Avatar

ratcoffee

ratcoffee

About

Username
ratcoffee
Joined
Visits
0
Last Active
—

Comments

  • @BorisDDAA said:

    What subtle change do you propose then?

    instead of giving haste it should instantly down the survivor xD

    • Killers are 15% faster than survivors by default and can gain an extra 15% haste, base kit, since shortly after the game's release (bloodlust). If moving at 110% speed is handholding, what's moving at 130% speed?
    • Exposed, as well as killer powers that insta-down, enable deep wounds, or bypass the first health state by giving a free injure or enable broken status effect.
    • Undetectable
    • …Ok I have nothing for this one, but also who cares? it's like 10 seconds of anti-tunnel
    • Killers have been able to see the aura of gens since day 1, allowing them to both strategize which gens they're going to defend and to know which areas to patrol.
    • This is just the same as your first point (which I already disproved) but even worse
    • …and this is a worse version of your second point.
    • Killers could (and were actively trying to) win by actively avoiding progressing their win condition
    • The gall to complain about anti face camp in a patch where it got nerfed from its already near-useless state, lmao. Anyway AFC is designed to try to get people to actually play the game, it's as much a mechanic for handholding killers and gently guiding them to the actual gameplay as it is "handholding" survivors
    • IMO if you think this is handholding you've lost the plot. This is information that self-evidently should be on the shared survivor HUD to bridge the gap between solo and SWF. It's as much handholding as any of the information on the Killer HUD.
    • …yeah some of the pallet changes are pretty bad

    you've got like one, maybe one and a half valid points out of the 11 things you've mentioned by name. many of them have analogues for the killer side that have been in the game for far longer.

    what's particularly frustrating about this is that in principal I agree with you on the specific issue of those hook-spreading bonuses. i think they were fine and i'm disappointed that BHVR removed them. what's galling here is the insinuation that survivors having access to mechanics in general, many of which mirror mechanics available to killers (often mechanics that have been in the game for years prior to the introduction of the survivor analogue). it feels incredibly out of touch and one-sided - when killers have always had a mechanic, that's all well and good, but give survivors something remotely similar, and that's hand-holding? give me a break.

  • I listen to podcasts while gaming, or if I'm playing with a streamer I have their audio open so I can hear their call outs (usually podcasts though)

  • He already has it base kit, both when he's in and out of chase. The add-on just buffs it from the 7.5% haste base kit, to 12.5% haste total (7.5% base kit + 5% from add on)

  • @Firellius said:

    Wait, so the official stats are going to exclude a ton of survivor losses? This is going to massively deflate the stats on kill rates.

    G3jKwmcWcAAtN4S.png

    Ahaha, about that…

  • Can not understand this community's obsession with the idea that if a perk can be used to punish tunnel attempts, it necessarily can't have any other use case. Like what, are we gonna nerf Thrilling Tremors because it's slowdown, but also if you don't get slowdown value it still gives info? Of course not, that would be silly. Why do we rightfully see the fairness in allowing killer perks to have utility in multiple situations but we cannot allow survivor perks to have that same type of utility?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010243#Comment_4010243

    I am not objectively wrong. There is a reason that in comp level play they put up MASSIVE restrictions for survivors and put all the killers on the best maps for them. And why tournaments have to keep putting up all these point systems and stuff to make winning or losing less about kills/escapes. Because at its core, the game is not balanced at the highest levels.

    But either way. Answer my question, do you balance around high skill players, or average skill players?

    I reject the premise of your question, you do not need to choose between one or the other when both can be considered

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008963#Comment_4008963

    How did they removed it, you will still get 10% haste and endurence effect for 10 seconds.

    Do they want to remove it in the future?

    i think it was fairly obvious they were talking about the anti-tunnel ideas that were play-tested in the 9.2.0 PTB that didn't make it into live

  • I thought it was a funny joke

  • At this point I play DBD once a week on Fridays in a small streamer's SWF (no voice comms, other players range from less than 100 hours to 4.5k) and this week I could only stand like 3, maybe 4 games even with a group, things are grim

  • Just bring anti-tunnel to make sure you don't get chased and hit again immediately after unhook. I heard Off the Record is great.

    I also just woke up from a month long nap. Now let me just take a sip of coffee and read the newest DBD patch notes.

