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    1. Really depends. If solo, then more likely a killer until he didn’t commit to mistakes. If sfw, obviously them. 2k-3k more likely for really tense and good match. RNG and everything else influence on it a lot. If SFW, more likely 1-2k.
    2. I don’t find it realistic and possible. The fact 4 survivors will be presented in match is the hugest advantage they can get. If you gonna remove tunneling even with compensations, it will start to be heavily survivor inclined.
    3. I feel game should be balanced around people of same skill set playing against each other at first. Outcome isn’t definitive. Casuals for casuals, sweats for sweats.
    4. No. People will just shift hate from tunneling to new term. The issue of tunneling for other players is that it’s efficient and harder to counter. The issue is in winning for people.
    5. I always believe it should be considerated as part of gameplay, so survivors have proper UI and skillset for saves. Saves should be guaranteed through good survivor mechanic performance.
    6. 60/40, in ideal world. 50/50 is impossible because of sfw and s tier presence. Considering solo is majority it is logical they gonna gave slower overall result.
  • People here forget that this insta unhook provide a huge downside of person being send far away, sometimes even close to gens people worked on. So, basically, cages now brings more advantages to survivors then for the killer, until they meet a person who already knows spawn locations and use them for tunneling or force survivors to map traversal. Few seconds of time savage doesn’t compensate it, no matter how you trying to present it.

    My advice for casual players on him use torment for mori or first cage now, if u are sure that everyone else close to you or they want commit to flashlight save. For everything else u rather help survivors, especially if you don’t consider to tunnel and need other tools for pressure. Don’t listen people who are trying to convince insta hook is enough compensation. He doesn’t have mobility to get great value from it.

    And bring 4 slowdown/4 aura read. He doesn’t have synergy with 90% of perks in this game. This killer doesn’t tolerate majority of stuff from modern DBD.

  • @ImWinston said:

    • A small clarification: I'm referring EXCLUSIVELY to this survey. I think it's normal for the questions to be more focused on the survivor, simply because everyone (at least I definitely do) prefer playing the killer. It's simply not normal to wait half an hour for a match; there's a clear "fun" issue. Why does everyone want to play killer, and few want to be a survivor? I think this is a bigger problem for the Devs to solve right now. Because over time, as the killer roster increases, the situation will only get worse, certainly not better. I'm surprised some people don't realize this (big) problem.

    I don’t find it normal, when you focuses on one sided experience. And as I told in comments above, I don’t believe in survivor shortage on this event, as much in game overall. Most likely caused by technical issues.

    When devs will officially release “we don’t have enough survivors” not from surveys, but their in game tool, and they will show ratio, then I’m gonna believe in it. Until then, it stay as speculation for me purely. Since my first days on this forum, the only argument I’ve seen is “queue times”. Yet majority just ignores that broken MMR and servers affecting on this too.

  • From the resources perspective they nerfed syringes, because auto-heal is actually strong feauture.

    New syringes are strong from chase perspective. I think “remove exhaustion” kinda fits to “adrenaline” effect that are popular in games for syringes, however considering how strong is the same SB, this is gonna cause many complaints.

    Me personally wanted to see something like “pop syringe, so you have 100% increase to heal progression”. Doesn’t matter when and who, just next heal. So people can stack it with self care, or use like we’ll make it in critical situations to help teammate who are getting tunneled without making it broken. Or maybe when you need to pick up slugged person asap. So, actually something viable.

    For septic I just hoped they gonna give insta 50% heal progression. So yes, med kits addons just directly influence on heal, but without any auto or endurance effects…

  • @JohnNemesisMan said:

    The only thing I care for is Escapist to be nerfed. Its such a powerful survivor class, it completely denies pressure from every killer and it feels like a 'instant win' button for the survivor. Nerfing Shadow and buffing Escapist is the biggest slap in the face when it comes to balance. Until they do that, I believe they're covering their ears and trying their hardest to not listen to the killer side.

    Looking at amount of downvotes under your comment it seems some people are just enjoy busted stuff on their side and simply afraid to lose it. And that’s why some people tried to justify uninstall survey as well, because it let them support their position that they are special by playing unenjoyable survivor role and that they deserve even more, XD.

  • @Nazzzak said:

    I've been here long enough to remember when this community used to criticise the devs for not releasing enough surveys.

