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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021944#Comment_4021944
I dont remember calling wesker highly mobile. He isn’t hillbilly but he does have a catchup tool that can also injure survivors. Would you say nurse has no mobility as well because she also doesn’t move fast?
You said he has dangerous kind of mobility. When it is simply… not true?
It doesn’t cancel the fact that this killer barely has any kind of mobility and more close to the principle of zoning and close power. It doesn’t mean he is weak or bad, gosh no. It’s just a misconception and substitute of what mobility actually means. And I explained why above.
What the weird attempt to put a Nurse here? I provided an example with killer who actually closer to Wesker by principle of ability, it was ignored and the favourite “what about” arguement was slapped. If you really that interested what I think about mobility in this game…
Mobility is about traversal around map and usage of this directly for objective. Wesker mobility is compromised by built in slowdown after power usage. It doesn’t make him faster for traversal. And his mobility of bound is the last thing that helps in chase, it’s simple zoning. If he simply had different animation and throw uroboros at survivor rather than dashing himself barely anyone would dare it to call “dangerous mobility”. Why arguement about great cooldown after miss and use of power is ignored so much - idk
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I think unfortunately it’s impossible to provide us strong killer perks without making one killer annoyingly unbearable in match. I don’t expect to see new strong perks anymore
I feel perk system starting to feel outdated, and maybe we need something like tree of talents which is really limited to specific pull but actually provide strong effects
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Still wait for whole team surrender button instead of clunky bots and abandon that screw mmr
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Teal for her would be so lovely
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021930#Comment_4021930
phead range is way too small. The other ranged killers zone but they dont actually move there. Wesker moves with the hit which is why it’s technically mobility. And if you actually zone them in a corner, then you can also use the power to get closer to them faster since they cant run away. Not too common but consider dead dawg for example.
He moves, but he has extremely long cooldown after finishing bound, so it can’t make him highly mobile killer
High mobility means high speed traversal. It’s not “mobility” being dangerous, it’s his hitbox being close to survivor that makes it dangerous, which is mere zoning, and which is similar to every range and projectile killer as well. Let’s call stuff their own name pls. He can’t end up in other end of the map quickly, like high traversal or set up killers, he is literally faster than average 4.6 killer by simple 2 seconds. He has absolutely the same lose of distance after hit as PHead, thats why I compared them. Despite Phead having shorter range, he has less cooldown, while Wesker having much greater in built slowdown for obvious reasons
It’s like trying to call Chucky highly mobile killer if he was 4.6… But oh wait. With his add-on he actually indeed close distance faster compared to Wesker even with his current speed. I don’t see anyone rushing to call Good Guy highly mobile killer just because after his dash ends up closer to survivor…
https://youtu.be/-C8Rd0uyEww?si=KFFPjE-b8PQrWYfnThis video even shows that Chucky is simply faster than Wesker by usage of their abilities… xd
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He is rather exclusively zoning play range killer than aiming one, yet I don’t despise him. He is just mid for me
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021690#Comment_4021690
What you said is true and I agree. But another thing about this power is that you can zone players with it too if you hold it. It can be useful for stopping them from going to a certain loop. You can hold it when camping a 3 gen and a hook and it's meh for defending like that. The problem is even if you hit the survivor you actually have to go with them and like you said there's no real mobility like ghoul's so you have to walk back if you want to drop chase. So yeah I agree, he's not A tier and imo it's because his numbers are limited. not actually because of the power design being weak like for example doctor's.
I think his power is comparable to nurse's. Not actually great mobility but works very similarly and even the counters are similar (break los), only nurse goes through objects.
Than PHead and other range killers having dangerous mobility as well lol
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021785#Comment_4021785
Yeah, these changes encourage more hard tunneling and more proxy camping because theres no incentive not too, it'll still be more optimal and you're essentially penalised for not doing it so why not go harder?
