mca240
mca240
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@tjt85 said:
We have bad matchmaking because we have fast matchmaking. If you play at a time when less players are likely to be playing, of course it's going to pull in players of any and all MMRs. It's the only way it can fill a lobby in a reasonable amount of time for both the Killer and Survivors. I'm willing to bet that 2 minute wait for you was probably like a 5 minute wait for the Killer.
Anyone who's played off peak knows the system will cook up the wildest lobbies. I doubt there's so many players on the PTB that it's impacting the matchmaking all that much (maybe only a tiny bit). This is just the standard off peak DBD experience.
It wasn't different yesterday at peak hours. Yes, most PC players are on the PTB right now.
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I just don't understand, what the developers want. I am a decent survivor, not the best but definitely not the worst. Pre 6.1 my escape rate was about 50-70%. They wanted killers to be "stronger". Ok. Hence the buffs. They have progressively nerfed survivor since (mainly because of the premades, HUD was the only buff). My escape rate has dropped to around 25% over time, not because of my skills but because of increasingly worse teammates. My escape rate has been 10% since the PTB came out (I played a lot since time off). I mean, at this rate I just don't feel like playing survivor anymore. What is the point of playing a game, where you know you'll loose? I don't care waiting a couple of minutes more if I am getting decent teammates. Right now I'll only play to get the Tome done and then just abandon the game.
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@Archol123 said:
People cannot face camp that well anymore and since that is what they wanted it is a success... People were able to proxy camp before already, therefore nothing really changed in that regard...
After removing hook grabs face camping was already less of an issue. The real problem is proxy camping. Pyramid Head waiting charged with his trail to hit you as soon as you come off hook, Deathslinger spearing you and so on. The answer is: do generators. But in SoloQ this almost never happens. It is so disheartening to see an entire group of players getting screwed over by bad teammates and cheap tactics.
The work they put into this could have been better spend elsewhere.
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@Anti051 said:
It can't be inevitable that all generators will get completed, that's a proverbial cakewalk.
Both concepts of 'survivors powering the gates' as well as 'killers stopping gates from being powered' need to be well within the scope of reason, otherwise we wouldn't be playing a game.
Pop Goes the Weasel was previously over-nerfed with the near negligible '20% of current progress,' but is presently fine with the '30% of current progress' alteration opposed to the original 25% of the entire progress bar with each use.
Survivors had a lot more resources pre 6.1 and were in a much better spot.
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@I_CAME said:
Pain Res pop combo is indeed too strong on high tier killers. I think as we balance the maps, buff killers, nerf survivor perks, etc it might be time to talk about stacking four gen perks being a bit much in the average match. Having some sort of hard limit on how many regression/slowdown perks someone can bring might be a good idea. There's no good reason a Nurse should be able to bring four slowdown perks. How are you even supposed to win against this if the killer is remotely competent? I think the right solution would just be to nerf Nurse and Blight but Behavior seems opposed to this at the present time for whatever reason. I do expect it will happen eventually but who knows how long that will be.
Combine this with…suboptimal (ahum) matchmaking and even non high tier killers will win matches. Example: I played a match against a Huntress who sent themselves to Midwich. My fellow players kept going down. After my 2 gens got obliterated by Pain Res, she came out with Pop. Fun, a match dragging on forever and ended by bad matchmaking.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3580589#Comment_3580589
Both sound horrible, single blink would just make everything a guessing game, whereas the lunge results in the issue of survivors hitboxes blocking your blinking spot and essentialy making it impossible to be in hit distance if you blinked from further away... If consider addons she is most likely not the strongest killer anymore, because hers don't really add much to her kit, whereas Blight becomes a lot stronger. She is already skillfull to play as you basically need to know what objects block your blink and what is behind the wall you are blinking at.
Skilful to play? Please, 20 matches with her and you're good. Nurse is overpowered and something needs to change. I know one of both will heavily impact her, that is the idea.