    More likely, but it doesn’t cancel the fact that surveys simply weird now

  • I don’t find bots better than average surv if killer targets them. The only advantage you get if killer consciously ignore them so they can stick to gens. But good killers target people on gens. And more killers feel less emotionally invested to tunneling bot who doesn’t have feelings and can’t complain, while team for sure will neglect some AI. This is easy meal if Killer will decide for 1 vs 3.

    But honestly, I doubt BHVR can make them better.

  • @BorisDDAA said:

    Why do people keep using "but the queues" excuse. They have been the same for every version. We had two bots at some point which made survivor miserable but were still as long as today on average. Some killer complaints are valid and should be addressed.

    I think we have higher killer queue ratio, but only before evening, where more players able to play with friends.

    We still don’t know actual reason behind long queue times. Can’t refer to video of one content creator because it’s not English one, but he proposed that new “play while you wait” feature + the fact that 2vs8 lobbies are actually two 1vs4 lobbies “stitched” together affecting times. This, if not counting chaos of the mode and that killer with friends in more demand.

    1 vs 4 also struggle with queues, but only on specific regions during specific times. When I lived in my home country and played on Asian servers, killers wasn’t in demand there. German and Russian players prefer survs on evenings times, they are more likely to play sfw. For London servers I find now more people playing survivors than killers, if not counting morning and early day.

    Killers also might have busted MMR because win conditions are trash in this game, so it’s hard to find proper lobby for them. Maybe that’s why abandon not affecting MMR btw… they try somehow balance this broken stuff, or I’m just trying to find some logic.

  • @JohnNemesisMan said:

    The only thing I care for is Escapist to be nerfed. Its such a powerful survivor class, it completely denies pressure from every killer and it feels like a 'instant win' button for the survivor. Nerfing Shadow and buffing Escapist is the biggest slap in the face when it comes to balance. Until they do that, I believe they're covering their ears and trying their hardest to not listen to the killer side.

    My main was neglected in this event, while gameplay on survivor is simply boring. So now I just play 1 vs 4.

  • @Rokku_Rorru said:

    The issue rn isn't that the killer experience isn't in demand anyways, as much as the points are valid it's that the survivor role needs to be more enticing lol

    This is assym game. If not bugs and improper matchmaking + terrible learning curve you can easily close eyes on frustration factor.

    But it feels BHVR just like victimising one role and put a blame on other, when factually they should look on core of the game firstly (what they still refuse because it’s too “wasteful” for them by resources). I don’t find any role victims here. Survivors are way far away from being weak, same with killers. So the obsession with asking about “fairness” should go. BHVR shouldn’t ask such questions for assym game because answers gonna be extremely obvious, yet they don’t give instruction how actually to deal with it. They still asking community about such stuff completely neglecting that their community has polarised sides. This is some kind of joke…

  • @BorisDDAA said:

    1000 questions for survivors but none were DO YOU WANT NEW CLASSES?????

    ”I found impactful playing x class for ensuring others had good experience” — or something like this. Questions are so vague by formulations it’s easy to fail in proper citation.

    IMG_2754.jpeg

    Yeah sure BHVR, killer classes meant to be pleasant for others, sure.

    If someone could provide more of their “pearl” questions with proofs under this post I would be grateful, because my Steam rejected to record survey, as much as I wasn’t able to take any screenshots for some reason.

  • Can we stop making base kits for everything and just reconsider perks system first? My main reason of hating last iterations of PTB was providing free base kits for losing, aka second chances, while not revisioning perks as mechanic. Why suddenly everyone became so obsessed with idea of giving base kit for breathing?

    This is no better than survivors trying to justify current half base kit OTR and free babysitter

  • I barely find it realistic, especially on high level of play where it’s gonna be matches where killers struggle to get even half of hook stages. It will reverse matchmaking issues on opposite side simply, and now good survivors will struggle to find a lobby against same level of killers. While killers will ping pong between really different teams.

    Or considering how bad MMR working now, it’s pretty easy to get 12 hooks against baby survs, but I doubt it should be considered as level up for killer. Before changing something like this BHVR must to fix already existing fundamentals.

    Suggesting kills still would exist, hooks system is absolutely pointless, as much as balancing around “how many generators we repaired”. It's more sounding like pitiful prize when you got stomped.