The killer incentives have to be good enough to make choosing to ignore the unhooked survivor the more rewarding play, and the incentives have to be things that contribute to winning and playing the game and not useless garbage like 750BP and a pointless bloodlust that literally most killers will end up cancelling almost immediately. Literally nothing else is worth bothering with unless it gives at least equal value to progressing toward the killer objective or denying the survivor objective longer, otherwise none of these changes should go through.
We can see from Japans stats these changes are not mechanically needed for the game itself, it is a player problem, so if BHVR want to gigabuff survivor survivability they need to give incentives and buff killers in a way that equals it out on their end.
Tunneling will stay as meta ad soon as this game stay within format of 4 vs 1
Swf will stay as meta as soon as survivors have to play in team
Camping will stay as meta as soon as 4 players can spread out
Gen rush will stay as meta as soon as killer designed by the way to always finish the chase. Which is, again, a cause of killer playing alone in the match
All of this stuff above I mentioned isn’t some kind of mechanic. It’s player behaviour. And it’s not caused by ingame mechanics, it’s caused by format.
If you want to change it, don’t change mechanics, change format.
Trying to change meta play to opposite (e.g. spreading hook, solo, staying in same place), leading to breaking balance, because in the end you end up with two broken metas for specific side, like old survivor play. I’m talking about chase vs stealth
Trying to simply cancel all kind of meta, will also lead to game breaking balance as well.
Some players seems really wanting to go against logic of design of this game, but the most upsetting thing developers prioritise such opinion. It showing me they lost completely their own vision of game and will chase whatever data will show them, even without full understanding of what caused this data. The thing they weren’t able to understand people “pallets” screams in comments during “oh I don’t really understand why slugging is more common on Gideon” showed me they simply don’t understand killer side at all. And from survivor perspective they consider only casual part just because in their surveys it’s pretty clear that in 1 vs 4 game with higher probability game will be dropped by survivor. Even on this forum, my personal opinion was cancelled out completely multiple times by their supporters fellows just because on survivor I’m playing different than them. In the style of “I want to be tolerant to your opinion, but since you don’t find my issues actually that problematic it’s impossible” aka “I’m chasing everyone joy and fun as soon as it’s my own” or “I’m accepting your position as soon as its my own as well”
Just make optional play around it and learn community to consider meta probably, just making MECHANICS harder and not playstyle. It’s not that hard, when you actually educate audience instead of indulging. But I assume BHVR issue they can’t provide complicated mechanics :/
So crutches crutches lovely crutches
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021785#Comment_4021785
How do you know what i want to see in the game? The proposed changes don't look like they'll prevent tunnelling. Looks like they'll just make it slightly more inconvenient. But again, the PTB isn't even out yet.
It’s pretty clear you don’t want to see tunneling as meta at all according your posts
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@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021383#Comment_4021383
I thanked a Pig today who let me boop her snoot while in the void, and who then hid outside the portal and immediately gave me my third hook :)
She was a fun Pig!
I’m trying to provide fun for others when I feel myself in a such mood, but thats the point. You shouldn’t force people to guarantee fun for others. You never should game expect doing this. This game is about bloody killers and survivors and not some pink world where you make a show or concert for everyone. This is beyond actual gameplay, sides are to distinctive for this. People are free to do it and thats just a part of us being human, but when people expect this happen most of the time in game like DBD I wonder do they really care about everyone enjoyment or its just their sole vision of the game should be validated the most
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021752#Comment_4021752
You might not have to do it again. These changes might end up being a nothingburger once you hop on and try it out. Seems like yourself and others have already made your minds up anyway?
It can’t be nothing burger. This changes removing opportunistic tunneling probability. I expect more killer will hardtunnel even more. That’s ridiculous this changes leading to nothing just because it didn’t hit what you yourself want to see in the game
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Pyramidhead dropped in popularity as well according nightlight and on his lowest again… His rework didn't help a lot
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@jesterkind said:
It's not that surprising to see Myers up there, in my opinion, it's been my experience that new releases and fresh reworks are always the most popular killers in that timeframe. The same thing happened to Freddy in the official stats, if you recall.
