tjt85
tjt85
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My mains (Meg & Dwight) have a 36% escape rate. Surprised about Dwight, because I normally use a silly Locker Dweet build on him, but I guess I also run normal perks on him as well. Thalita is my highest at 38.2%.
My Feng Min only has a 23.6% escape rate. I like her cool cosmetics, but because I can't stand to listen to her injured noises, I need to run Iron Will on her for every trial. No exceptions. Which means I can't crutch on my favourite exhaustion perk. Iron Will also makes her my preferred Survivor for playing on Switch, since I try to play stealthy (looping on that console with 80ms + ping is wishful thinking), but I guess that play style isn't working out for me.
Lara Croft has a pretty low escape rate as well (26.3%). I think that's mostly because I only use a lore accurate chest looting build whenever I play as her. Steve, Ripley and Sable are all sitting at around 29-31%, though I'm not sure why. Steve I can explain, because I know lots of Killers hate a Stegull. But Sable and Ripley, I dunno. Maybe Killers just hate Sables?
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On the one hand, I do feel like BHVR don't have the resources or the time to polish up their licensed content properly before release. A lot or recent chapters have felt rushed or incomplete. Springtrap should not have launched with that invisible bug he had when leaving the security room and I think any other Killer would have been kill switched.
On the other hand, DBD branching out into collaborations that aren't strictly horror or are "horror-lite" (Alan Wake, Tomb Raider, D&D, FNAF) means that I'm more likely to get a few of the horror adjacent things on my own personal wish list come to the game (it's been a bit of a content drought for me, recently). So I guess there are positives and negatives. For the health of the game I do think they should cool it a little, content wise. But then again, licenses are what keeps the game alive so… 🤷♂️
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There are different kinds, but here are my definitions:
Hard tunnelling - Triple hooking the same Survivor 3 times in a row, usually straight off the hook and typically occurs from the very beginning of the game. Completely ignoring other Survivors who may be trying to run interference for the tunnelled Survivor. This is the most egregious example and the one I hope BHVR will be trying to address with phase 2.
Strategic tunnelling - Let's say there are 1 or 2 gens remaining. A Survivor just got rescued from the hook and the Killer is still nearby. The Killer decides to capitalise on this error of judgement to chase the recently unhooked Survivor to give themselves a chance to turn the game around. Can be annoying, especially for the unhooked Survivor, but justifiable.
Soft tunnelling / Not tunnelling - The Killer accidentally hooks the same Survivor 3 times in a row because they're all wearing the same cosmetic. The Killer chases other Survivors but they are harder to catch, so they drop chase and eventually find the Survivor they last hooked. The last hooked Survivor is just unlucky and they bump into the Killer before the Killer finds somebody else to chase. Survivor decides to jump on a contested gen or gets in the Killer's face off hook (body blocking with OTR / baiting a DS).
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Funny thing is, none of the gen rushing, beefy med-kit / syringe enjoying super squads they supposedly go up against every game will be bringing this silly little item into trials.
They'll be sticking with their usual med-kits and tool boxes like always because they're still the better items to take. There's no way anyone would take a fog vial over anything else if they're playing this game super seriously. I already know this item is going to get me killed (and probably a few of my teammates, too) at least as often as it'll save me. But I'm still going to bring one, because they look like fun.
I do think misgivings about the fog vials being potentially irritating to go up against are fair. But I want to see what the wider population of players on the live servers think before BHVR heavily nerfs them.
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Opening two chests just to rebuild a single party pallet… Wow, that's absolutely terrible! The pallet even has an X on it so the Killer knows they can safely respect it (or walk through it with enduring) and still get the hit. If it was for rebuilding a regular pallet, I could see the justification but it should be 1 chest for a party pallet, I think.
I can't see anyone seriously running this perk. It's a meme perk.
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If they're good, they'll probably become the only item I bring to a trial on the regular (outside of Chaos Shuffle or my Locker Dweet build, when I'll be bringing a Med-Kit instead).
I'm not a big item user and much prefer to bring perks for getting stuff done, which is why I'm such an advocate for the Botany + Self Care combo. But this item looks like it will be a lot of fun and might tempt me back to playing more Survivor games. It will be funny to do a disappearing act on the Killer by dropping a fog bomb and sprint bursting away from my gen.
It does sound like they will be quite a bit weaker than the void crystals, though. Those weren't terribly effective either, so I'm a little bit worried they'll be kinda useless in practice. I think it might have more functionality in common with a Distortion token than the void crystals, and be mainly used as a way to hide your aura on activation.
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I'll have to try Fixated with Lightweight to test this out. It's been a while since I last used this perk.
I used to be a fan but then I began to wonder if it was actually worth running anymore. Especially since Killers have a dozen different ways see you glowing bright orange from the other side of the map, does making your scratch marks inconsistent and disappear a little bit quicker than they might have otherwise really make much of a difference? I kinda feel like most stealth perks aren't worth the perk slot now.