    Maybe answer can be consider hooks more than usual. Like giving increase of MMR considering fresh hooks. But you can’t balance hooks over kills, because hooks is transitional objective between the main one, they aren't mutually exchangeble.

  • @BlackRabies said:

    I hated every survey they put out. With most of the players having to be survivors 80-20 the surveys answers are gonna be heavily biased towards survivors opinions and any killer opinions likely get drowned and lost in the same pile.

    I mean it’s fine catering to majority. But minority in their surveys even don’t have opportunity to voice as same as others. So this is double compromise simply and it seems many people are genuinely like it, because it lets them validate their opinion. Of course if other side is more silent

  • I enjoyed a little of shadow on Executioner with targeting people on gens, but honestly, every class for killers is close to utility of some guide on survivor side.

    Interesting that some classes even encourage to cosplay e couple and sandwich surv between two killers just to get some pity haste or lunge bonus for few seconds. Without jokes, I wish for classes that actively encourages killers be more independent, because I don’t want support my teammate 99% of the time if I’m not Legion or Spirit

  • This survey is some anecdote already

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028379#Comment_4028379

    The "don't feel responsible" thing is just an assumption. There's no evidence to support that.

    As much as info assumption.

  • Because they don’t feel responsible for other person, again. And their only excuse “I didn't know”

    IMG_2752.jpeg

    You can’t fix people in this term. And nuh, I don't think we deserve free kindred or bond that works all the time because of this, cause this mode is already pretty braindead.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028362#Comment_4028362

    The teammates are on gens most of the time, or being chased, healing, etc., so it's not like they're doing nothing. So you can't say they're just being irresponsible.

    I can, because I played 2vs8 and saw how usually only 3 people stick to gens while other traversing around the map. Which again, giving them perfect opportunity to rescue people in cages

    And because me personally never had issues with uncaging, because I took this role on myself. Again - nothing prevent person for rescuing. “Other gonna do it so I must have free aura read” — just an excuse

  • You can’t allow a lot on consoles playing killers.

    But survivors? Mostly it allows proper hug of every tile and better movement control, so honestly idk. I’ve seen few comp survs using consoles. We don't have any stats considering how people on this platform actually play. But I also noticed a weird tendency of cross play dying more likely when I’m on killer. So it's really controversial. I just assumed that killers on PC moves and play differs so console players can’t adapt to it

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028357#Comment_4028357

    Cool, you got lucky, assuming correctly that no one else was going for the save. Every time I see someone go to second, it's because people don't know that no one else is going for the save, or they're not able to reach the person in time (which happens a lot in RPD).

    I barely see all others 7 on gens, majority just running around and doing nothing, so yeah, I don't believe it’s something complicated go for the save in 2 vs8. Saying the issue is not in people for me a refusal to accept a fundamental issue in this game where people don't feel responsible for team.

    Like this lucky argument. Can I say u just were unlucky with lobbies then to fully neglect what u are saying?

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028268#Comment_4028268

    Don't assume I don't know how to play the game, again, get off your high horse. I do my best with the info I have, but people are still going to second phase frequently because the info doesn't show who's going for the save (or not). That is not just perspective, that is fact.

    So do. Not. Talk. Down. To. Me.

    I still waiting for some proofs that issue is in info, and not people being selfish in this game as always

    Funny paradox, I played 2 vs 8 myself and always rescued, because know people not doing this. Only once people let me go to second. Clearly, the issue is in people in lobbies who simply refuse to be more responsible, I don't want to indulge their irresponsibility with an obvious free base kit every time. They must learn to play.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028215#Comment_4028215

    "What lack of info?" Okay, the hud shows someone doing a chest or totem, which only takes, what, ten seconds? But where are they? Are they going for the rescue when they finish? That's the lack of info I'm referring to. Someone has no action indicated on their hud. Are they ratting or running across the map for the save. The hud does not provide that info. Neither do any of the class perks you mentioned, except Medic, but only if that Survivor is injured. I also know that not everyone can play Medic, since the game limits the lobby to four people of the same class. And I just love running across the map for a save, only to see that someone beat me to it. So I'd have to turn around and run all the way back to the gen I was working on. Imagine how much progress I could have made if I hadn't wasted my time going for a rescue that I didn't have to do. So your claim that we "literally have everything" is false.

    So you can get off your high horse now.