What's more surprising to me is that Nurse isn't in the top ten, considering the stats are from nightlight. You'd expect the ways in which that dataset is limited to result in the best killers being more represented than they are in the real stats, or at least I would.
Maybe Nurse's reputation has just fallen more than the other top few killers. Interesting to think about- I'd be very interested to hear how she stacks up in official stats compared to this.
Also damn, Demogorgon bottom five? It's not that bad, that's pretty crazy low for it.
Nightlight barely represent actually best killers. For last years Wesker, Springtrap, Ghoul for some period. High rate of play defined by hype around specific DLCs.
Nurse currently very bugged for long period and game has other two killers that more forgiving in play, but still providing decent 1vs1 and strong pressure that breaks average public match. She left in demand only for old players and top cap. By my own observations you just don't see “Baby Nurse” anymore. Casual players found toy way funnier and less frustrating. Decent Nurses? They are still here.
And if being honest, her style is pretty specific and may seem less dynamic and more boring compared to same Blight for majority, because she requires less mechanical skill, but better macro against good teams. And bugs again. Her bugs are’t nice and advantagable like ghoul one.
She is still pretty popular on Asian servers however. More than Blight.
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Beside some people assuming the worst (Like indeed yeah, nothing wrong with people currently abusing MMR through smurfing, DCing, sparing players and playing intentionally for ties or farms, ha)
Hook stages count is actually a nice decision for casual players feel less under pressure. Yet still, majority will chase for kills because it's how this game works and that's productive. Hooks is a transition task between actual objective, as much as generators for survivors
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Are people still fighting over other people simple desire clear options in survey to make it less absurd bruh…
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@mees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021385#Comment_4021385
I didnt think of that good thing they thought of that
If giving the player the whole invincible power it's pretty obvious they’ll weaponise it
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Survivors in previous ptb still were able to go through killer as well to mess with other survivor hitbox. They didn't have collision only, but hitbox was still there, so it was even more aggressive tool for taking hits
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I hope more people would play like this so they’ll actually realise how this game works
I haven't seen survivors who sad thank you for fun gameplay, until you didn't kill 3 of them because dominated anyway and decided to give a hatch for last person. Many of them would even blame you in being sweat because you won even playing that casual.
People care about their fun only, they won’t be grateful a lot and would probably skip it and barely remember. Not to shame them — they damn no need to be grateful just because other person played different.
So, it’s… absolutely rational to play without caring to much about other side experience. You are’t some therapist for them. Some people need to lower their expectations
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021237#Comment_4021237
I wish more survivors run this, because seems like almost no one understands how much impact these perks bring. Drop your fckn Deja Vu and equip Botany or Do No Harm, it will save significantly more time for you and your team.
I was running Emphatic Connection, but I just dropped it. Watching how another Sable use her medkit in 5 meters near me for 10 matches in a row and in her head running "We she is yellow? Is my WoO bugged? I can't drop or vault her it seems"... exhausting.
But I almost always run at least 1 healing perk for years and now enjoy Solidarity + Autodidact combo. It's almost a crime don't run any now, when altruistic healing is almost absurdly strong.
Desperate measures, botany, connection and clean break is sth I started to love to use recently. Yes it would be hard if killer would tunnel me for example, but it happens not that frequently, so I would rather use it
Sprint and resurgence with woo + sth optional is when I feel it is time to run some meta. But I do really hope more people will start to run at least 1 perk that works for time saving for team in resetting
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It’s fine to heal when your team has reset build. Me personally running a whole build for this with empathic connection, so survivor can find me later for a heal. I also use resurgence, so if teammate doing a trade, I can reset fastly enough myself with medkit. Heal is the meta I personally prefer over any genrush :)
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@Vampwire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016276#Comment_4016276
Thats true, and i tried to clarify I don't mean it that way. But just from observation the majority of the time this behaviour comes from survivor. I made this post after 4 back to back games of dc's against killers in winnable games. Then we're left with a bot that hides and maybe does half a gen the whole time. I'm not with the opinion that one side is superior to the other, I honestly can't stand killers who are similar like this that decide survivors are the root of all evil and make the game miserable for them just because they had a bad match. But overwhelmingly this comes from survivors. This discussion did really quickly turn into noobs yelling at noobs tho. Kind of proved the point that a lot of people just DC cus theyre angry and bad at the game.