  • @oecrophy said:

    I'd like to see you try and stop a hard tunneller from doing exactly that. Let's see how good you are at making a killer that is intent on tunnelling, stop tunnelling.

    I'd like to see you try and stop a hard tunneller from doing exactly that. Let's see how good you are at making a killer that is intent on tunnelling, stop tunnelling.

    nah. when I pick someone and decide to tunnel, I full commit — but survivors gotta give me that window first. why would I proxy in a (for me) dead zone with nothing there (no important gens), with no clue on unhook timing, no gen info, and zero side pressure while i proxy?? especially if they’re milking the hook timer. once I’ve rotated across the map into the zone I wanna hold, it’s not worth the efficiency to run back just to force a tunnel. so yipp : if I tunnel, I tunnel — that person ain’t getting out. do I want to tunnel every time? hell no. if they go down in smart zones and actually play macro, tunneling nukes my tempo. why would I grief my own pressure?

    Let me just pull the pin here and make your whole entire argument collapse: Nothing you've talked about so far puts any distance between tunnelling and regular play. Nothing you've talked about makes tunnelling less advantageous than chasing a fresh target.

    ALL of this is simply you complaining about bad survivor plays and then acting like it is that, and only that, that makes tunnelling profitable.

    Not the early 1v3 and the default much shorter chase given the survivor starts with one evaporated health state, but just… 'Hookbombing bad'.

    Take this, for example:

    nah. tunneling puts a totally different kind of pressure on the team. said it a bunch already. as long as people still have hook states and don’t feel tunnel pressure, they laser-focus gens. it’s not about “one less health state” — plenty of survivors stay injured and keep pushing gens anyway. the real pressure is you pushing someone toward dead hook.

    and when the killer isn’t tunneling and folks still have hook stages, there’s way less reason to play safe: no need to reset, no avoiding dead-zone gens — “i’ve still got a hook stage.” that’s the difference. this difference is huuge.

    You know how this differs from non-tunnelling?

    The 're-spot' and finding a survivor actually exist and cost time here. They don't, with tunnelling. That's all basekit and free.

    you act like only cuz re-spot just vanishes when you tunnel. it doesn’t cost— you pay it in a different currency: while you hover, 2–3 survivors are doing gens, resetting, or setting up cover/bodyblocks.

    choosing to tunnel (especially early, not on dead hook) is a macro loss — it drags you off your gen cluster. that’s why tunnel often isn’t worth it once survivors play smart: they go down in good zones (nothing for you there) and actually play macro.

    once you’ve rotated over, running back to keep the tunnel is inefficient. a fresh chase at a hot gen usually protects more progress than hook babysitting at this moment.

    You get 10 seconds of extra gen progress, but in exchange, you go down to a 1v3 in one full chase and two half-chases.

    No one is taking that trade.

    Again, all you are talking about are things that are even between tunnelling and non-tunnelling, failing to construe any meaningful difference between the two.

    You can get as verbiose as you like, you can say 'macro' as often as you like, your argument still falls flat because the game simply doesn't work the way you have conjured it into your head.

    None of what you have mentioned makes tunnelling work less than non-tunnelling.

    i already explained verything.. you can tell you haven’t even put 100 hours in since 2021. can’t help you there — go get your own experience. I’ve already laid out the differences; if you don’t see them, that’s a game sense gap. i cannot help u there to get more gamsense.

    and yup, tunneling gets way less attractive when people go down in bad zones for the killer — places with nothing to proxy, no hot gens to guard, no easy side pressure. if they milk the full hook timer (those extra 10s are huuuge), pull last-second (trade if needed), and layer in the right perks, you lose tempo a lot by choosing to tunnel there. that’s the difference. you lose the game.

    tunnel is a tool, not an auto-win. pick it in the wrong spot and you grief your own pressure.

    Tunnelling doesn't teach anyone anything. Normal play teaches them significantly more.

    it does, just not the lesson you prefer. survivors learn hook-timer discipline, trade calls, bodyblock timing, off-hook routes, when to reset vs. better slam this damn , and how to play smart and not to aggressive because its a threat to get found. and how important it is to use ur time during this match.