    So… you just tell survs being 8 people around whole match suddenly deserve to have base kit info for everything because a concept of shared teamwork and map scouting is too hard for fellow players…

    Got this, ok

    I’ll repeat: u already have enough and even more to play as survivor in 2vs8. Nothing prevent people for rescuing others. They don't deserve sudden free info out of nothing even more just because someone too irresponsible for rescue. This players should learn go for saves and nothing about game mechanics here. If two people on gen others 5 have to go and rescue, instead of crying over that BHVR didn't handheld them even more by free map vision over anything by default. It's the massive skill issue if you can’t rescue surv in 2vs8 or info classes already have not enough. Turn on mental gymnastic and actually play the game

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028203#Comment_4028203

    2 vs 8 has extremely busted powers for survivors, with Insta heal in chase, sprint thanks to button, constant aura read. Majority of killer roaster are weak because didn't get compensatory buff while dealing with safest pallets possible and huge maps.

    How is this relevant to the issue being discussed?

    Why people keep dying? Answer is simple. “The other dude gonna rescue my teammate”. “The other dude gonna do that gen”. It's not about some info people need. It's mindset issue u ain't able to fix because 2 vs 8 doesn't have SBMM.

    The answer is simple: Lack of info. You don't think that, if people could see that no one else is going for the save, that they would take the responsibility and go for it? This is why I run Kindred in my 1v4 games, so I know when I need to go for save, instead of just assuming that someone else is going for it and risk being incorrect in my assumption.

    What the lack of info? U already have HUD with who do gens, who heal, who open chests, who do damn totems or open gates. You have unlimited range aura for people in cages and u see when they are getting rescued instantly. U see when your teammate getting down, u see where killers can be, with who they are in chase. U seriously believe players lack of mental gymnastic to do simple 1+1 to go and rescue if they do nothing while other people on gens? For gen locations you have a whole guide class. For pallets you have scout and escapist. For aura of teammates you have medic. You literally have everything already. It just sounds … ridiculous that in such event survivors have already been given EVERYTHING, but from the perspective of some this is not enough still. It’s just showing you can give a lot and it won’t be enough…

    Because someone just refuse to rake responsibility for teammate and expect game provide everything on ready served plate. Wow. God thanks I stopped playing this event if this is people I’m playing with, because for sure they barely able to do anything when expect game being played by itself.

    For such people I just can advise to crab appetite, honestly, and try using the HUD you've already been given to exercise. This event is already as simplified as possible.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028177#Comment_4028177

    Likely because they figure someone else is closer and will get the save. You may see things on the HUD like which Survivors are doing gens, but do you know where they're doing the gen? Could they be closer to the cage and will get off any second to go for the rescue? That is information we need that the HUD doesn't provide. Idk about map wide bond, but I would recommend a weaker Kindred (like only showing Survivors within 32m of the caged Survivor or something like that). That'll give us enough information to decide if we need to rush to the rescue. It would also help mitigate the scenarios where a Killer may be camping and the cage gets moved. It would tell us to stay spread out so that hopefully the cage will spawn close to someone else.

    RPD is the absolute worst map for these scenarios. There are limited tight paths to get from one side of the map to the other, and if the Killer cuts them off midway, they're screwed out of reaching the caged Survivor in time.

    U can give them the info of whole world, the best advantage from it will take people who understand responsibility upon the team.

    2 vs 8 has extremely busted powers for survivors, with Insta heal in chase, sprint thanks to button, constant aura read. Majority of killer roaster are weak because didn't get compensatory buff while dealing with safest pallets possible and huge maps.

    Why people keep dying? Answer is simple. “The other dude gonna rescue my teammate”. “The other dude gonna do that gen”. It's not about some info people need. It's mindset issue u ain't able to fix because 2 vs 8 doesn't have SBMM.

    My surv escape rate there went to almost 80% and I quit this mode. I don't like this chaos and absurd. People who enjoy this are fine with everything, but u ain't able to fix the core issue of survivors dying there because it's in themselves. More I play survivor, more I disappointed in people who chose this role, and I don't find any solutions beside proper SBMM

  • @cammoking123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028041#Comment_4028041

    It’s not even a change that’s about winning. It’s a minor QoL improvement that would increase people’s enjoyment. We’ve all let one of our fellow survivors reach struggle cause we figured someone else was closer. It happens. It would happen less with more aura reading.

