mca240
mca240
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@[Deleted User] said:
The "Frozen" cosmetic set's (Sorry don't know the actual name for the set series) are probably part of the festive cosmetic set's that can only be gained during there appropiate festive season (Mainly from October to the end of January is when this happens). I'm not sure if Frozen Trapper and Billy are part of those festive set's, but yeah if there had to be a time they'd reappear it would be as mentioned.
I don't think they actually were. Hence, some frozen skins are in the shop like Hag's and Ghostface's. I know Trapper's outfit was part of a rift.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441290#Comment_3441290
Very insightful! Thanks!
Yeah, one has to assume BHVR must be looking at Blight and Nurse... its a very consistent through line I've seen in all channels... though learning curve is high, so new players trying to learn them do pretty awful...
As a knee jerk thought, perhaps playing SWFs could be debuffed somehow? Not that one would really want to punish people for premaking tbh, and this is likely a bad idea...
But I dunno, spitballing a 5% long gen repair, and 5% longer to heal or something for those players making up the SWF? Scale with the number of participant in the SWF up to a 20% debuff? Solo players matched into the same team are not affected...
Probably would be hated, and the game would need hard nerfs elsewhere to compensate... but seems a lose lose battle trying to balance for the advantage of comms.
Would be REALLY interested if in organised competition survivor comms was banned... 😅
It has only been recently the developers started listening to feedback so it seems. So far, the whole reasoning behind nerfing or buffing a perk, addon, killer and so on was based off of data. Specifically, how often is it used and does the killer meet our target.
The kill rate they aim for is 60%. Blight is somewhere around that number. That's because newer players struggling with him and experienced players excel with Blight. The developers looked at these numbers combined and because it matched with their aim, they found him to be balanced. The same goes for his addons. They are all good. Hence none of the addons is picked significantly more than the other. Hence, his addons are fine.
Another example. They almost nerfed the Hillbilly. Why? His engravings were overused. They didn't seem to care the reason behind this is his other addons being useless. No, they were overused so needed to be nerfed.
This way of working misses any nuance. Let's hope they look more behind the data going forward. The same goes for survivor. Actually split op SoloQ and premades and see how they perform separate from each other and also for each level of MMR. Instead of piling it together.
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I think they need to give survivors a side objective to do besides doing generators. It is funny how I struggle less with Pig than with Pyramid Head for example. That's because Pig has build in slowdown with her traps. The survivors need to get the bear traps off before continuing. With Wesker they need to spray. And so on. Other killers have build in slowdown as well, but it isn't punishing. Freddy is an example. Almost no one goes to the other side of the map to wake up simply because playing in the dream world is not really punishing.
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@UndeddJester said:
Personally, as a new player who plays both sides and isn't jaded yet, it seems to me that by and large the game has had quite a lot of improvements over the past few years.
I've been watching a lot of videos covering DBD; Otzdarva, Ardetha, Kujo, Spookyloopz, Scorpionz to name a few, and I've learned a lot to already start doing well on both sides. What has been surprising though is how many videos, even recent videos are actually out of date... I have to cross check what a lot of these videos say quite a lot.
The game is quite clearly to me constantly evolving... not necessarily the right move every time from listening to these guys, but its always getting tweaked, and there does feel like there is a conscious effort to improve the game for everyone. Tbh at my level without all the crazy perks in play, it is loads of fun... though admittedly the future for me does look a little intimidating currently 😅
Regardless, I'm having a blast... and I'm intrigued as to how the anti camp changes will affect the game for me on both sides... but if killer becomes too weak, it'll get changed. The game needs both sides to function, so I'm just kinda excited to see what happens.
Hopefully the venom between survivors and killers diminishes over time, but it seems to me, by and large the game is slowly getting changes the community is asking for... so hopefully everything is resolved if ever I get to higher levels 😅
It not as simple as "the killer is weak". A couple of killers are very strong in this game either due to ability (Nurse) or addons (Blight, Spirit). However, the other 90% of the killer roster is underpowered. That is mostly due to their ability to handle the current maps and a lot of high MMR survivors grouping up in premades. If they buff killers currently, they will also buff the strongest killers. That is not something we want. To balance out the playing field they need to do a couple of things.