Yesterday I’ve seen 3 dc by first down on 5 gen. I played survivor…
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Still wait some justice for range killers who are neglected for such a long period…
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Haste and bloodlust is the worst incentive you can provide for killers because you have to balance it around everyone. Literally
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If the options in the current survey were reversed, people would use completely different arguments, talking about unfairness and bias. If flipping the coin is enough to change the words of these same people (without any "but," "if," "what"), then they're being seriously disingenuous. I congratulate the developers on yet another way to divide people in their own game.
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@THE_Crazy_Hyena said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020843#Comment_4020843
I don't think changing the ways wins are handled would solve anything. Other than maybe make it so that the survivors are counted as a team, when determining wins/losses.
- 0 escaped / 4 kills - Win for the killer
- 1 escaped / 3 kills - Win for the killer - No additional gains for the escaped survivor
- 2 escaped / 2 kills - Tie
- 3 escaped / 1 kill - Win for the survivor team - No additional gains for the killer
- 4 escaped / 0 kills - Win for the survivor team.
But as a way to further improve things, having more factors play into how you gain/lose MMR would definitely be helpful too. Individual attributes, like chase time (longer for survivors / shorter for killer), chases won, objective percentage done / prevented, hook states, so on and so forth. These stats are already tracked by the game, so why not make it a part of the MMR system? 🤔Ties shouldn’t contribute to winrate, but currently for killer it contribute to killrate, and for survivor to escape rate, while it should stay static
For survivors, more people would be interested get rid of selfish play, as well as excessive altruism.
I don’t find it fair when one person was chased by killer for 5 gens and then dies. They deserve win, because they are the reason why it happened. Even if it’ll lead to win, such person deserve to keep MMR and not losing it.It also will allow to contribute “surrender” system. Instead of abandon of one person, I believe whole survivor side should stop to play, so it will lead to the instant end of match, keeping previous points. If bot in the game, there are the high chance that this game is thrown for teammates of person who left. If person still want to leave while his teammates not agree with this because of some urgency, in this case this player facing longer ban for matchmaking. Surrender no matter side also have lead to lose of MMR
Changing win conditions will change many priorities for players. Currently, this game don’t have actual definition for win, because devs still trying to pretend this is a party game when half of community treat it completely different. Ignoring or handicapping such players won’t solve anything. You can’t go against such players or convince them in opposite, because they already defined their domination in game by use of meta and different attitude. And you can’t change people attitude, especially when it is the desire to compete in PvP game. They not doing something irrational and wrong according to game genre or format.
But the main thing I expect to see is change of data collection for BHVR. I don’t appreciate their current methods. They are full of flaws, and don’t show how people actually playing the game. Their uninstall questionaree and showcase of map relation to camping, tunneling, slugging and etc. showed me enough :/ I don’t see BHVR clearly understanding game from different than casual perspective. Their data is full of prejudice and logical holes as well
Killer kill rate currently is compromised and spoiled of matches where survivors just throws games, while survivor one compromised by players who are interested in selfish play or DCes. I played yesterday, literally have same matches both from killer and survivor side
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I would like to see it when they’ll change win conditions both for killer and survivor. Killrate is so useless in this game as well as ER
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I didn’t realise what are you talking about until decided to check another “x thing ruining this game” post
That’s just gross. Who tf will support this, even if they are disappointed in devs. The worst scream of attention person can do. Even me being used to observe such trolling freaks on some Telegram channels feel damn frustrated seeing how people trying to get the attention using gore content
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020338#Comment_4020338
I'd have honestly taken a nerf to the s-tiers than to make tunneling harder, coz I feel those are the ones who enable tunneling the most.