    Everything you have spoken about has been presented without a single shred of supporting evidence, it's all just been whatever you feel like.

    not even about how I feel ehw?— this changes.. it’s about how survivors feel. this is a change that isn’t technically needed for balance; it’s there to reduce newbie frustration from players who don’t want to learn the game and get overwhelmed by a tunnel. (better info + better MMR would be the real fix.)

    Then give better stats. Give better numbers. 

    https://us.v-cdn.net/6030815/uploads/SS5WTQ9L8ES5/image.png

    i don’t put much stock in these rates, but here are the latest numbers. like I said, imo they’d skew harder against survivors if people actually played macro. but this is what BHVR has published — and it’s the target they balance toward. idk.. my pov:this stats dowsnt say much and do not show what happens ingame.

    You've posted a bunch of times complaining about how the forum is survivor sided and showing your downvote numbers as evidence.

    I need you to understand that the reason you get downvoted is not survivor sided bias, it is because you frequently will make arguments like this - you will say kill rate is a bad metric of balance, but then use escape rate (which is directly a function of kill rate and literally no other confounding factors) as a "better" alternative. You want people to agree with you, argue better.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000001#Comment_4000001

    i’m still of the opinion that the killer role—no matter the killer—should have a real chance to win vs any group if played well, independent of kill rates and without relying on major survivor mistakes. by “win” i mean a 4K. balance should let skill → 4K even vs stacked comps. if the killer role needs throw-level survivor mistakes to win, that’s not agency.

    right now the game’s basically balanced so coordinated survivor groups (esp. SWF) get a big safety buffer, and killer has no realistic 4K path without major survivor mistakes. the global kill rates hide it, since soloQ inflates killer numbers while strong premades only lose when they hard-throw— which, yipp, they often do. net effect: killer agency feels optional, not systemic.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999998#Comment_3999998

    cool, but does that 60% include DCs, hook suicides, intentional throwing/memeing/playing badly, over-aggressive saves that feed the killer, and groups that refuse to accept a death and overcommit (lots of strong SWFs do this)?

    is it split by solo vs SWF and this by MMR? (i mean, most a lot of swfs are not good , a lot swfs have 1-2 "not so good" player in it) if not, it’s just an average that can hide where a role lacks (or has too much) agency.

    even if BHVR aim for 60/40, that aggregate doesn’t prove fairness—soloQ can prop it up while coordinated SWFs are nearly unpunishable. depending on how DCs / “let’s have our fun with this killer” moments / suicides / inefficiency are counted, the metric is noisy anyway. what matters is agency: can a well-played killer threaten a 4K vs any comp without praying for throw-tier survivor mistakes, and can solid survivors consistently convert smart macro into escapes? publish segmented stats (MMR brackets, SWF vs solo, map, region) and design to those—not a single headline number.

    It doesn't include DCs (which incidentally eliminates games where someone DCs because the game is already lost)

    It does include those other things you mentioned, but it also includes the games where killers are farming. Also, many of the things you mentioned were just "survivors made mistakes" and it feels wrong to say that games where players made mistakes shouldn't be included in stats.

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999933#Comment_3999933

    got an official source for that?

    as for asymmetry: in a 1v4, the four survivors scale with coordination and shared resources, while the killer is a single point of pressure. If both sides play clean, gens finish unless the killer has extra agency (mobility/info/slowdown) to force downs—so balance must lean killer enough to prevent stalemates. “killer-sided” here means sufficient threat to punish mistakes and actually resolve matches, not “killer should auto-win.”

    I don't want to spend my lunch break tracking down the specific post it came from but BHVR have said they balance for a 60% kill rate / 40% escape rate.

  • @jesterkind said:

    I kind of agree, actually.

    What I think this stems from is that people conflate "party game" with "casual game", when there is a difference between those two things. Party games are as described above, casual games are ones with more depth and complexity that still rewards investing time and effort but that aren't geared towards a particularly intensely competitive expereince.

    DBD has, historically, always been the latter. It's never been an e-sports, ranked-mode type competitive game like Overwatch or League or CSGO, but it's also not exactly Mario Kart.

    You're not wrong, but also there are plenty of terms people use "incorrectly" as colloquialism.

    People will say things sarcastically and then claim they were saying it "ironically," for instance.