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@DevLinky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958131#Comment_3958131
That is kind of wrong. Some kill rates are way too high, and I can almost guarantee you that some are way too low.
https://us.v-cdn.net/6030815/uploads/GGQEICD3FJ5U/dbd-stats-q12025-killerkillrates.png
I don't know who BHVR balances this game for, but they do seem to make some questionable decisions. Vecna has a 66% Kill rate at low MMR but they still decided to buff him recently anyway. Make that make sense to me. Presumably his Kill rate is lower at high MMR, so I guess you could say the buffs are evidence that BHVR are balancing more for high MMR now, but who really knows for sure.
I don't think they care how much Survivors at the bottom end of MMR are struggling, given how many significant Killer buffs we've seen in recent patches.
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@Mushwin said:
Okay so my final thoughts on this game. I very much enjoyed the very first half of this game, it had potential, I very much loved Frank Stone, his design, both alive and ghosty type thing, I could see it as a skin on DBD and would hope it would come (can understand for reasons if not) Yet, as I played the game and from when christine got sucked into a vortex, things…..went a little south for me. Also please these are my opinions, I would love to hear others experiences, play through and endings etc, I felt like no matter what, everyone was going to die. There was only 3 times in the game I could either save someone, or haul ass, and it felt like no matter the option the result was death, even some choices I felt like it didn't add, or do anything much to my storyline. Like when I gave Stan the necklace, if I kept it what would of been different? The storyline began strong, I cana nd could accept the rest of the storyline and how it linked to DBD. I wish this game had many more options, like most of my characters fates and choices didn't really addanything to the game, also what was Stan's reason for been there? or did I miss something? I also felt the ration of story to game was not well balanced, also what happened to the baby? And what was the reason Augustine for actually wanting to release the entity?
I can answer a few of those questions.
BIG SPOILERS AHEAD!
DO NOT READ ANY FURTHER if you are still interested in playing the game!!!
The story only makes sense if you understand that the world of Frank Stone (and by extension that of DBD) is a multiverse of different realities that the Entity can draw its sustenance from (as you know, Killers and Survivors for the trials). That's the reason why Augustine was able to build an archive full of hundreds of different versions of Murder Mill (including T-shirts from a reality that saw a "Murder Mine" film instead), each presumably containing Frank Stone's spirit , and each taken from a different universe following a different set of events. The 60's, 80's and 2024 events are actually all separate realities. The Sam in the prequel chapter is not the same Sam we meet in the 80's or in 2024. Jaime is the baby Frank is attempting to Sacrifice in the 60's chapter BUT even if you fail to save him, he'll still appear in the 80's chapter because that's a different reality in which Sam was able to save his life. It's also the reason why what happens to Bonnie in the 80's chapter isn't the way things turned out for the Maddie of 2024. A lot of this extra stuff can be pieced together further from journals, books, letters etc that you have to find, so if you weren't able to find them all, then it would be easy to miss a lot of these details. I kinda felt like it didn't really matter what happened to the 80's characters for this reason (because who am I to say that all of them dying horribly wasn't what was meant to happen in that particular reality?).
Also, Stan is the best guy to give the cursed necklace to because he's the only character you cannot save at the end of the game (Stan had Robert's part of the Film btw, in case you missed that). Though it's still possible to get Maddie to the campfire if you have her wear it, you just have to make a different set of choices to avoid being hypnotized by Augustine. As far as I gather, Augustine's plan was to curry favour of the Entity by giving it Frank Stone as a powerful Killer and offering up the world of 2024 to feed upon (I gather this backfired and the version of her that we see sacrificed at the end now serves the Entity as a Survivor in the Trials).
Anyway, hopefully that helps the story make a little more sense to you. There are some lore videos on YouTube that go into a lot more detail.
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I don't know why, but if anything I'm playing less often because of it. I can't farm cakes on my P100 Legion because I'm only getting 1 cake per blood web. Since they've always been my number 1 BP earner, this is such a disappointment for me.
I bet that whatever the event will be next year, the BP offering for it will be a personal one. Seems BHVR want to keep the ability to earn BP artificially low for some reason. Maybe they're worried that if it becomes too easy to P100, it will begin to break down the balance of the game.
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I came up with a buff for Trapper that I'm sure isn't original at all but I'll share it anyway. I was going to suggest it as an add-on, but I guess it could be base-kit too.
The idea is this: anytime a Survivor steps in one of your traps, receive a haste bonus for X amount of seconds. I can't figure out what the numbers should be to make them balanced, but that's the concept. One of the most frustrating things about playing Trapper is having to cross the map to catch a Survivor in your trap before they (or someone else) can free themselves. If he gained a little speed boost, he'd maybe be able to reach them sooner and could also afford to trap more sections of the map instead of having to cluster around a 3 gen or the basement. He'd also get a little bit of value from a trapped Survivor even if he was way too far away to pick them up (say, when in a chase with another Survivor, for example).
Edit: I also think it's kinda wild that he has to run an add-on just to avoid stepping in his own traps. Few other Killers can be screwed over by their own power like that (Nemi with his zombies body blocking him or giving Survivors a speed boost, I guess). I will admit that it is pretty funny, though.
The main weakness of Killers that have to traverse the map on foot is how long it takes them to patrol gens when compared with the likes of Billy/Nurse/Blight. So then BHVR shrinks the maps to compensate and suddenly the last 3 gens are always an easy to defend 3 gen to a decent Billy player. This is why I don't understand players who say that DBD is competitive (or that it should be), when examples like this show how it can never fully be properly balanced.