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You mean you cannot last more than 30 seconds in chase and he is completely overtuned? Yeah, well done…they just made him better than Blight…
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Ultimate sollution to actually make her skillful to play? Single blink or castrate her lunge (make her lunge like tier 1 Myers).
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@RpTheHotrod said:
Can't pop a regressing gen, so it doesn't combo with PR unless you tapped it for the killer.
Also, pop got a significant nerf, not a buff.
Also also, PR is very manageable. Only works 4 times in a match, does damage between 1-25% depending on how much progression the most progressed gen has, AND you're supposed to get a gen that's safe from killer patrol (ie far away from 3 gen area) to 99% to eat all of the tokens. You can completely nullify PR's effect by juicing a decoy generator. PR is all about countering it properly. Be lazy or make the mistake of completing what would be a perfect decoy gen is a fault of the survivors, not of a busted perk. You have to manage certain perms just like killers do.
I don’t know what you are on about.
- 4x 25% regression is huge
- 30% of a generator’s progress is a lot, up from 20% since the last buff
- Pair this with the strongest killers and not a generator gets done for minutes
Prior 6.1 survivors had a lot more means to stay longer in chase without going down and the gen time was shorter.
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I am not even going to bother to read through the messages. Fact is, Blight’s addons are way overtuned and outclass every killer in the game. His addons are in despirate need of a nerf and this hasn’t changed since release. It blows my mind that the developers simply ignore this, even though 90% of the player base agrees.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579430#Comment_3579430
The reason they can't (or shouldn't) do something like that is that it's a nuclear option that'd affect many more players than the types you're trying to mitigate.
Not everyone in a SWF is even trying all that hard. The game has a thriving casual playerbase that just like to hop on with their friends and play a few matches. Start placing serious barriers they have to navigate before they can even queue, and a lot of them would just drop the game because it wouldn't be worth the hassle.
So that's the downside, right? Let's look at the upside: Some specific perks get marginally less strong, and the overall strengths of SWF remain exactly the same. Coordinating bringing multiples of any one thing really doesn't register as a benefit, and, you'd still have four Adrenalines proc at once in games against solo queue so you haven't even gained the removal of that particular annoyance.
It's not hard to see why this is a broad sweeping change meant paradoxically for very specific problems, too. Do we really care if a stacked SWF all bring four Quick & Quiets? Four Red Herrings? Four Corrective Actions? It's only even appearing like a problem because of the strongest options, and even then, barring specifically premades from using more than one doesn't even fix that entirely.
SWF really aren't the scary boogeyman they're often positioned as, but they are stronger than solo queue, by a noticeable margin. The reason for this is that they have better information gain without the need for perks, and they can trust their teammates to play... predictably, if not completely optimally. Neither of those strengths are affected by this proposed change, so it really doesn't achieve much beyond harming the game's health overall.
Thank you for actually reading the content of my post as per most of the others per above. You have valid points. What would you suggest?
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@GolbezGarlandGabrant said:
Can you blame people though for want to SWF. SoloQ is a killer stomping ground.
I don’t blame people. I play only solo myself. But these hyperefficient, meta SWFs are a curse for the game and do the opposite and stomp any non S-tier killer
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@jesterkind said:
What exactly would you propose they do, though?
They can't just disable the ability to play with your friends outright, that'd be ridiculous. They can't put serious restrictions on people for playing with their friends either, for the same reason.
Genuinely, what do you expect them to do beyond just monitoring what strong players (SWF included) are making use of and adjusting it accordingly?
My proposal would be: people in a premade are not allowed to share perks or items. So only one people can bring Adrenaline, another can bring a medkit. So not 4x adrenaline or 4x a medkit for example. This would them less overpowered.
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@Pulsar said:
You know, sometimes I can't tell if it's 2016 or 2023.
We always circle back to remove SWF
Did I say remove SWF?
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@please_explain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579299#Comment_3579299
Maybe Nurse is the strongest killer in the game but she is boring af to play and some ppl don't even touch her since she is so difficult to master so bringing Nurse into this discussion is not a valid point. For reference I haven't played against a Nurse in like 3-4 weeks.