It’s pretty unrealistic for me to people expect both things will happen. Because if you want to cater to casual players, you have to do so with killers as well
Yet no one seems happy to see Krasue or Ghoul. Even without tunneling. I wonder why.
Between harder mechanical killers and enabled tunneling and no tunnelling but braindead killer mechanica I’ll always prefer the first one
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16k hours Dwight. It was duo, but his friend had closed profile, assume he had something similar
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020421#Comment_4020421
What do you think a productive player uninstalled feedback survey should look like?
At first they should ask which role they played the most. I like your version, so feel questions can be polished better
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020259#Comment_4020259
Did you feel personally for the official surveys, that listed multiple survivor-sided problems, but sometimes listed zero killer-sided problems?
I find this survey 0 productive tbh
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I expect game look like this:
— Survivors with already low ER will die anyway, and such changes wouldn't help them at all
— Survivor with ER above average will skyrocket their results
— Killers will get rid of idea opportunistic tunneling and will start commit to hard tunnel only on 5 gen or ping pong 2 people
— Killers will start to play on S tiers even more
So… like it was on last PTB, at least I felt so.
Overall, result of the match will be defined after first unhook
But hey cool devs will get increase of numbers they want to see from their broken data
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@MilkLover369 said:
Is this post sarcasm?
Knowing other posts of this person it probably is. They def read enough under their last posts to get such context
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Don’t feel personally anything about such questionaree. As they are supposed to I assume
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I also feel this everytime.
I can’t really agree that you can’t refuse to take pressure as killer tho. Playing as survivor a lot of time, I’ve seen that type of killers who just don't bother themselves with macro a lot and just playing for hook stages and chases itself. One day or another such killers dropping their level to lobbies where they mostly of the time feel comfortable with playing, because players against them most likely will have miserable level of escape rate, so you can chill. If 3 generators not popping within 2 mins, it is more likely such lobbies. There are many killers in this game who play like this, because there are many survivors who play like this as well. Probably they are the same people even.
As killer I’m always trying to take pressure on my shoulders. Even if I understand I’ll lose, I’ll try until the end. And so do I on survivors. Yet many teammates not really doing this. I don’t know, but they are either completely giving up, or don’t realise high pressure and simply refuse to take that huge amount of responsibility that can be thrown on your shoulders as soon as you are priority for the killer. The only thing I want is stop being matchmaked with such people, but because in this game MMR in a mess, I stuck with them for a long time. I also don't feel satisfied realising that such people in lobbies and not myself can be a reason of my win rate on killer. People afraid or don’t wanna taking pressure in horror game. People want to stay extremely casual yet upset by dying too fast. This is just baffling.
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@MauriceMaverick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019757#Comment_4019757
It comes of as emotional? #########, that was not my intention at all.
Almost every post about this topic, not only from you and no matter what side, is purely about emotions for me. Don’t demand people to change the style of their writing tho, it’s just topic itself purely evolving around behaviour
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@Coffeecrashing said:
https://us.v-cdn.net/6030815/uploads/HFU7WB8J1CTX/image.png
The survey questions were rigged to be survivor sided, so the data is invalid.
We have multiple choices that only apply to survivors, by zero choices that only apply to killers. Of course, complaints about killer strategies are going to be the most popular results, if the questions are rigged like this.
Gen speed or sandbagging is not a problem if you don’t mention them xd
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019757#Comment_4019757
What if people just uninstall and than write do their questionnaire that they uninstalled because survivors are op and than intal the game back, something tells me that it would count into bhvr statistics (just like people killing themself on hook against skullmerchant devs claimed that this didnt count to her huge kill rates but I think it actualy did).
We don’t know do they track feedback of people who uninstall and then go back to the game, so idk.