The first one is balancing out maps. So far they have done an horrible job at it. All maps released in the previous year were large and full of pallets and loops (extremely survivor sided as people here would say). The reworked maps (Red Forest, Azarov's) got worse for killers at well. Way more safe pallets, no dead zones and a lot more clutter (which interferes with the play style of the Hillbilly for example).
The second one is nerfing premades. Them being on comms alone is a major advantages annihilating the power of Trapper or Ghostface (calling out where traps are, or where the stealth killer is). The biggest problem is perk stacking. Going up against a team with 2 Prove Thyselves, 2 Unbreakables, 3 Adrenalines and so one just isn't something the "average" killer can keep up with, especially with said map imbalance.
That's why a lot of killer mains are frustrated because it takes you a while to get a good survivor and by that time most generators will be done already. From there it is an uphill battle, where any pressure you have build up gets nullified because everyone has Adrenaline and they get fully healed again or whatever plan they've communicated over their headsets.
Boosting survivors is done for the sake of SoloQ, which is doing better but is still not in the best spot. However, premades consistently benefit from it as well even though they are already overpowered (of course I am talking about the efficient, seriously playing premades...not the relaxed ones fooling around).
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@buffcoyote said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441013#Comment_3441013
The Survivor in me loves this idea, but the Killer in me does not. Having essentially perma-invincibility is just grounds for trolling. I can't agree with this.
How can you troll? There is no collision and you cannot do anything. You cannot really troll the killer. The only people you can troll are your teammates. However, that is something you can currently do.
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@Chilli_man2400 said:
Sounds good but it would actually encourage camping cause it takes 2 minutes for someone on hook to die. If all gens are blocked for 60 seconds you can literally camp the hooked guy with no consequences.
Hmmm...good point. However, this can be dealt with. Especially now that the new facecamp mechanic is coming.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440980#Comment_3440980
Well your exact words where “objective or win condition” the use of the word “or” led me to believe you weren’t using the words interchangeably. Anyway.
Depends on what you mean by tunneling. If you mean killer going straight back to hook and going after the survivor who has been unhooked. I have no issue with the devs stamping that out. I would take issue if the definition of tunneling is someone has been hooked twice in a row but during that time the have healed up, maybe even worked towards their objective.
I understand the confusion, my bet. Tunnelling is repeatedly going for the same survivor. They get unhook, and the killer goes for them again immediately actively ignoring other survivors.
I once proposed a very simple system here to counter it: When a survivor gets unhooked they loose collision with the killer. This loss of collision remains until they perform a conspicuous action. Basically, the survivor cannot be tunnelled but at the same time is also not contributing to the advancement of the game (not doing generators and so on).
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3440968#Comment_3440968
No real objective? The game is very clear in its objective. Survivors need to repair gens to power the exits, open the gate and escape the trial. The killer's objective is to stop the survivors doing this by sacrificing them.
I meant objective as in win condition. Obviously the survivors should power the gates and escape and killers should sacrifice to prevent this from happening. But no where does it say you should do this as efficiently as possible. From the website itself: "Rack up Bloodpoints by hunting, brutalizing, and sacrificing Survivors while using your Killer power to devious effect. The more you let your killer instinct shine the more Bloodpoints you’ll earn."
My original post:
To all the people in this thread saying "the killer should be able to complete their objective as soon as possible". You are aware Dead by Daylight is a party game right with no real objective or win condition? People make up their this win condition, it is all fabrication. Lore accurate would be you making survivors despair, feeding the Entity until the Entity finally claims the survivor. You are supposed to gather as many points as possible and to do that you need to get as many hooks as possible. Tunnelling is detrimental to getting point.
With regards to your actual post...yes, tunnelling should be dealt with by the developers. It is not hard to come up with a solution. But he, camping has also been in the game for the past 7 years and only now are they finally getting on it.
To add: I think tunnelling at a minimum should cost the killer blood points.
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@jordanjustice said:
I don't care about the backlash to this post, I'm just going to say it...
If DBD is going to live on for more than a few more years, the Devs are going to need to implement better barriers/rules.
How after.. what... 7 years? Is tunneling and camping still a thing? Its pathetic that this still exists. I know they've made Borrowed Time base-kit, but thats not enough. Killers just wait it out.
They need to make it so survivors off the hook have infinite borrowed time, until they actually do something... like touch a gen, or cleanse a totem, etc. This is the only way to ensure Killer's wont tunnel. And if they do, that is the Survivors fault for doing something prior to being a safe distance from the killer. There is no downside to putting this in place... Its only infinite until they become a productive team member... if they never do, then effectively, the survivors are down a member. Honestly, I don't understand how simple solutions like this are not already in place.