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The mind of a booner is a mysterious thing indeed. It's like a compulsion. It does not matter how many times the Killer snuffs their boon, they've got to keep on booning. They just cannot help themselves.
I really don't want BHVR to let us see each other's perks in the lobby. But if they do, you can bet I'm dodging every lobby with a booner in it.
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@Brokenbones said:
I had a game today where I had teammates DC very early because it was Ghoul
Then we proceeded to win the match anyway.
It's honestly hilarious how better and more reliable bots are than randoms who give up immediately are. DCing went from insta losing as survivor to making some matches more winnable and isn't that a crazy thought.
Totally. It's a mistake to ignore bots when playing as Killer because they're such busy bees. They do more gens than my Survivor teammates!
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The Anniversary is meant to be a huge celebration but it's always been the worst of the big three events for me. Halloween and the Winter event have better theming, cosmetics and way more fun game play mechanics.
It's kind of sad that BHVR don't seem too hyped about it this year either and it definitely feels more like an afterthought. There's nothing new to the event this time around, but I understand they've been busy with QoL stuff on top of FNAF, so I guess something had to give.
I personally won't be all that sorry to see it go. Never really enjoyed the fancy pants cosmetics (though Billy's outfit from a couple of years ago was great). I'm looking forward to what they're cooking up for us next year, though.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956357#Comment_3956357
fnaf is more important than some random event so I disagree
I couldn't give a hoot about FNAF but I admit that it's probably a wise business decision. That said, it's still a poor send off for Twisted Masquerade.
The FNAF lobby/menu theme is also kinda doing my head in (though I'm sure some people must be enjoying it). At least the Twisted Masquerade theme is musical.
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@Mushwin said:
I am getting to a point in the game where I am getting a little confused lol, still enjoying it, so far I have gotten just one person killed and for me and my record in these sort of games it's a miracle lol
I pretty much got everybody Killed on my first playthrough. I'm sure you'll do better than that.
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I played though TCoFS recently too, mostly because it was on sale. I wasn't even sure my PC would run it, but I gave the demo a go and surprisingly it did! In the end, the game worked ok except for the very long pauses loading stuff between scenes (and I also had to make it look like an Xbox 360 game to get a smooth framerate).
It was enjoyable, but I would have been a bit disappointed had I'd paid full price, because it felt a little bit unfinished. Like there was a lot of planned content missing or something. And I doubt I would have enjoyed it as much if I wasn't already a DBD fan.
Without spoiling anything, I also felt like the story was very much the set up to a planned DBD chapter. Like a playable bit of Tome lore. I do still hope they consider making a full chapter one day (or at least give us some of the Survivors as skins).
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I don't think the perk needs any changes, I like the way it is. But to be honest, I think they may have overbuffed it for sure.
It's way easier than MFT to get value from and we know how a lot of players felt about that. Besides, it was a solid perk before the buffs. They just need to revert the numbers to what they were.
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@Munky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956109#Comment_3956109
Because I play both sides, that's why. I mained killer since 2016. I know this game inside out, 1000s of hours. In the last 2 years I have started playing survivor more and more and more cause it is so much more easy and chill, no stress (So its not like im at bottom mmr anymore, after 1000+ matches). At a certain point, we have to look at stats and say at the very least that SOMETHING is wrong, not going well… whatever it is, fix it.
The only reason I could be having such an easy time on survivor and an absolute horrific time on killer is due to the Q times. I know that the MMR goes well out of its way after a certain amount of time, and coincidence has been giving me a lobby (literally every time) always right after 10mins of Q time, which makes me believe that I am just extremely unlucky getting all those SWF team 6 lobbies… IF this is the case, please make my Q time 5 mins longer, I beg BHVR… Cause I literally dont want to play killer because of these unwinnable matches. Why should I waste my time bruteforcing my MMR down like this?
When I Q as survivor, it is basically instant, under 10secs, every single time… and I keep getting enjoyable (and often even to easy) matches as survivor, even when I die. Here, I have been posting the proof of that enough at this point.
Looking at both these facts I conclude that the MMR system is just pure shiz and needs to be tuned. At this moment BHVR is chasing away all the killers. This is not just me saying it, this is almost every content creator/streamer I see saying it. So generally people with 1000s of hours of playtime within DBD have the same opinion.
I will gladly listen to any other theory you may have in my specific case. Other than "its in your head", cause it isnt. For example just the crazy amount of blatant cheaters I get on killer (flying/teleporting), and sometimes survivor, tells me that I am playing at probably the highest MMR bracket on killer and somewhat mid on survivor (if not, I am afraid for the games health). Complete utter miserable time as killer for me. It's like I am actually getting worse the more hours I play, explain that one to me :D
These stats help me understand a little bit more, without being gaslit like "just git gud". I will happily take any theories you have and even upvote you if its something I havent thought of myself. Cause I am desperate to enjoy my favorite game again, but on killer side.