    So although "party game" is an inaccurate descriptor, I won't fault anyone for using the term to point out that DBD is not an export ready game

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456172/the-dbd-community-has-a-win-at-all-cost-problem

    Sarcasm aside, how what can we as a community to do to make Tunnelling, and by extension other unfun strategies, less of a issue? Simple really, take a load off and relax. Killers don't have to tunnel, Survivors don't have to rush generators, both sides can take in a match to goof off, chase each other, maybe get some funny clips. Matches don't need to end in 5 minutes nor do does someone have to be taken out in 2 minutes, this is a casual game with a lot of RNG and balancing so comically bad its almost intentional. Nobody has to play like this is a competitive tournament with money on the line.

    maybe it’s just my mentality, but peak DBD is when both sides play for the W.

    Tunneling’s a legit fun part of that. First chase? I’ve got the whole map and every resource to work with — that’s real interaction. After the tunnel’s done, the next person in line has way less to play around; map’s trimmed, pallets gone — way spicier, way more pressure. If the killer keeps target-swapping and no real chase happens, it’s mid. its not fun the moment the Kiler only tries to get people at dead zone gens with constant target switching.

    I like the tunnel, I like breaking a hard tunnel, I like clean body blocks and team play. ‘Let’s not try’ matches are gray and boring.

    Love when both sides sweat for the win.

    but.. i dk, I’m into 1v1s too. Kinda the same as a tunnel — you just try to hold it forever and burn every resource on the map.

    I don’t mind when both sides play for the win. Anything else is boring,.. no? :/

    Hard disagree. I used to run chest gremlin builds years ago, and some of my most memorable games I've had were games where I got value from multiple items I found in chests in the same game. As killer i had plenty of games where I just didn't worry about hooks or kills and let survivors get as much time doing locker blinds as possible (back when that was a thing)

    The game is at its best when you feel you have the liberty to be goofy, to enjoy all the mechanics the game has to offer. Current DBD feels like you have to be hypersweating the objective and fun is only something you're allowed to have if your opponent is weak enough to allow you to have fun in between rushing objectives

  • @Shinkiro said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997063#Comment_3997063

    I really dont get why this is so hard for people to understand honestly.

    It's not that people find it "hard to understand" so much that they think strictly facecamping was not ever The Whole Problem and that proxy camping was (is) also problematic, or that Bubba standing at the top of basement stairs instead of at the bottom makes no practical difference and should still be punished. They know the changes address what they're supposed to address, the argument is that what they address isn't enough

    I personally don't care because I'm at a point where I'm done with this game for a while, but that's the reasoning for the supposed gap in logic there

  • You're exactly right. I have about 300 hours in killer total and I demand I get to keep a strategy that lets me get winstreaks as long as the longest survivor win streak done by a SWF of 4 pro players

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/456077/killers-crying-about-changes-once-again

    You do realize the community as a whole and content creators that spend time playing survivors and been playing them for so many years have stated that the current values are not ready for live servers yet.

    If this hit live servers it would be chaotic.

    Let them polish it, the changes will be negligible for lower end players either way they will still feel like they wont be tunneled out and the polished changes will feel much more impact for better at higher mmr

    I think OP is arguing that they could have nerfed the numbers and shipped it in the upcoming patch with those number changes

    I disagree, I think more testing is required, but I don't think "ship it exactly as is" and "take an extra 1.5 months minimum to rework it" are necessarily the only options

  • Close enough where I feel like "called it" isn't inaccurate

  • @BOFH said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996419#Comment_3996419

    It's 10 additional seconds of gen time per survivor on a gen.

    Since the biggest issue usually occurs with the first chase and hook, it works out to:

    3 survivors on gens x 10 seconds of additional time-on-gen per survivor = 30 seconds total additional progress

    This does compound over the course of the match, of course, since there are two exploitable hook stages per survivor and multiple survivors to get hooked.

    This leads to the common use of tunneling to make it a 3v1 ASAP, as well as highlights the problem with "eye for an eye" types of balance patches. Specifically, it means that one side lost an eye ages ago leading to an eye being taken from both sides now.

    Apparently people don't understand what "balance" means and complain about a "one-sided" change without realizing that the change is one-sided at this particular point in time precisely because it was already out-of-balance in the other direction already.