Even if the survivor off the hook tries and takes advantage of their borrowed time, it will be gone after one hit. The benefits of implementing my suggestion far out weigh any negative opinions.
Regardless, if this game wants to continue to survive, the Devs, desperately, need to fix the issues in the gameplay. Tunneling and Camping should have been eliminated years ago. The biggest issues killers had was Dead Hard, and you eventually ######### that perk over, didn't you? But what I am discussing is not a perk... its gameplay. You want everything to be fair in your game. You want balance. It can't happen as long as killers have administrative rights to the game... the game literally goes depending on how the killer chooses to play. Tunnel... Camp.. Play with integrity.. completely the killers choice. Take away the choice, devs. Tunneling and camping is literally the worst thing people say about this game, but yet you still haven't implemented ways against it.. its so sad. I hope you figure it out. Maybe take my suggestion in this post, at least for tunneling. Seems pretty common sense, not sure why it took 7 years and outside opinions to think of this.
To all the people in this thread saying "the killer should be able to complete their objective as soon as possible". You are aware Dead by Daylight is a party game right with no real win condition? People make up their this win condition, it is all fabrication. Lore accurate would be you making survivors despair, feeding the Entity until the Entity finally claims the survivor. You are supposed to gather as many points as possible and to do that you need to get as many hooks as possible. Tunnelling is detrimental to getting point.
With regards to your actual post...yes, tunnelling should be dealt with by the developers. It is not hard to come up with a solution. But he, camping has also been in the game for the past 7 years and only now are they finally getting on it.
As for all the us vs. them killer mains in chat. Yes, gen rushing is also a problem. That's why they need to implement side objectives. However, not every team gen rushes and still almost every killer currently tunnels. This isn't tit for tat, both are issues and don't mutually exclude each other.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3439453#Comment_3439453
Dredge isn't weak as long as the map isn't terrible. Some maps need to have more lockers so RNG doesn't play as much of a factor, but given a decent map, Dredge is a strong Killer in the right hands. Slowing down while holding a remnant gives survivors needed counterplay and removing that would make the remnant too strong. If you want proof of that, look back at when Bloodlust was bugged and could be retained while holding the remnant. It made it ridiculously strong. The slowdown is there for a reason.
Ah, yes. Dredge is so strong...that nobody picks him to play. I mean, forget about Blight, Spirit or Huntress. The 95% of people playing them are fools. Dredge is where its at. Seriously, I haven't seen a Dredge in weeks. I see Trapper more than Dredge. He is not strong.
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@sizzlingmario4 said:
Remnant slowdown does not need to be reduced. It’s fine.
Only change I want is half of Haddie’s Calendar basekit (and nerf the addon).
You think it is ok to have an anti-loop power which is weak? Putting down the remnant and slowing down = just run away from the loop and gain a lot of distance. I am sorry, but the Dredge is underpowered right now
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To be fair…the real problem are premades. No SoloQ team can ever “gen rush” you, if you are playing well. Buffing killers more would kill SoloQ. If anything, premades need to be nerfed.
How to nerf premades? Lets start with them not being able to share perks and items. I cannot think of another way to bring them more towards SoloQ level.
And even if you wanted to buff killers, it would make S-tier killer even more overpowered.
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Hear hear, a lot of good stuff coming to the game!
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/375922/camping-and-tunneling
camping is incredibly inefficient, and tunneling is only effective if survivors allow it to be effective
You’re joking right? If it was inefficient/ineffective nobody would be doing it. I play only soloQ and it affects more than 50% of my matches (3K hours). Finally they are addressing camping but tunneling also needs to be taken care off as well. Sooner than later because it is sucking the fun out of most matches.
I am mediocre as a killer and I can play Pig with Corrupt Intervention as only slowdown and 3-4K most matches (unless it is a veteran team on comms). There is literally no need to camp or tunnel, especially early in the game. If anything, killers who exhibit no skill need to actually get good instead of relying on their unsportsmanlike behaviour of what basically is spawn trapping in any other game.
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Shall we wait to see, how these changes will play out in a PTB? And then offer feedback so they can adjust? It has just been announced. I am just happy they are actually tackling face camping.