Talking with my friends who actually quit completely, they simply ignored this questionaree at all. They weren’t playing a lot beside few people, so it was like”Idc about balance, I just don’t understand this game” (actually new players I tried to get into the game)
“Half of these options are applicable” (person who inspired me to play this game)
“No challenge on both sides, disappointment in devs” (people I talked with and they had a lot of experience, some of them were niche content creators and they play DBD only when people donate them to do so, otherwise they playing other games)
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If putting all emotional part of this post aside
I’m curious to see stats about this questionaree after uninstall
Tho I don’t find this an actual reflection of the game. I’ve seen this questions myself, another strange way to provide research from BHVR using rhetorical options for one side and vague formulation for other
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I didn’t uninstall, but play less. Because simply don’t like where it’s all going for both sides. I’m currently enjoying my social life way more and games for me are more about to play singleplayer for my joy
I still return time to time to play because I feel I didn’t really reached a point I can feel confident to play every killer possible or master survivor, so simply some mechanical gaps I want to fill. In terms of community and balance this game doesn’t enjoy me at all. Just skip event as I always do and play some normal queue
As player with less than 1k hours I find it ridiculous I reached “I’m done with this”. I don’t even struggle at all both as survivor as killer to complain on game being unplayable
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Tunnel doesn’t need to have specific reasons. Until you aren’t targeting the person by some ridiculous motivation like “sable used head on”, it’s just the way how people play. As much as some gen rush, stealth or sfwing
Devs could think how encourage more survivor’s player behaviour that naturally reacts to the behavior of killers. Maybe more stealthy way of play. Maybe a system that provides intuitiveness around saves. Maybe making rescues everytime possible by map redesign and adjusting to mechanics.
These changes just catering to specific vision. You won’t be able satisfy them anyway because their sole desire isn’t about compromises in this term, they want punishment for people as soon as they don’t match their vision of how you supposed to play the game, so they seek solutions in mechanic changes. They can keep asking for this, devs can’t do this, because on their ground they have to satisfy both
It’ll be pushed to live, people will be pissed off anyway. So they’ll be forced to somehow either cancel it, or continue this miserable circus aka “don’t play like this it’s toxic ew”. And if it’ll be another casual killer on steroids that can be played by the most brainded way possible I assume it’s just a consequences when both devs and community obsessed with idea to indulge wants over needs. I don’t expect people to stop complaining because devs, trying to keep agencies on both sides, won’t stop compensatory buffs for both sides over and over. And issue of wants that it contradicts with wants of others in this gameIf every killer was indeed mechanically difficult to master from the start, the problem of “killer role is so easy” wasn’t even a thing. But this what is game about. Make you feel you are a cool in game by keeping high rate on killer that need to press m2 and go forward or used crouchtech as survivor against some Demo. And as soon as they’ll meet person who actually contributed to gameplay they will run to call them tryhard and complain how they screw their experience. As if these players themselves are responsible for which players they play against and with what motivation. Give people 30 s endurance they’ll complain anyway. Because again, their problem is in players itself. Either BHVR need to give clear signs that half of community should go, or god damn, just separate people and give them different playgrounds
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@Rick1998 said:
it has been a but for 7+ years .
source : trust me broIf being for real, invisible trails and bug on Lerry indeed was a thing for that long time
I reported for aura reveal bug weeks ago, no reaction as well
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@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4019556#Comment_4019556
Seems the way.
He is the only killer I don't bring a Ebony Mori. I just make survs get Torment so I can mori them after the 2nd hook.