    @Firellius also pointed out loud that it's in survivor's best interests to unhook ASAP most of the time because 3 survivors on gens is more progress than 2 on gens and 1 on hook, so the "30 seconds per survivor per hook states" only really applies if the killer is proxy camping and refusing to let survivors unhook, in which case good those killers should get punished

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996208#Comment_3996208

    One other note about the hook stage vs gen time changes, if I'm remembering my patch history correctly, the hook stages were changed at the exact same time the gen repair extension happened, or within a week or two after at the worst.

    You are misremembering very badly. Gens got their charge increase in 6.1, hook timers got updated in 8.2, two whole -years- later, not weeks.

    As it turns out, 10 seconds extra of hook time on the first hook of the game translates into around 30 seconds of gen time, which completely negates (and then some!) any benefit the killer received from extending the generator repair time.

    Except A) It's only thirty seconds if the killer puts literally zero pressure on anyone else, B) It's still in the survivors' best interests to unhook as soon as possible, as an incapacitated survivor reduces gen efficiency. and C) It was 50 seconds of extra gen time total, so even a total misplay wouldn't fully offset the gen increase, at least in one hook.

    It's kind of what @ratcoffee mentioned: Any value, even if perceived in such a myopic perspective that it disregards all drawbacks, is labelled as 'unfair'.

    Just adding onto your point about hook timers, it's only 20 seconds because even in the worst case, the survivor only spends 2 of their 3 hook states waiting to be unhooked as the third one causes them to be sacrificed instantly.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995021#Comment_3995021

    He doesn't have to "let the person finish the gen", there are options: he can slug if it's really that critical, or just hook. There's one gen left, so up until maybe a week ago when this was announced this was everyone telling us "you have to secure a kill because the game is over".

    Given that he went with the hooking option and then won the game, this isn't really making your case that it's a problem. You seem upset that he didn't "win harder" here.

    I think a lot of people (i mostly see killer mains doing it, but survivors might, too, I just haven't seen it) play with the mindset that "my opponent gets any value from their things, or even anything remotely adjacent to value, is a lose condition"

    When anti-facecamp was first introduced, people were complaining that survivors were "getting value" from AFC in the 4-5 seconds it took to kick a nearby gen and walk away. They were only getting 10% of a bar of anti-facecamp, but they pressured BHVR into giving a delay before the meter starts filling. Now, I'm not complaining because that feature changes nothing about how functional the anticamp system is, but people genuinely seemed to think they were being punished & forgot that the system does nothing if the bar is less than 100%. I've seen people say "it's unfair the survivors got this nasty setup" while sharing their video of a 4k4 on Legion.

    Nobody's going to see whether or not your opponents got the anti tunnel bonus in a game that ended in a 3k+

  • Name checks out lol

    Most people i know play multiplayer games to enjoy the game's gameplay, and often to enjoy the company of the people they play with and against. There are games that are set up to be egofests, but DBD is really not one of them when you compare it to Valorant, Apex, League, or whatever FOTM fighting game people are playing

  • @KingOfGhost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994260#Comment_3994260

    If they wanted to have better foundations, they would add concessions so that survivors would not abuse the system. Instead, they force the killer to play in a way they see fit for them.
    Tell me what you can do to a survivor with 2-hook stage to stop them from repairing a gen in front of their face?

    People forget the anti-slug takes 90 seconds to activate in the first place and then takes 30 seconds each subsequent time. That's a lot of time to spend on the ground doing nothing until you get one (1) more hook

  • @CrossTheSholf said:

    Pop basekit isn't enough. And nerfing gen control is hilarious because slower gens make it easier to not tunnel because you have more chances spread hooks

    That was the logical in the changes for 6.1 and tunneling ended up increasing in that patch

  • @Coffeecrashing said:

    Everyone needs to remember that if there isn't enough complaints about the PTB, that it won't get changed.

    IMO if people complain about the changes before we get numbers it kind of diminishes any actual legitimate complaints. If the bonus gen speed is too much but a bunch of people were complaining before they even knew the numbers it becomes easy to falsely dismiss any legitimate complaints as "these are the same people complaining before we released the numbers, clearly they're the people this change was meant to nerf and we can ignore them"

  • @OmegaXII said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993863#Comment_3993863

    It doesn't necessary have to offset a dead survivor. It's the mere concept of punishing Killers for Survivor's own mistake makes it quite hard to bear with. It just doesn't feel good and justified.