I play both sides as well, as do most people here. But we can agree on one thing at least, DBD's MMR system is booty cheeks (and especially so for Survivor, imo). Survivor games only get harder the less often you escape and you can be stuck in low MMR hell for a very long time. How are you meant to escape more often when your team is too afraid to get on gens and never lasts longer than 10 seconds in a chase? Getting hatch does nothing to improve your MMR score, either. I'm not convinced any system the Devs could come up with will ever be workable for this game, but I guess we'll see.
You mentioned you won't share your Killer stats for the month, but what are your overall Killer stats? Are they exceptional? I don't think it's possible to infer from stats alone what our MMR ranking might be. Your score might not move much at all if the match up is incredibly imbalanced and you win or lose as the system expected you to. For example, I have a higher Kill rate on Killers that I hardly ever play and a relatively lower one on Killers that I do play a lot and I can feel the relative difference in the skill of my opponents. Presumably, the more you play a certain Killer, the more your MMR will stabilise and the more accurate the MMR system will be at matching you up with appropriate opponents as a result.
But if you have a high Kill rate overall and at least one main that you do well with, it's likely the MMR system is putting you up against tougher opponents because that's what the system should be doing if it's working properly.
Another possibility you pointed out is that because the queue times are very long, the system can't find you sensible opponents to go up against, so it eventually puts you up against whoever is available. If you are expected to lose or win these matches, you won't lose or gain much in the way of MMR, because the system knows this isn't a fair match up. Let's say I played a game against Magnus Carlsen on Chess.com and I lost, I would not lose more than 1 point off my rating (if that) because the system expects me to lose very badly. I think that's probably how DBD's MMR system works as well. If you lose against players you are expected to lose against, your score won't go down much. If you win against players you are expected to beat, your score won't increase much. But if you play a game against evenly matched opponents, your score will probably move a lot more. I'm speculating, but I'm guessing this is probably kinda how it works (it gets a bit more complicated because each game considers Survivor MMR on an individual basis)?
So yeah, queue times are probably the biggest factor at pretty much any time there is an imbalance in player role numbers. How can you tune a system like that to be better? I dunno. Longer waits might help, but either there are enough players in your MMR bracket playing at present or there aren't. There's no "fix" for that.
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@Munky said:
I strongly believe Mandy is lying, and they are probably panicking behind the scenes now that literally every content creator, small and big, is talking about this massive shift in balance, and how they are not looking forward to phase 2 which is going to handicap killers even more.
Personally I find killer absolutely miserable right now (if its not blatant cheaters, then it swf team 6), So I completely stopped playing killer. I was a killer main since 2016, just fyi ;) If the game balance stays as is, I will officially call myself a survivor main. Killer is literally not worth my time right now, as it takes 15mins to find a match, and then said match is over in 5mins. I'm just not willing enough to bruteforce my MMR down like that, just to get some normal matches. It would probably take days, if not weeks to get my MMR down far enough, since I'm most likely far up the top bracket at this point.
I'm not THAT good of a survivor, I mean I know my stuff after 9 years, but due to my age my reflexes arent as good as the best survivors. and yet im now at 66.54% Escape rate in solos… that is not normal (I never hit the abandon, cause I almost always escape). Also I didn't get anywhere near this many escape pre-FNAF. So… Unless that last redbull rly gave me wings, something defo changed. After 150+ matches since the update I dont think we can call this a random streak anymore. (not a 100% streak obviously, I do get sacrificed here and there by red ping VPN killers). Whatever the reason is, there is absolutely a reason for it and I want to find it!
I'm actually enjoying my time as solo survivor right now… Again this is something BHVR probably wanted to achieve, since the Q times were so imbalanced. They need more survivors, so it makes sense that they would do things to make this happen… One of my current theories leans towards that they did something to the MMR. Made it more lenient for survivor. Not sure how they did this tho. But it does make sense since they expected a huge influx of survivors with FNAF DLC.
I'm not hearing many other ppl drop their theories… unless y'all think its business as usual? It's all in our heads? You can say that with your reasoning behind it. I just want to hear what people think. <3
I don't understand why you can't just accept that you have a much higher than average escape rate. Lots of players have posted escape and kill rates that are way above the average according to BHVR and those results have surely got to be outliers, no? I very much doubt they are in any way representative of a typical DBD player's stats.
Of course, we don't have access to BHVR's own stats, but a hand full of self reported stats on the fan forum doesn't really tell us anything and I'm still willing to bet most players fall between a 30-45% escape rate on Survivor and 50-65% kill rate on Killer.
Personally, I haven't noticed any differences to my Killer or Survivor games, except that I'm seeing a lot more new Survivors (to be expected with the success of the FNAF chapter) and a lot more tunnelling from Killers (probably because there are many more easy targets for them to tunnel). If anything, my Killer games have been easier than in recent months.
But I suppose BHVR may have been tinkering with the MMR system a little. I assume they make regular, unannounced adjustments to it all the time and we know they're preparing some changes soon, so perhaps they have started to run experiments on live servers to test some different set ups already.
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I get what they're saying. I'm totally over stealth Killers at this point, too. They're scary when you first start playing but after a while, the free hit they get for sneaking up on you becomes an annoyance. If I never see another one for a long as I continue to play DBD, I'll be happy (except for Mirror Myers. I like seeing those guys).