If I send them to the cage there's a risk I'll not be able to reapply Torment to them again, another surv will be cleansed of this status if they rescue the caged surv (which in this scenario make two survs that are not Tormented anymore) and now I don't get a notification when they are rescued from them.It’s actually really nice to use cages for controlling zones. Or for saving time if you don't have it for hook. After survivor uncage, I get info about position of two survivors at least. Even can understand if it happened close to the gen, that person was actively working on it. And since the logic of send is further point, I can be sure that at least one person have to leave (if all of them are close to me), and go really far far away to rescue, so I can save time
I’m not tunneling at last possible moment, and I know many spawns so this risky 50/50 now haven't done anything for me in terms of can I tunnel survivor or not. But that fact they killed my fair play way of using cages… wow, that is really telling me a lot about BHVR
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Less people see him, less people actually can dodge him in my lobbies. More I see boring shift w + predrop and stomp matches
I started to play him less after finishing my challenge, because people rarely can handle this killer in lobby, THAT much my style for them is confusing. People surprised killer can use m2 not for zoning only or using cages for info and forcing change of position. And devs now gutted the way how I played games on him before, removing noticicafions. Am I really supposed to use cages now only for dodging DS or for Mori…
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@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4018807#Comment_4018807
It's the same excuse they used in Nick Cage's patch to try and push another handheld for survs.
"Fixed a bug that prevented killers to look down after an M1".
A SEVEN YEARS BUG?! ARE YOU KIDDING ME?!
Yes, this happened and was in Nick's PTB. When you M1 a surv the camera of the killer went all the way down similar to Nurse's fatigue and they even said this was suppose to give survs better chances of escaping a chase.
The only reason it didn't got through was because it was a huge accessibility issue (motion sickness).I assume they will ignore it and it continue to be like this forever, because this killer don’t have high pickrate anyway :/
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Since we are adding 30s of endurance and elusive, can we return loud notifications? Or at least get some clarifications now why it even was an issue
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But same with uninstall survey? It consisted a whole option for playstyle of killer players, yet nothing about survivor one.
And both of options about killers has double meaning that can be interpreted in different ways -
@ACosmicWhale said:
Yeah you're right, just so the devs can experience the core struggle and see for themselves. My whole post is about balancing the game which the person above you said perfectly. I agree with not buffing survivors because I'm fine with it as is, but sometimes playing against killers can feel completely unfair. You know I'm right. I'm not complaining about either side, I'm just asking for a middle ground.
I will share a replay I took of my first match today. You will see how for once a killer chased me instead of other survivors and what the result was. Went against an S tier killer, blight, who was a ttv and lost the game by chasing me. By no means am I any good, which correction, I thought I had 3k hours because that's what my friend told me, but after looking it up myself, I see I only have 1.3k. Point is, he dropped chase after I accidentally brought him near the last gen, which then made him tunnel out an easier target. I don't know about the other 2, but has he done that from the beginning, we would probably have lost. That is what happens most of the time.
Personally, I think antitunnel/anticamp would be a healthy addition to the game because it will give everyone a fair chance. I'm not talking about all the other extra gen rush stuff or what not they thought of adding. That's too much, but a way to make killers not abuse this aspect when they can already do so much so easily will make the game fun for everyone. Think of it as an incentive, rewarding both killers and survivors. I don't know how the devs can do this, but if they can, I'm all for it.
I would also like to add that yes swfs who actually know what they're doing coordinated can be unfair and is the sole reason why the devs been handing free candy to killers, but how common is that? Sometimes I play with friends whether a duo, a trio or even a quad, we still have a hard time because most of my friends are not used to being chased nor do they know every detail of what to do and when to do it. I'm the only one in my entire group of friends that can consistently time flashlight saves, chains, pallet saves, etc and have to constantly teach everyone about what to do. I also end up dying for them and then we end up losing the match most of the time.
Now, imagine solo que. Yes, out of like 10 games maybe you'll get lucky and get 1 maybe 2 people that know what to do, but from what I've seen, it is so rare. If anything, there should be some kind of learning curve because most people don't know the little details that can turn a match in which ever ways favor. This would be a wonderful addition to the game.
Anyway, enough yapping. I love this game and I would like to see it grow and not wither like most games I've played, so please, devs, if any of you read this, there's a lot here to take from.
Below is the video I saved. It's safe, unbiased and will show my perspective of actually getting chased for once and taking a load off my solo que teammates. I don't know any of these people and I have a ton of better clips that I may or may not post some day of amazing saves, actual 5 gen chases, funny stuff, builds I've tried with friends and all the amazing experiences I've had playing this lovely game which I hope will not falter.
