Cowshed? For whatever reason it has a whole lot of deadzones now with absolutely nothing.
I have seen it more than once. And I disagree, there are pallets in every corner. The main difference with the old map is loops don't link to the next one.
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@JudithMorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508728#Comment_3508728
mhm whatever you say bud, seems like a skill issue to me.
The only skill issue here is survivors needing to run it to have an unfair advantage over a killer.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508728#Comment_3508728
remember there were people who yelled not to nerf DH he's not strong he's "FUN" some people will go out of their way to defend their cheese
Exactly, and we have the same situation all over again.
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@WitchWalpurga said:
or "maybe" the desired kill rate is not 0% or 100% per game and every side will always complain about anything what has an impact. There is a range between a useless perk and something busted. Not everyone is using MFT or Buckleup+FTP or Vigil+SB, you have to choose what kind of advantage you want. I really liked how the discussion went exactly like Scott Jund predicted: after the DH nerf "every other exhaustion perk is busted", everything which helps in chase is busted . Tbh i rarely encountered a situation (as killer or surv) in any game i played, where the 3% made a huge difference. I remember especially one situation in which a huntress just followed me around a rock for ages but the problem was not MFT, she was unable to adept to the sitauion and throwing in some mindgames would compeltely turned off MFT. If the devs don't nerf the perk after this little time it is in the game then
a) the data shows that it is not as busted as you might think or
b) they still want to collect more data about it
No, exhaustion perks are fine. There effect is limited and can be used only once in chase (unless you have a prolonged period of recovering from exhaustion). Made For This is infinite as long as you are injured.
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Sounds like fun. I would love to see something like that, just like during the anniversary. Would lead to less stale games and less sweatiness overall.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508769#Comment_3508769
Ah. So bad maps count when killer is chasing. But artificial dead zones don't count.
It's always survivor's mistake to get hurt, but bloodlust is needed mechanics to bandaid bad maps. Got it. I presume survivors are totally OP and need 50% base speed too
Artificial dead zones? Which map in DBD anno 2023 has deadzones by default? There are even pallets on the edges now, lol.
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@JudithMorel said:
made for this isnt even OP, its just a fun perk to use to a survivor that likes looping.
Sigh. Plenty of statistics have shown that it is objectively busted. It takes 20% longer to catch up with a survivor than without. You can loop longer and reach pallets/vaults you otherwise cannot extended chases in a game, where there is no room for extended chases given the speed at which generators are done.
The reason you find it "fun" is because it is an unbalanced perk making you feel you're good at looping. It is literally old Dead Hard all over again, hence 75% of survivors running it.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508233#Comment_3508233
MFTs that literally reward the survivor for playing poorly and getting hurt
Who says I agree with MFT being in the game?
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@Archael said:
I used offering and id not finish any gen. I had much more bp on endscreen than i should. Maybe i dont know something but it seems that offering increase your bp gain and gives additionnal from gen completition.
Tho i think that gen cmpletition bonus should be applied to anyone who had invitation regardless of if they finish gen or not.
I have been in matches as survivor where I got 50K BP with 100% BP bonus from just playing survivor and 2 Terrormisus which resulted in 120K BP at the end. It should have been way more :/
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508205#Comment_3508205
in your opinion, after losing 5 gens, the killer should get up and escort the survivors through the gate? what are you carrying? there are perks for the endgame, this is the style of the game. why am I not rewarded for my luck then?
If you have lost 5 generators and the survivors are still alive you played poorly. You shouldn't be rewarded for playing poorly. So why should you speed up and get insta downs?
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@Pavel_Ch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508155#Comment_3508155
you want to say Hope and Adrenaline are also crutches? then let's refine it, instead of complaining about the killer perk.
Adrenaline is only strong In a SWF. Hope is problematic when stacked with MFT. By itself it is good but not that good.
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@Harvexe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508130#Comment_3508130
I'd rather wait and be with competent survivors than wait 2 seconds (and even now it takes a while to find a game) and be with incompetent survivors.
I do as well. Most of my matches I get incompetent survivors as teammates and I loose not because the killer is that good, but because my teammates are that bad.
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@DaddyMyers_Mori said:
You escape = +MMR
You die = -MMR
When you are above a threshold, it doesn't matter you can match with anyone there.
It's not really good system. Ranks were flawed, but still did better job than this.
They tried to make strict matchmaking, but everyone hated it and queue times were hell.
So they made that threshold, which is kinda equivalent of red ranks.
It's basically rank system, but worse.
To add. The system priorities queuing times over actually SBMM. So you're likely to be put with lesser teammates to prevent you from waiting for a match for 5 minutes.