Nurse isn't hard to master. But besides that, she is boring to play. This discussion is not about me winning or loosing. But it is about them being grossly overpowered and thus making 95% of the killer roster unviable. It is really sad. The gap between even a good solo team and a good premade is miles apart. The game should not be like this.
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Play who you want. I decided to play Demogorgon in the last 24 hours. I stopped simply because all I get are gen rushing SWFs. It just isn't fun because Demogorgon cannot keep up. I'll slow down when I notice it is a team of solos.
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@SimpleSage said:
People act like you can't criticize new and returning things lmao. It's the best time to complain about issues because everyone is looking at it, if you wait too long it just gets swept under the rug for months if not years.
Anyway, absolutely agree that the map should have been retouched before releasing it. I didn't play when ST was first here so this is a completely new map for me and let me tell you as survivor it's definitely something, the indoor syndrome I get from the map is crazy.
It takes all the less favorable qualities from all the other indoor maps and rolls them all into one.
The Second and Third floor have the confusing maze like layout similar to RPD, especially RPD - West Wing. Both of these floors have quite a few empty rooms and dead ends.
The First Floor is like Lery's/Midwch but worse. Its the maze of hallways that all look the same with tons of blocked doors and a few random rooms that make you stop and look at them and think, "What is going on in here?" . Unlike Lery's that has the giant signs, in different colors that you can use to orient yourself if you get lost and even find gens, I didn't see anything obvious that said "Gen this way" or "You're by (insert room with discernible feature here, like the portal room)." This meant I spent ages running up and down halls that looked exactly like each other.
And then put Gideon Pallets and Borgo/Red Forest clutter in a blender, add some Hawkins flavoring and blend until fine. Then dust the map like you're sprinkling powered sugar on a waffle to finish the map off and make it cluttered. There is so much clutter TMC could film their next episode of Hoarders on the map.
It 100% needs some love, they don't need to go crazy and do a full rework, but give it a touch up for sure.
Reduce some of the clutter, add some sort of signage that is visible to help navigation and a visual cue to gen locations, and honestly it would probably improve a lot. And maybe brighten some areas of the map just a little, I had an Onryo match yesterday, and half the tvs are so so easy to walk right by because they blend in soo well.
This is actually good feedback! I hope the developers read it. I played some survivor today and yes, I forgot how disorientating this map could be with the closed doors and everything looking the same.
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@XshyguyX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578363#Comment_3578363
Seriously? Do you not remember the headache this map was?
If they rework it... sure. But as it was? No way. It was a terrible map.
Like I said game 2.0. With way less safe pallets.
The person said “killer sided” map. I would like to know, why they say that. I would like to hear their experiences.
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@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578343#Comment_3578343
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3578379#Comment_3578379
I don't think it's that deep. Although, ass map is ass. Hopefully the nostalgia hit can overcome the smell 🤢
No, it isn’t that deep. People forget this is a forum to share ideas.
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@CatnipLove said:
So the honeymoon is over? That was fast. I think I got whiplash.
Hahaha. I never missed the map. I do like that it brings variety for sure. I also have to reorient myself on the map. I keep getting lost haha. I did miss the characters though. Happy Demo is back.
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@Rudjohns said:
Still a killer sided map
Explain. Curious to hear your arguments :)
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@KaTo1337 said:
Bro shut up complaining and be happy for a ######### day.
Again, not complaining. Can this community actually read or do you only go off by the title? Sheesh.
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If you read my post I explicitly said I am not complaining, but observing and wondering.
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Can we buy the characters from Stranger Things as a DLC? Or can you only buy them 1 by 1 from the in-game store?
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@rvzrvzrvz said:
That was pretty clear for me with last few updates, new sadako/xenomorph/new skull merchant are awful it can't get any worse, now insane trickster buffs on top of it 💀, solo Q/casuals don't matter we are here to get farmed and inflate killrates
they are out of touch even when I escape it's just not fun anymore because everything is ruined, movement, healing, perks, boons, even doing gens with this pain res/pop meta is hell, still no decent tool to counter hard tunneling either, just watch twitch only sweaty swfs or hackers can still beat good killers now, it's boring as hell
I agree. Solo players are in the worst spot they have ever been. The developers are very out of touch and have seem to forgotten the largest share of their playerbase.