Don't judge me, it was my first match of the day and I know I've made a few mistakes here and there because I am human like all of you are after all. Should probably have tried to save the person who got tunneled out, but it is what it is. Maybe next time. Cheers
This match wouldn’t happen if matchmake worked well in this game
This Blight didn’t match to your level as much as Feng wasn’t matching his. It’s not about playing against killer is unfair experience. Your video even proving if player isn’t actually that good even hardtunnel on S tier wouldn’t handhold him. You are admitting survivors don’t need buffs, but asking limiting already pretty gutted meta on killers besides adjusting skill requirements on strong killers will lead to survivors buff anyway. You are complaining on unbalanced perks in period when scourge hook was nerfed three times, gen kick nightmare is over, and dead mans switch no longer working for 50 seconds. Killers meta are either nerfed or in stagnation of years. We don’t have broken new add-ons. We have broken killers who playing more than player itself, because we love embracing casualty in this game.
Ofc we could inflate numbers, do “just tweaks”, it doesn’t change the actual thing how this game interact with players desires. Never would. So, gutting ways of play isn’t a solution — it’s brain distraction and chew gum for another fan of “I think x player style spoiled overall experience”
Devs already admitted they don’t track abandon for MMR. Press button if lose, make system believe nothing happened, start to play against what you lost. Repeat until burn out without realising you holding yourself within mmr you never belonged. Soft caps of MMR, its hidden nature — you never know on what actually level you are playing as.
Before putting out players agency (no matter side), adjusting balance, this game need to stop making new problem in face of casual S tiers, and fix what already broken. Reconsider a whole way of how they track data for research, provide clearness about how much and how often players play game in specific way. Right now at least for me — I don’t believe they can’t provide decent queue times with stricter matchmaking. Their current issues related with their design of MMR + code. As survivor yesterday I was playing with same people. Not because I reached “top cap”. This game. Is just broken.
I’m not god looper myself, still learning, my gameplay is heavy macro, half of my build orients on team efficiency. Having 800 hours in this game being 50/50 player — still have rates average what they showed. Despite me regularly playing with some p100 killer or survivor with 10k hours that time to time will bring me on place to show my level. I don’t share sentiment of solo q or mid/low tiers be completely unplayable. Considering such terrible state my own gameplay proved me 10 times wrongDemanding changes through addressing player behaviour in this game is just giving more agency for devs postponing addressing elephant in their room. No matter how “unfun” is facing tunneling, it’s not a mechanic, it’s how people play. Time to time you see posts on this forum about teammates constantly dcing, ratting, playing selfish, sandbagging. People here are creating hundreds of excuses — burn out, reflection of frustration, obliviousness, “it’s you look at this wrong, not me doing something in this game”. “Don’t punish people with stricter DC, no matter how, it’s limitations and ignorance of actual issues.” Somehow for killer role its a huge exclusion. Somehow we rushing to call it unfun as soon ad it doesn’t match our vibe and ruleset, but never consider the way how we play is unfun for others.
Seriously. If only this game changed win conditions. Made a leaderboard alongside with system that highlight input in match. Encouraging by points when person actually contributing, not for farming…
If currently killer have 50% killrate, it doesn’t mean he is a decent player, it means his whole gamestyle implies having a huge tie. Survivor can have 70% escape, but it can turns out he is consistently the only one who surviving in their match. Killer killrate doesn’t directly correspond to survivor one and it allowed devs to make a funny crutch for MMR tracking. Are we really still considering “unfun” going from the way how people play? That it’s issue of killer perks?
P.S. Decent play, it was entertaining to watch your video. A lot of patience, w. But this video isn’t helping your words in OP be more valid.
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Currently in some countries Amazon servers(Twitch specifically) and YouTube as well encountered many server issues
I don’t know about situation in Canada and USA, but when I watched live twichcon of streamer from there, it was really bad. Tho it was days ago