But I'd be hypocrite if I didn't admit that they can be fun to play as. Grabbing Survivors off gens was one of my favourite things to do as Myers (sadly, the Survivors I get nowadays are way too aware for that).
Yesterday I got 2 Shapes, a Ghostie and a Springtrap. That was enough for me to go back into Survivor retirement again. I just can't anymore. Low MMR Killers, I'm begging you. Please play any other type of Killer so we can get a little bit of variety in our Survivor trials.
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Since the latest patch, Killer queues have been the longest I've had to wait outside of 2V8. I can't remember the last time I saw a BP incentive for the role.
I'm sure part of it is the FNAF hype and the split queues don't help matters. But it's still a little weird to see, considering the game has 20K+ more players than usual just on Steam alone. Are all the new players only queuing up to play Springtrap?
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I feel like BHVR got the order of implementing Phase 1 and Phase 2 the wrong way around. We should have had improvements to the Survivor experience first before considering a harsher penalty system if that had done nothing to solve the go next phenomenon. I have way more bad Survivor games than enjoyable ones.
If Survivors are to play out Trials to the bitter end, there needs to be a lot of work done to make it feel like a more rewarding experience. If anything, they've so far achieved the opposite, since a 4K is all but assured now that you can't miss skill checks to give the other remaining Survivor a fair shot at hatch (and that's only if the Killer lets hatch spawn in the first place).
I'll see what Phase 2 has to offer us, because so far we've seen only harsher punishments for not playing out those frustrating games. But until that day, I guess I'll be a Killer main.
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Survivor: They're a little bit angry, they get a lot of hate and they like to run fast. They were the Killer in your last trial.
Killer: They're a little bit angry, they get a lot of hate and they like to run fast (except this time stabbing is involved). They were the Killer in your last trial.
What can I say, I'm a man who knows what he likes.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954742#Comment_3954742
Camping, tunneling, and slugging, makes the most sense for new killers, so I guess we shouldn’t nerf those strategies, because we wouldn’t want to make things more difficult for new killers.
If we're talking about new Survivors going up against new Killers (as should be the way), Killers won't need to do any of those things to win.
They'll have all the time in the world to get hooks and Kills because gen progress will be glacial, chases will always be short and there's pretty much zero chance of any pallet or beamer saves happening. Killer is incredibly easy at low / beginner MMR. All that those strategies will do at low MMR is frustrate and annoy Survivors in trials the Killer probably would have won easily anyway.
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Part of the problem is that they've heavily nerfed stealth over multiple patches with the changes to distortion, the new AFK system (which to be fair has been made more lenient), a wider FOV for Killer, a ton of new Killer aura/info perks and the gamma settings for console (a good change, given how dark some maps were on console).
Some of those changes are justified. But this is still a curious choice, given that stealth is the play style that makes the most sense to newer players. If you don't know the maps or how to loop and you're likely to go down in less than 10 seconds, it makes way more sense to play cautiously while still trying to be an active contributor to the team.
If DBD is moving in the direction of creating fast paced trials based primarily around looping, they should probably add Kate to the roster of free characters (she's already free on Switch, but she should probably be made a free character on other platforms as well). And revamp the tutorial to include a section on basic looping. Explaining basic things like status effects wouldn't go amiss either. At present, the tutorial teaches you almost nothing about actually playing the game.
Ideally, newer players should be kept in their own match making pool for longer as well. Judging by the baby Bill I had in my Myers game the other day, it doesn't seem to take many hours at all to be thrown in with the rest of the player base.
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@Nomade said:
I am, at this point, allmost totally convinced that anyone who complains about being slugged for the 4k is not an experienced player thinking rationally. Any expierienced player knows that overwhelmingly the biggest reason killers slug for the 4k is hatch. Its. Not. Personal. Its the way the game was designed.
Oh no, we're experienced alright. As in we've experienced this tedium way too often and we'd like BHVR to do something about it. Doesn't matter if it's not personal when it's not the way the game is intended to be played.
Survivors have three hook states and Killers are rewarded with pips and BP for progressing through them for a reason. Could it be because that's the intended way to play the game? Tactical slugging is fine, but it's hard to justify this cheesy shortcut to securing a 4K.
Since BHVR have now taken away all informal methods of tapping out (or "going next" if you prefer), Survivors should at the very least be given the option to bleed out quicker when slugged like this. Nobody wants to be stuck in a match like this.
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I like birds and plants, so I'm probably sticking with this combo for good. There are some other cool ones, but don't really care for banners or badges tbh. I'm more of a charms guy.
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I refuse to believe this is true. Why would they make a change like this given that they just fixed the map offering problem? Map offerings are no longer an annoyance.
Who would even ask for this? I'd much rather the Entity pick where we play.
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Most of my stats are missing because I played Chaos Shuffle exclusively for the first half of June and the tracker doesn't record those matches. I look like I've hardly played any DBD at all but that isn't really true.
Playing Stegull is very bad for the old escape rate but I have to do it for the memes (especially if there's another Steve in the Lobby).