    Punishing a killer would be like, reducing their emblem score or their BP gain or giving them a queue penalty. Giving survivors a modest repair bonus so they're only clapped and not giga-clapped is not a punishment for the killer

  • @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.

    When two people are already dead, one is on hook and the last one just got knocked down, for starters. That's one of the most common use cases of the survivor surrender feature

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993708#Comment_3993708

    Mini pain res literally defeats the purpose of it, which is to get killer away from hook.

    I was gonna say many killers don't have the mobility to take full advantage of thr on-kick, but then I realized, that's what the haste is for. Good point, we'll have to see what the numbers are

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993807#Comment_3993807

    That's it? It was like triple that during the last 2v8. Patch hasn't even come out yet, and killer numbers are already dropping lol.

    And, as I've tried to explain to you using as small words as I can, it's 2v8. Killer queues always skyrocket during 2v8 because people want to play killer with a friend. It's literally the entire draw of the event.

    But, killer queues would only skyrocket during 2v8 if people who normally are queueing for survivor, were queueing for killer in 2v8 instead. If people queued for the same role, the queue times would remain the same since the same proportion of each side's players would be playing.

    Meaning there is a massive contingency of "survivor players" who actually play + care about both sides, and your earlier point trying to discount the majority opinion because "the majority of players are survivor players" is wrong (since, as we established, a huge proportion of those players are willing to play either role)

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993798#Comment_3993798

    Oh, gosh. I wonder why the "majority opinion" would favor survivors? Hmmmmm… it's such a tough nut to crack. Gosh, I have no idea why in the game where survivors make up roughly 80% of the playerbase, the forums' majority opinion would generally favor survivors. Guess it'll remain a total mystery.

    You are aware that killer queues are currently 5 minutes for 1v4 and 15 minutes for 2v8, right?

  • @TimberGoingDown said:

    You do realize that two things can be true at the same time, right?

    Bad survivors, the ones you see in roughly half your matches, play like garbage.

    Good survivors actually play to win and use all of the many, many handholding tools that the devs have given them over the past few years.

    I personally find it far more likely that you're massively biased against survivor players, what with your constant need to insultingly infantilize them and your interpretations of the game's balance that are well at odds with statistical evidence and majority opinion alike.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993708#Comment_3993708

    Gens were slower then. Survivors were much less efficient before the HUD changes.

    I want to make sure I understand.

    1000001044.jpg

    Garbage at the game, but actively adjusting to having helpful gen indicators? Taking advantage of the HUD changes, but also running after the killer rather than work on gens? Is that correct?

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993697#Comment_3993697

    So…. worthless. Much better to just tunnel someone out and deal with the repair speed.

    Pop was widely considered one of the most powerful regression perks pre 6.1, back when it was a flat 25% of 80 charges. If it's a flat 20% of 90 charges that would be extremely solid.

    I still think it should be a mini-pain res instead of a pop, so non-mobility killers can also benefit, but it's wild to me to say something that's 2 charges less than one of the strongest versions of one of the strongest regression perks in the history of the game is "worthless"

  • @Batusalen said:

    I'm going to raise the bet here: Even if they obviously don't play, don't they have a consultant program where prominent DbD players give their opinions on future content?

    How is it possible that nobody looked at these changes and told them, "Bad idea"?

    Seeing a post like this is actually mindbending to me because, like

    Some of these consultants have public discord servers where they talk aboit these changes and make videos discussing what they like about the changes and where they think the changes might need to be tweaked

    Like maybe this is a point for self reflection, if you can't conceive that subject matter experts would not agree with you, maybe your own perspective is biased and out of touch with the more balanced perspectives

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992970#Comment_3992970

    Oh.

    So all this handwringing was down to a miscommunication, then?