    Survivors see each other cage aura without any map limits. Survivors just don't rescue

  • @MoZo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027440#Comment_4027440

    gideons didn’t get affected by pallet density. it was only like 8 realms that got the pallet density update. gideons always had 23-24 pallets consistently every single variation of it.

    It didn't change density, but I noticed changes in spawn logic. For example in one room on ground floor two god pallets can be spawned at the same time. And the logic of spawn was changed on every map. Much more safer tiles now on indoors can be suddenly spawned.

    Another proof — Salloon. They didn't say it was affected, yet there are new tiles as well, they just works as replacement of old one

  • It's not basically true. If killer not tunnelling, survivor just use deli within the match, not in endgame.

    The only way to avoid deli is hook person before they rescued, and this is pure random. I main executioner, and the only way to counter deli was just sending person to cage first. I did it once within thousand of matches. You can’t deny deli value if it was activated. It’s purely depends on survs play.

  • I find it pretty ironic that on the same day both kind of topics related to endgame, but for different side appeared. Other person complained on NOED situation…

  • Wish more people who DC on 5 gens or after first rescue just following this instead of throwing matches for others

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028095#Comment_4028095

    You're not seeing the point. It's not fun, it's not fair. You shouldn't have to die that way because a perk is completely uncounterable in a singular, set situation. NOED for the most part is a balanced perk, there's no problem with it when it isn't being used for this certain situation. Maybe I should've used the word "effortless" if that makes more sense, since you are technically getting an effortless kill, for free in this situation, which is not okay. "Skillless" is not an argument I use often, this is just a situation where it does in fact apply and it is in fact unbalanced and doing so doesn't require any wits, even if it is rare.

    Survivors also dies by many different reasons and its not fun. Yes, I don't see point when it justified by the moment where player just can’t cope with situation about one perk in endgame.

    Many players find it unfair when killer got only one surv before endgame, and then forcing a tie, by catching second and camping other far away from the gates in endgame. What we should do? Sabo every hook far from 24 m of gates and forbid killer to hit rescuers? Ban every killer to use power close to hooks? What the logic behind the fact u were offended to be downed by player who played worse from your perspective? I just don't see it. He wasn't cheating, and NOED still requires for killer to hit you. He removed every other slots of potential genrush or chase/aura, so you can loop longer, do gens more, and afford yourself a stealth. It's not Insta free hit or kill with this perk, something specific have to happen for it

    I literally don't see any valid reason besides “I didn't have fun”. And I already explained why I found this argument barely viable

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028070#Comment_4028070

    Of course it is, I'm not saying survivors shouldn't have something else to do other than gens, because it is a boring interactable and it's not balanced. I guess my point being if you're doing that and the killer doesn't have NOED (majority of killer players don't use it and majority of the most common killers played don't need or utilize it) than you're just wasting time cleansing Dull Totems, which are very hard to find without perks.

    How fun is to eat pallet after pallet because skilless surv took WOO in their kit?

    How fun is to see how important gen getting blocked by corrupt or deadlock because skilless killer took it and now you got killed before endgame?

    How fun see vigil + sprint burst that takes nothing from skills surv so they have free distance?

    How fun see hex blood favor on skilles killer so you got killed because have nothing in chase suddenly?

    Maybe your problem not in the perk? But the “skillless” player deciding to use it? One kill not defines win for killer. And yeah. This killer have to down you first, so do you like it or not, it’s just a perk. I understand it's frustrating being the only guy in team who died because was unlucky in endgame, then why not proposing actual win conditions based on team count escape as whole. So if three are out, you win as well?

    I’m honestly tired from this “it's just takes no skill” argument that suddenly have to be the main reason for some changes. Because this is just shows a momentum of player being salty about some moment in game and that's all. U can use argument “it takes no skill yet they win” on 99% of the stuff in this game on both sides. Doesn't mean nerfing something gonna be healthy and not making some stuff borderline useless

  • @Metagamer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027897#Comment_4027897

    This, this right here is the correct answer. Average survivor player lately has become so terrible it has literally tilted the perceived balance of the game to look killer sided enough to "not tunnel" when in reality if they have their monitors turned on it's quite literally impossible as you don't have enough time to do it.

    I mean, tunnelling can feel extremely unfair only against strong killers with high mobility for me from survivor perspective. At least it does for me.