My Killer stats are pretty normal, except for poor Trapper (But that's just the Trapper experience sometimes).
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Another possible reason is the huge influx of new players coming in with the FNAF chapter giving the MMR system a chance to actually work for a change.
I've been having more even match ups on Killer, with a surprising number of close 2K games and some relatively chill Survivor games. I won't say "easier" Survivor games, because even though the Killer is often a bit less experienced, so are my teams. I'm still not escaping very much. But given my low escape rate, this is more in line with what I'd expect of my teammates and Killer opponents.
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He's not so bad since the new guy came along.
Funny thing is, I'm running an anti Springtrap build and yet I'm hardly getting any (Sprint Burst, Vigil, Premonition, Plot Twist. If anyone has a better one, I'd like to hear it).
But the one time I do decide to take it off, I finally get a Springtrap >:(
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It's not just P100 Survivors that are missing out. My Legion (my only P100) is only getting one cake per bloodweb. One!
I'm sorry, but the anniversary is meant to be a time when we can all come together to burn cake offerings and rake in the BP. Why be so stingy with them?
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I wanted to share this funny bug with the recent match history page, because it looks as if I played trials with no Survivors in them.
I guess one more trial against the Legion was more than they could bear and The Entity had to send them to the void…
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I have a feeling my stats only go back to when I linked my Steam and Switch accounts.
Keep an eye on this thread in the bug reporting forum. They said they'll update us all there when they've finally fixed the problem:
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950766#Comment_3950766
Will it make it more casual? All I'm seeing is slugging is off the table and now all bets are on hard tunneling
I never said it would work on everyone. There will always be players that have no chill. Some people would try hard if they were playing tiddlywinks.
Who knows, maybe they've got future plans to address tunnelling as well, and if that affects Kill rates negatively, they'll add more regression to gen kicks and maybe basekit Corrupt. I'm just speculating of course, I don't know what their plans are. But I think Chaos Shuffle could become the basis for a permanent casual mode, if BHVR decided to develop it in that direction. Maybe I'm wrong, but I think most casual Survivors prefer Chaos Shuffle and 2 V 8 over the regular game because they even the playing field a little. These modes generally feel pretty low stakes for both sides anyway (or at least to me they do).
In any case, at least some Oni attempting to slug the entire Survivor team because they're unlikely to have an Unbreakable won't be able to do it so easily now.
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Any change that might push the mode in a more casual direction is a good one to me. Maybe it will be impossible to fully pick yourself up within a certain range of another Survivor, to avoid the feature from being abused by SWF groups and to allow for tactical slugging to remain viable. We'll have to see how it works.
I doubt it will see much actual use in practice, though. It's more powerful as a way to communicate to the playerbase that Chaos Shuffle is meant to be a chill casual mode. It's not for slugging the entire team, gen rushing, bringing the best items / add-ons or going on win streaks. It's just meant to be a bit of silly fun and is not to be taken too seriously.
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@Alice_pbg said:
I don't overthink it. I see someone, I chase.
I see 2 someones, I chase the newer guy because I wanna avoid tunneling if possible.
and that is it. It ending on 4k or 4 escapes doesn't really matter if the match was fun.
I play kinda the same way. I don't like tunnelling off hook or camping, so I don't intentionally do it unless it's approaching the end game and I want to start making some Kills (though I will Frenzy an unhooked Survivor if given the chance). But not going after my previous hook (at least until some time has past or I've chased someone else) is pretty much my only strict rule.
Otherwise, I keep myself busy chasing, patrolling gens, using my power or doing whatever makes sense at the time. In the past I would track hook states and be a bit more ruthless, but the cognitive load and stress of playing like that got too much eventually and I kinda stopped enjoying the role so much. Now I play more for fun than for the win.
I'm still trying my very best to win, but with fun / comfort perk builds and I play in (what I hope) is a relatively "chill" and enjoyable way. I often like to let the last Survivor go most of the time, because I consider it to be a horror tradition (besides, I'll get them in the sequel).
That said, I'd never claim to be "high MMR". I typically get Survivors that I think are somewhere around the middle (not beginners but hardly god loopers, either), so maybe that allows me a bit more breathing room to be chill in my games.
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949498#Comment_3949498
There seems to be a misunderstanding. I don't want to trash talk, I just want to communicate like I do in every other team based game. Trash talk is funny though, except still not my reason for wanting VC.
Fair enough, sorry if I misunderstood your intentions. But even if you don't plan to trash talk, you at least seem to acknowledge that some people definitely will. Which means players will probably be muting each other quite frequently and at that point, what's even the point of having it? Plus there are all those other game balance considerations that I mentioned. I honestly think if the game had VC from the start, it would have developed into a very different one altogether.
Besides, since you SWF in a discord and BHVR are totally fine with Survivors that do so, you've already solved this problem for yourself. Adding VC isn't really necessary because players can already party up on comms if that's how they want to play. Could BHVR do things to improve communication between solo Survivors (especially around perks like Deliverance)? Sure. But imperfect communication is just a part of the Solo Q experience in my opinion and kinda what you sign up for when you queue for a game.
