knitejin
knitejin
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@Amanova said:
One sided update to please killer mains as usual, what's wrong with anti slug and tunnel? They will get used it to it stop being so scared, be bold bruh!!!
What's wrong with styptic too? You killed it literally!
We've unfortunately entered an era of killers consecutively getting buffs to their overall kit with every update. We've been dealing with:
- Killers kicking a generator now immediately cause a 2.5% loss of progress in addition to starting regression
- Bloodlust trigger times have been reduced to 15 seconds for Tier 1, 25 seconds for Tier 2, and 35 seconds for Tier 3 (was 15 seconds, 30 seconds, and 45 seconds)
- Killer actions have been sped up by 10%: Cooldown time after a successful hit has been reduced to 2.7 seconds (was 3 seconds)
- Time to kick a generator has been reduced to 1.8 seconds (was 2 seconds)
- Time to kick a pallet or wall has been reduced to 2.34 seconds (was 2.6 seconds)
WHICH — If DBD only stuck to M1 Killers or Killers who aren't Dash-Slop (face it, that's been their entirely new roster), it wouldn't be that much of an issue. However, in the current state of killers being able to fully bypass pallets, have add-ons that essentially act like 2 extra perks without any downside, can traverse the map within seconds, and switch quickly between their countless abilities that are practically borrowed from older killers. We can see why it's an issue with dash killers like Ghoul, Wesker, Krasue, and Dracula, who have such mobility to move around with very little cooldown.
Survivors have been receiving shadow nerfs and perk nerfs for the past 3-4 years now. It all started as far back as 6.7.0, when the first butchered Medkits were made, making them practically all Brown-Tiered. A 5% healing bonus on a teammate? Why would I bother healing with a medkit at that point? 5% shaves off what? .2 — .4 medkits of an overall normal heal? They did so to promote 'healing others' and 'teamwork', but I'm sorry, when a good majority of players are playing SoloQ or in duos, they are NOT going to be spending that on randoms. Unfortunately, self-preservation has become the norm for folks to see themselves escaping these days. I am curious to see what the escape percentage is these days, or the trends of survivors playing over these past couple of months (or even years).
Keys and Maps have been completely revamped, and now seem gimmicky and cheap due to their token-based nature. Again, it was something no one asked for, yet BHVR decided to go through with those changes. Fog Vials have been rendered completely useless and take up space in the Blood Web due to their wonky nature. Killer mains cried 'accessibility issue', but I don't hear them advocating for accessibility issues that survivors run into; Spirit phasing is horrible to those with HoH disabilities/conditions, survivor aura colors are horrible on certain maps that are brightly lit
Survivors suffered increased stagger from falling, speed boost when hit has been reduced to 1.8 seconds (was 2 seconds), vaults, and, as of recently, dropping pallets have been scuffed (you can't convince me that someone at BHVR didn't tinker with pallets — which programmer was it, confess). We've had many survivor perks nerfed during the dark times of 'He-Who-Shall-Not-Be-Named'; Decisive Strike, Iron Will, and Dead Hard, to name a few. We continue to see survivor perks being nerfed or put through the wringer for no apparent reason; some have even been reverted back to their original state. For what reason? I think some folks in Game Design and the Programming Department are utterly bored, quite frankly. Or maybe they have their own agenda.
The game has ultimately become a nightmare to play as a survivor. Any chance at survivor counters is met with granting killers counters to counter that survivor counter. See how ridiculous that is? It's become relevant that they are far too scared to stand ten toes and easily buckle at the slightest complaint and cries of Killers who complain that 'playing killer is hard and oppressive these days!' Listen, I'm by no means some sweat-lord, god at playing killer, but the amount of 4Ks I've been able to earn playing against survivors ranging from 1K-10K hours of playtime was far too easy. I don't tunnel, I don't camp, and I don't use any slowdowns whatsoever. This era of Killer gameplay has to be the easiest walk in the park. Most of my kill rates fall between 62% and 73%. Playing survivor, on the other hand? The cognitive overload is mind-numbing at times, and quite frankly, after a 9-to 10-hour workday, I don't want to feel like I've stepped into a DBD tournament with thousands on the line.
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So in essence, this chapter once again proved to be a buff to killers overall.
If you didn't plan to implement major changes to Survivor QoL, then those major hits to med-kit should not have gone through. Was the nerf to med-kits not enough to be satisfied? Does Game Design and Programming have more of a leaning bias towards one side?
A purple rarity for a measely 15% efficiency? Give me a break. What's the point in adding efficiencies when your med-kits from Brown to Purple do the same thing when healing yourself?
Then these so-called new pallets and filler are horrendous! A huge majority of them are the most unsafe 50/50s. And take into account survivors are at the mercy of the killer's ping, YIKES! Then again, I've grown pessimistic after Map Design went through with those original Haddonfield changes even when both sides expressed their concerns over them.
I'm sick and tired of BHVR catering to one specific side. Then again, what can I expect from folks who don't know what they want this game to be: casual or comp? I believe the no brainer option should be to the majority and not the minority of your playerbase population. It's no wonder why killer queue times are getting longer and longer. No one wants to play survivor anymore. Shoot, I don't! And I've been playing since the release of Silent Hill. The only time I'll play survivor is 2v8, and if I so happen to touch this game outside of 2v8, I'm playing killer.
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@Madjura said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943663#Comment_3943663
If your terrible internet is ruining games often enough to the point where the penalty affects you then the penalty is working as intended. I don't care why you disconnect, you are ruining the game for four other people and if your internet is constantly dying you shouldn't be playing PvP online games.
Madjura is over here playing on the most top-tier and buffed-out internet connection out there! Clearly, you haven't considered power outages or any other factors outside of the players' control. It's not hard to be empathetic and understand that not every disconnection is a personal threat to your game. It doesn't even have to be often — one disconnect follows you through 20 games. That's overkill.
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I'm extremely concerned about this Disconnection Punishment (because let's face it, it is a punishment). Back in 2020, I was told by BHVR themselves that their system cannot tell the difference between an intentional Disconnect and one caused by a crash or someone's wifi disconnecting during the match.
So how will this system work? You couldn't test it in PTB to begin with, and **I** had to point that out to your community manager before the PTB even came out! Yikes!
If your system cannot tell the difference six years later, I have no hope for this system actually working as intended. People's wifi goes out, sometimes they have to leave to do something (life happens), the game itself disconnects you from the servers, etc. There's far too many variables outside of DC'ing out of one's volition to just leave a match because they want to or my favorite reason recently by a killer, "I was bored".
And no -- "getting better wifi" or "get a better console/PC" is not an answer. That's highly out of touch and very inequitable to suggest unless you're going to be paying for people's services.