    But as person who maining slow, ranged killer for all this time I already reached the point where I don’t care. Sorry guys, I don’t have fast speed to go for the end of the map to defend 70% gen. I’m gonna stick with two survs and close to hooks in today’s gen efficiency and pallet density era. You have enough sources, perks and trades to leave me with -0, or a draw.

    When survivors are good, you kinda have to do this. And I’m not gonna double guess anymore, being chill from the start.

    If this is extreme mmr mismatch and I’m in mood I just let people go. Like I’m playing survivor myself and understand this. But not every match. Today I already had three loses just because let survivors to deny hook by saves or let person safely unhook. I accept this as my fault, but the solution to fix this fault aren't survivor coded

  • This is hex, works for endgame only, and kinda niche? And majority of actually strong killers don't use noed because it barely works with special power. I don’t see an urgent need of the nerf

    Come on. Killer meta is so dead :/

    Just give killer this pity +1 if they hooked close to the totem. It's not even perk being op, its survivors overdo with altruism. Yes I get how this is sad when u are that guy who are hooked close to the hex, but at least people wouldn't risk with endless trades

  • This mode just proves that even if you gonna make this mode extremely easy for survivors, lack of feel of responsibility gonna screw it anyway.

    Like really? You think the issue is in aura range? Sure?

  • More content for Silent Hill or at least updated surv models and I’m happy

  • You still can win without tunneling.

    The question do you want to play consistently against such players, who had advantages of whole world but one or two people messing around whole match, so you get opportunity to take 8 hooks before kill only thanks to their mistakes. There are no skill if u rely on opposite side being chill or consistenly fail in understanding how they should move.

    Played survivor yesterday. Another day of regretting lack of SBMM. Countless games with teammates doing the most primitive stuff. Or frustration due to miscommunication. Killers don’t need try hard for win nowadays, because the inconsistent level of play made so.

    Just for an example — endgame, me injured on opposite side, Midwich, two people left, other on hook. Giving me opportunity to reach gates? No… Killing yourself on hook so killer can freely camp gate after, and then blaming me endgame chat I didn't rescue? Of course… My lose streaks on survs aren't defined by killer in lobby anymore — teammates doing their job way better.

  • I’m already accepted new changes, even so I dislike them a lot… Just motivation to play less

  • @KingOfDoom55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027538#Comment_4027538

    Only characters I hope they don't screw up is xenomorph, demogorgon and singularity (kaneki is gonna be a pain depending on how they tune him up for 2v8)

    I think we not gonna see killers with props like singu or xeno for really long time

  • @KingOfDoom55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027528#Comment_4027528

    Fair point, but overall, the suggestions for the pallet breaking addons were only suggested bc of said pallet density problem, but knowing behavior, they rarely make the suggested decisions for characters or mechanics unless the entire community is talking about it, so I don't think PH, Nemie, or trapper or ghostie will get tuned/buffed for 2v8 at all

    Sadly yeah

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027521#Comment_4027521

    Play 10 games as a below s tier in the general mmr, normal queue, during the day at the weekend on UK servers and lmk how many you win and how well the survs do lmao.

    It's not that hard to reach ceiling in this game when you’ stomp majority.

    I don't know Pulsar really well, but I remember he shared with his stats after their site release, and it was high. It's a bad argument to use “Then go and play” until you ain't actually sure that this person lack of experience.

  • I go play killer

    It's either 5 min match with people being stomped by me

    Or ultra gen rush + pre shift + pre drop so I can barely can shine in chase (thankfully it happens more rare)

    But I feel I can’t allow myself play a lot without anti gen rush? My mains don’t have mobility and they heavily suffer because of it. While on survivor I have much more variety in builds. If not inconsistent MMR on survs maybe I fully switched to them, but definitely I play killer less

  • @KingOfDoom55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027503#Comment_4027503

    Regarding Obsidian goblet and lo pro chains, those were suggested bc of the pallet problem, and since pyramid head is difficult to land m2 hits, allowing it to break pallets will still provide some benefit instead of harshly punishing them, as for weskers dashes, there's really nothing to fine tune on him other than 3 dash tokens, unless they want the infection to hard carry or the power to recharge absurdly fast, so adding a 3rd dash to his power was probably the smartest move possible, as for draculas wolf, I was expecting it to have better pounce recovery from orbs and better reveal and duration of orbs and maybe the addon that reveals all Survivors of the orbs that were collected before pounce was fully recharged, but the BIGGEST issue with wesker is the environment and his bound dashes hit boxes being all over the place and being inconsistent with its collisions

    However, I was thinking about letting punishment of the damned to torment Survivors wheb hit for 2v8 since the segments are way to small for the 2v8 maps, also, I thought huntress had 4.6m/s when out of hatchets in 2v8 already?