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The DC timer doesn't start now until you queue up for another game. I'm unsure if this is a bug or as intended, since the system now requires players to play games to clear a penalty point (meaning players can't take time away from the game anymore to reduce or avoid their penalty). It is harsh, but then the new system is intended to be so… 🤷
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@AshFayd said:
Basekit Iron will and lucky break after unhooking for like, 10-15 seconds is my guess
I think it will be something similar to this as well, but more along the lines of a weaker Babysitter effect. I think this is possibly why the perk was nerfed back to 10% haste this patch.
I don't think any changes they make will be intended to eliminate tunnelling altogether, more likely they'll just make it less easy to do. Some people might be disappointed by that.
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@akawshi said:
I’m in favor of having an optional voice chat (VC). On one hand, there are players cooperating via VC outside the game, while on the other, some are playing solo, so it seems the overall game balance isn’t quite working. If that’s the case, then perhaps the game should be balanced from the beginning with VC in mind. However, if we go that route, it would make it even harder for killers to win under the current conditions, so the entire system would need to be re-evaluated. And that raises the question—can such a rework even be done within the current game system?
It sounds far-fetched, but if this game ever gets a sequel, such balancing might become possible. That said, there are many situations where players can't communicate via VC. Some may feel uncomfortable speaking out loud around others, while others may struggle with voice communication due to conditions like stuttering. Text chat is one possible solution (as seen in other asymmetric PvP games), but it’s still difficult to expect everyone to use it effectively.
In any case, I believe the VC needs to be considered thoroughly and over the long term.
When players ask for VC, they don't seem to realise that what they're actually asking for is for DBD to be a different game. They don't seem to understand how many Killer powers, perks and add-ons would need full reworks, how many Survivor perks and items would become essentially redundant (because a co-ordinated team on comms gets everything they have to offer for free) or how much more Killers would actually need to be buffed to be viable against better co-ordinated Survivor teams. Plus, there are strategy and gameplay considerations. Consider this, how could Trapper hide a sneaky trap nearby a hooked Survivor to catch the unhooker if VC was a thing? He couldn't, because the Survivor on hook would be able to warn their teammates about it.
DBD is meant, in part, to replicate the experience of being in a horror movie. You're really not supposed to know where the Killer is or what surprises they might have in store for you. The Killer role is designed to be able to take advantage of a better understanding of the current state of the game (hence why they can see gens, hooks and exit gates without perks, while the Survivors cannot). Perfect Survivor communication completely destroys that.
I know I'm going to be down voted for saying all this, but it's clear to me that the game was never designed for VC to be a thing. Adding it now would necessitate fundamental changes to the game's design. I'm not saying Solo Q would suddenly be on the level of an experienced SWF if it had comms (it wouldn't), more that it would throw balance out the window to the degree that so many things would need to be changed the game would become a substantially different one.
At that point, you may as well just build a new game from the ground up.
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Trouble is, Survivors on comms completely invalidate stealth Killers and stealth perks, as well as any perk that needs an element of surprise to be effective (Hubris, for example). As much as I might hate Ghostie, I don't want to see his entire play style nuked from orbit just because you want to be able to trash talk your Solo Q teammates. Survivor on comms is horrendous for game balance.
Do I sometimes wish I could tell one of the three people working on the same gen to come cross the map and save me from the hook or I'm likely to go second? I sure do. Do I wish my teammates would pay attention to the HUD, see that the person who went for the unhook got intercepted and is now in chase and that the person on the lowest progressed gen should now go for the save? Yep. Do I wish I could tell the newbie Bill not to unhook me in the Killers face unless I'm about to go to second stage? Absolutely.
The thing is, Survivors don't need communication to avoid these situations. They need to develop game sense. Something the bare bones tutorial doesn't even attempt to teach to newer players. A chat wheel could be helpful, but a tutorial that actually taught you the basics of playing the Survivor role would be even better.
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Franklin's is kinda irritating, but I don't let it put me in a bad mood by rarely bringing items and running perks for doing gens/healing/whatever else instead. No items, no problem.
I'm not a huge fan of Plaything, because I feel like certain Killers have a terror radius as a key part of their counter play and I think they get way too much value from it (Wesker, for example). I'm also really bad at finding totems (and so are my Solo Q teams), so strong Hex perks like Blood Favour and Devour Hope often stay up all trial. Those can be annoying to go up against, but they do have a high risk reward aspect, so they don't feel totally unfair.
Perks like Grim Embrace, Dead Man's Switch and Pain Res aren't too bad in isolation, but put them all together in single build and they become miserable to face.
I bet Lightborn would be high on a lot of lists. I don't personally care about Lightborn because I don't really bother with beamers or flash bangs when I play Survivor, but I do run it in most of my Killer games and I know from experience that lots of Survivors really, really hate to see this perk.
Edit: Oh, and wall hacky aura read perks like I'm all Ears and Predator can be frustrating. But then again, I enjoy Scene Partner on Survivor so…
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I'm not playing much Survivor until the anniversary because the AFK and go next prevention systems need to go back in the oven (or maybe just not come back at all) and every game is against a Springtrap. Bugs and power creep aside, he's not unenjoyable to go up against. I'm just tired of facing him already.