    Yeah, although I wanna be fair to the people who were worried about that potential problem - it wasn't clear in the patch notes and they shouldn't be expected to have read every dev post, so it's an understandable misunderstanding. Just, I'd not like to have to explain the misunderstanding to the same person multiple times 😑

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992962#Comment_3992962

    They are gonna be affected as one of the punishments for the new systems is if any survivor dies BEFORE 6 total hook states meaning if a survivor dies to Onryo's or Pig's before 6 hooks then they get punished. An Onryo main has even made an example of how badly these changes will affect Onryo as shown below. (If you want a more detailed explanation for this then you can go to JCGlitchmaster's video and go to the time stamp in the screenshot.)

    https://us.v-cdn.net/6030815/uploads/DGMOQHMF42WX/screenshot-2025-08-30-8-11-26-pm.png

    Let me repeat myself: Ryan clarified that the "dies before 6 hooks" thing only applies to deaths from re-hooking the most recent hook. The video that Onryo main made is fundamentally incorrect because the Onryo main made the same mistake you did: not reading Ryan's post and not knowing that the "dies before 6 hooks" thing does not apply to killer power kills.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992953#Comment_3992953

    Would you like to tell me how many full-power perks Killer gets to alleviate the meta and "unfun" survivor playstyles

    What 'unfun' playstyles are you referring to?

    Survivors doing gens too fast, obviously. How fast is too fast? Ah, as long as I'm getting at least 2 hooks per gen completed it's fine.

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992915#Comment_3992915

    There's many issues with the new systems that are gonna negatively impact the game across the board.

    1. Certain killers will be borderline unplayable/useless such as Onryo, Pig, Twins, etc.
    2. You have numerous lose-lose-lose situations that affect all killers(the ones listed above even more so and, yes, that's right it's not just a 2-way issue, it's a 3-way issue) where if a survivor is unhooked then they have no concerns at all and can just instantly hop onto a gen without even healing because A) if the killer hooks them again then they can get punished for it, B) if the killer slugs them then the Slugging Prevention System(it's not a reduction-focused system, it's a prevention-focused system), C) if the killer ignores them then they lose the generator when they only have 5 gens to defend meaning after 5 downs they're essentially guaranteed to lose the match anyways.
    3. These systems are direct buffs to SWFs(specifically bully squad SWFs) as they get a bunch of strong perks built into their bully builds now without the need to sacrifice perk slots.
    4. Not only are BHVR withholding crucial match info from the killer, but now they're making it so that the killer's own UI is actively lying to them while the survivor's UI is giving them almost every single bit of info in the match with 100% accuracy.
    5. These systems aren't just targeting malicious players and are gonna be targeting normal players by punishing them for just simply doing their objective because 6 total hook states are either A) 2 survivors with 2 hooks each + 2 survivors with 1 hook each or B) 3 survivors with 3 hooks each and if a killer has gotten to that point and a survivor dies after even just 3 total hook states then it's a normal player using killer because tunneling is when you actively ignore everybody else in the match just to keep going after the same person over and over again hence the name "tunneling" because you're tunnel visioned on that one person.

    There are so many more issues with these systems, but just these alone are enough to show why this needs to be scrapped and go back to the drawing board like they did with the Finisher Mori and Twins Rework PTBs.

    I agree that they should make tweaks to how these changes interact with Twins, but the devs have clarified that these changes will only come into effect on deaths from hooking the same survivor multiple times in a row, so Pig's RBT kills and Onryo's condemn should not be affected (and if they are, it should be considered a bug)

  • @oecrophy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992054#Comment_3992054

    uh?

    I mean… why?

    It’s not a threat, it’s just a consequence.

    Survivors asked for their goodies — they got their goodies — and they didn’t care that it ruined the killer experience for M1 killers and the weaker killers who have to rely on slugging and tunneling. They also didn’t care that it took away the killer’s ability to respond to certain survivor group plays.

    Some lobbies were already brutal with the current killer kits, but still fun to play because I had my counter-pressure tools.

    The survivor community didn’t care what that meant for killer gameplay — they wanted their goodies, they got them.

    idk..

    I’m fine with it. They got what they wanted. But I’m not going into matches just to lose and entertain certain survivor groups, giving them their free “ez tutorial killer and now watch me leave” moment at the exit. Nah. I’ll accept the change. I’ll adapt so that I can still have fun with the update myself.

    and at the moment i just warm up for this a bit :D

    But huh? Why does that make the game “unfun”? Survivors wanted the change, not me. I’m confused. Do they actually not enjoy what they asked for after all? They got their anti-tunnel, anti-slug, all of it. And still not happy? Just because the killer doesn’t play the way they want?