    Is she? I didn't play her in 2vs8 and barely checked… Just remember my friend complained on her speed lol.

  • i don’t know what to think about obsidian goblet base kit. Same with low pro for Billy. Regards pallet I’ll rather prefer more unsafe loops or less of them

    Huntress. Her main issue is speed. I think it’s fine allowing her being 4.6 without hatchets

    Wesker… Lab photo might be fine, but only if chests amount would be slightly increased. I also feel Wesker don’t really need 3 bounces, as well as Dracula, it’s making them braindead

    But uh, the whole mode feels kinda braindead…

    I mean, this proposals are kinda interesting, but I doubt people will pay attention to this… unfortunately. Don’t even remember devs asking about 2vs8 feedback last iterations

  • One month of non stop 2vs8 and you are gonna be sick from chaos and feeling of high reliance on others

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027473#Comment_4027473

    what we need is shorter but more ptbs in total. since to test things its best to trial and error things like anti-x feature instead of oh its here now "test" it and if you dont like it well uhhh come back to you in 3 ish months and try again

    I dislike how people play current PTB.

    Like — “Oh, we’ll try Wicked x Resurgence 10 times in a row” Same player. With same perks. With same stuff. Over and over. They don’t “test”. They just saw a moment from content creator and wanna play “funny stuff” until it wouldn’t be removed because it’s clearly an exploit or unintended feature

    How much people who “tested” such exploit reported about them later? It’s a minority. Others doing it for fun only

  • As person who study GD myself, I feel it’s a bad idea.

    Devs aren’t supposed to play their game regular.

    Devs aren’t supposed to be good in their game.

    However.

    I don’t see BHVR trying to understand what their game actually means. How it actually feels. How it supposed to be. And they are extremely neglectful about killer side experience, that’s why we see braindead killer mechanics and utter pressure on this role at the same time. They don’t hide they are biased in this term even.

    I don’t see… actual set up? I just feel their managers doing great job in catching another franchise to make a fast released product. But the overall picture is blurred. They try to satisfy people, but they keep doing decisions that provide temporary effect or causing frustration from other side. Or instead of listening people and taking it to account, they either doing sth completely opposite, or just blindly following it.

    Forcing them playing game aren’t gonna solve it. They should change the way they gather data and testing from Q&A team. PTBs are also outdated and don’t help a lot. They need much more narrow pull of players, who are interested in actual testing ( not just trying new content), yet these people need to be ready post clear feedback for dev team and audience. While PTB should work as system for bug reporting only. Yes, PTB is lack of bureaucracy for me. It would be much more better, if say, they chose 500 players and actually tried to follow their opinion.

  • I stayed in 1 vs 4 and had extremely terrible lose streak as surv (but I played at night). Killer level is alway way higher in 1vs4 now

    Tho I’m pretty sure, 2vs8 is meant to be unserious and casual. So current ordinary matches is for more serious plays

  • — Limited mechanics

    — Poor technical performance

    — Inconsistent MMR

    — High dependency on RNG

    — Perks system is redundant and I feel should go away completely

    — Lack of self awareness from devs, screwed data and lack of trustworthiness

    — Disrespect to non casual players in community, even if they are actually that type of players who keep consistent online and engagement in media

    — Catering to braindead style of play (I don’t call it casual, because casuals still struggle anyway because this game can’t separate, entertain in proper way, and don’t teach them at the same time, so they still left unsatisfied)

    — Scam instead of skins (bugs, lazy designs, p2l skins, limited animations, old characters are not updated visually to stay in time)

    — Limitation of contents in DLCs. Content is raw, lack of deep consideration

    It can be endless to be honest. But this bother me a lot. If trying to keep it in one line and somehow stay respected — “I feel devs now lacking of own vision and what they actually need to do for the game, so putting it on endless conveyer to gather the max profit is their only option”

  • For me he is not in C but B tier because has better mobility and map pressure. But yeah. His axe some kind of joke

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