I'm still playing Killer though, despite the almost 2 V 8 waiting times.
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To play as: Legion. Will never get bored of these guys.
To play against: It's a toss up between Xeno (though I see very few of these, sadly) and mirror Myers (but I'm not sure I'll see another one after the map offering change. RIP).
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@I_Cant_Loop said:
Go ahead and switch to killer, guys. You’ll find that it’s probably easy at first, but when you start regularly facing survivors who know what they’re doing, you’ll probably be back here complaining about survivors being OP.
There are definitely legitimate issues on the survivor side right now that make it unfun to play, but those are entirely self-inflicted mistakes by BHVR because they didn’t properly test things or get player input before going live. When those mistakes hopefully get fixed, I think the game will be fine for both sides.
Before this chapter, the kill/escape rates were right where they should be. Lots of people were complaining about survivor even before these recent changes. If you were complaining, you were either 1) escaping at 40% rate or higher, in which case the problem is your expectations, not game balance; or 2) escaping less than the 40% average rate, in which case the problem is your own skill, not game balance.I do play Killer and maintain a near 50% kill rate on my mains, which is lower than the expected average and yet I'm still having a much better time playing Killer than I am Survivor. I've had my fair share of difficult matches, when it feels like there's not much you can do except scrape by with a 1K (or maybe even a draw). But I think the difference is that as Killer, you always feel like you have at least some agency. You can set the vibe and decide how you want to play. But on the Survivor side, we've just had a patch that's stripped away Survivor agency in a really heavy handed way. Sure, some players abused the system to avoid playing against Killers that they didn't like, and I do get that something needed to be done about it. But I don't think taking away all Survivor agency (especially in desperate situations) is really the way to go. All it will do is make those hopeless feeling games feel ever worse to play through.
So far, it doesn't even seem to have worked. I still get players that want to go next, like a Nea I had earlier who didn't want to play against a Legion on Hawkins and did nothing but stand under a hook. I finished the game as quickly as I could, but I'd waited close to 10 minutes to get into that match.
At other times I've seen soft examples of "going next", like a Dwight who went AFK under a hook late in a match on Dead Dawg (probably because he knew they would never break an easy to defend 3 gen against a Billy) and a Sable that stopped really trying very hard once her Mikaela duo buddy had been sacrificed. If these players could have had the option to DC or let go on hook, it would not have changed the outcome of the match, but they would at least have been happier to move onto their next game. BHVR need to remember that it's got to be fun to lose as Survivor (or if it isn't fun, at least not to be a source of frustration).
If BHVR chooses to keep their go next system, I hope they make refinements that still allow for self unhooking or letting go in dire situations. I also think they should rethink such a harsh DC penalty system. Because the current implementation ain't it.
All that said, I don't think any of these changes will really hurt the game for player numbers. Older players might leave (or play less Survivor games like I will be), but the game's just had a huge injection of newer players who won't have experienced anything different. The long Killer waits are more to do with the split queues, a very popular Killer release and no attraction for newer players to try out the Survivor role just yet.
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I think the stat tracker is pretty neat as well.
Personally, I'd like to see a tab added for tracking the time limited modes like Chaos Shuffle and 2 V 8, since they return fairly frequently and they are where I spend at least half my play time these days.
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Yeah, I noticed that too. Today the stats page says I have only 212 total hours played in game, when previously it said I had 850 (I have 1500+ on Steam and 500+ on Switch). There's no way that the more up to date number can be right. I think what I might be seeing today are my Switch stats mixed in with some of my PC stats as well (or maybe just a shorter, more recent time period of stats?).
I think they know it's not working as it should be right now.
Edit: Thought I would share my hilariously low escape rate (according to the new stats). You know, I kinda do believe these stats might actually be right…
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I'm only playing Killer until the anniversary event. For a lot of reasons, but mostly because I'm already sick of playing against Springtrap.
I'm finding it impossible to get gens done because the doors are so close to the gen spawns, he's on top of you before you have any chance to react. No warning sound or terror radius. He's also incredibly oppressive in chase, with the axe giving him aura on your position if you don't try to remove it. Yet another killer released with way too many abilities to his power. Somebody said he was like a Huntress on steroids and I agree, except to say he also has Ghostie's stealth and the best teleportation power in the game too.
Besides all that, I honestly think if he hadn't just been released as their biggest chapter ever, BHVR would have kill switched him for the bug that makes him invisible coming out of a security door.
Then there's the overly harsh DC system (play 20 games just to remove a single penalty point!? Sorry but that's absolute madness to me). And the new "AFK" system that apparently kicks in when players aren't actually AFK (though I've not personally encountered this yet).
No ability to try and unhook if you're about to go to second. No ability to let go on second hook to give the other Survivor a shot at hatch. New ways to grief Survivors by leaving them on hook because there's nothing they can do about it anymore. I don't know if it's solved the go next problem, but it's certainly created a few new frustrations for the Survivor role.
So yeah, for me there are lots of reasons to avoid playing Survivor for the foreseeable. I think this has been my least favourite patch ever (I started playing with Skull Merchant, which is saying something). I'm happy to see map offerings finally addressed, so at least there's that.