    I think you're under the false impression that survivors complain about tunneling because they dislike losing and think they'll always win if the killer is forced to stop tunneling. You're wrong.

    Survivors complain about tunneling because they dislike tunneling. When you say that you'll adjust your playstyle so you win without tunneling, a vast majority of survivors will be happy with that.

  • Sure! Here's my idea:

    • Don't have multiple people focus the same gen or you'll repair gens 15% slower, and risk getting multiple disrupted by the killer at once
    • Think carefully about what gens you do and in what order, or you'll face an impossible task getting the last 3 gens done
  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992154#Comment_3992154

    As it turns out, Dead by Queue has a twitter account,and you can go through their old tweets from before the 2V8 event started: https://x.com/search?q=(from%3ADeadByQueue)%20until%3A2025-08-19&src=typed_query&f=top

    There are periods of time when individual servers have longer killer queues, but killer queues are more frequently longer than survivor ones, and the peaks of killer queue times are generally slightly longer than survivor queue time peaks. This suggests to me that survivor shortages are more severe and frequent than killer shortages.

    "Periods of time when individual servers have longer survivor queues" istg

  • @SweetbutaPsycho said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992031#Comment_3992031

    Easy. It's almost as if there is a current 2vs8 event going on where a lot of people want to play killer which screws up the queue times for normal mode as well.

    So pointing at the killer queue times right now to argue that survs are leaving makes 0 sense.

    Also dbd is still on a player high after fnaf release with above 100k players average. So I don't see survivors leaving unless y want to argue that everyone that recently joined only plays killer

    As it turns out, Dead by Queue has a twitter account,and you can go through their old tweets from before the 2V8 event started: https://x.com/search?q=(from%3ADeadByQueue)%20until%3A2025-08-19&src=typed_query&f=top

    There are periods of time when individual servers have longer killer queues, but killer queues are more frequently longer than survivor ones, and the peaks of killer queue times are generally slightly longer than survivor queue time peaks. This suggests to me that survivor shortages are more severe and frequent than killer shortages.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992006#Comment_3992006

    Uh huh. And then they showed that they couldn't actually do that when they released the "Anti-Go Next" patch.

    If the go-next system is too overzealous in detecting and removing games from the system, you realize that's only going to artificially decrease the kill rate by falsely removing kills from blowout games, right?

  • @SweetbutaPsycho said:

    "Survivors leaving the game in droves" Source: Trust me bro

    1000001039.jpg

    How does this happen do you recon

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990740#Comment_3990740

    As one example, killer has one survivor (player) they are slugging for the 4k and a bot remaining in the match.

    Every 34 seconds the survivor stands up, and gets immediately hit back into the ground to reset recovery. (After the first 90s).

    There is no escape path for the survivor in this scenario:

    • The bot player is still standing, so abandon isn't available.
    • The survivor can't physically crawl faster than the killer can walk, so they can't get away from being instantly downed again.
    • The only avenue forward to end the game is for the survivor to be repeatedly downed, can't bleed out, and wait for the bot to finish however many gens remain. And since bots and terror radius, the killer can extend gen progress basically as long as they like.

    Congratulations, instead of a 4 minute bleed out, you have a hostage situation. The killer completely decides if this occurs, the survivor has no way out except to disconnect (because the bleed out timer has been removed for no good reason).

    That's just one example.

    When there is only one human survivor left in the match the human player is allowed to abandon

    That said I do think that there needs to be a caveat that makes slugging for the 4k less annoying so maybe an instant bleedout button NOT tied to a timer (in 2v1 scenarios? only available after the self pick up activates? two possible caveats there) would be good

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990759#Comment_3990759

    Lol. Me too. It'll be funny to watch survivors whine about 10+ minute queues to play against yet another S tier killer sweating their ass off. Because casual killers aren't going to stick around for this crap.

    Oh no I was hoping so because I want to finally get a chance to play killer.

    You see, I only play the role that has queue bonus and as a result I've only been able to play a half dozen or so games of killer or so over the past year. It turns out survivor has been made so unappealing that killer queues are over-long even during times that used to be peak survivor hours. Once people that play killer only for easy wins leave I'll finally be able to play my fun little killer games again

1 2 3 4 … 33