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@Zokenay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574847#Comment_3574847
Yeah, but at least in more on the Killer's control now, rather than "oh dear, i smacked the survivor and now he gets a free permanent speed boost", DH can be baited and OTR is largely meant for anti-tunnel cause youre just a useless survivor otherwise if youre keeping it going.
Trickster will be interesting to see, the movement speed change is def welcomed.
But yeah, Legion and Trickster are gonna have it rough with the new version of MFT.
This Is true, you can play around it. But some killers run on deep wounding survivors. They will be less good to play as.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574847#Comment_3574847
Most players are not going to use multiple perks to get value out of MFT. It makes more sense to just run sprint burst or lithe. These perks are very strong on their own and you can take whatever else you want without having to rely on another perk.
Most high end players already use DH and MFT. Now they just synergise better. You get more value out. of a DH/MFT than SB/Lithe, lol.
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For those saying MFT is no longer useful. Are you kidding me? People will combine OTR or DH with MFT. It will be the new meta and very good since MFT now works when deep wounded AND exhausted.
As for Trickster. I love the recoil being removed so people on controller can play him. But all the other changes sound very broken. We'll have to wait for the PTB though.
Also, poor Legion and Deathslinger players...
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Oni is one of the most balanced killers in the game. There is no need to change him or his power. A good team knows how to not give him hits and denying his power for the first 3 generators. His power is strong but definitely mind gameble.
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@[Deleted User] said:
You do get some shards. But, yeah wouldn't hurt them to give you some more.
I just find it weird. You want to cherish your veteran players, reward them for keep on playing. Now we have the monthly pay out regarding your grade but I feel they should also do something with devotion.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572521#Comment_3572521
Actually, that's exactly what it means. Being used a lot means killers are getting a lot of value from it. People tend to bring perks they get value from.
it is used a lot because it is a free perk, so a lot of newer players use it; not because it is good.
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@TheBoop said:
Jolt is already really good perk for any M1 killer, there is no need to buff it.
Letting go of a gen and missing a skill check does more damage. And half of the time Jolt doesn't connect. Ok...
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@dbdthegame said:
Jolt is, like, one of the most used perks in the game. I don't think it needs any buff....
It being used a lot doesn’t mean it doesn’t deserve a buff. Flashbang is a great perk but not used a lot. Doesn’t mean it needs a buff. The same works the other way around.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572247#Comment_3572247
Eh fair point. To each their own.
Personally, the possibility of the Killer identifying it (or when I'm playing Killer myself), downing them and letting the whole team of survivors teabag them mercilessly is a thought that warms my cold dead soul. 😁
Or maybe, just maybe...the developers need to address the discontent with the game. 1 year ago nobody was killing themselves purposely on hook. I wonder what results their recent survey gave...
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572232#Comment_3572232
Oh they will, but as I stated in the title, you make it harder to do. You make it so it's an effort to throw, you reduce the number of times they queue in the first place.
I'd rather keep the system as it is, but unless you introduce a comprehensive system to track people who do it with appropriate bans, it will continue to be exploited.
I prefer the current situation over teammates throwing a fit and start throwing down pallets and so on to be honest.
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@UndeddJester said:
To self unhook at phase 1 is 4%, and is intended as a last ditch Hail Mary to escape when all other allies are downed and all hope is lost.
I'm a firm believer in DBD mechanics like Kobe and Hatch are necessary to avoid scenarios where all hope is absolutely lost as much as possible, because if there is truly no way out, then there is no point in playing.
The elephant in the room is this mechanic is mostly used to self terminate to give an ally hatch, ensure your teammates don't try to save you when you know the killer has an ace up their sleeve, or more often than not quit the game and avoid a DC penalty.
This last point is a problem. The obvious point is, we can't force people to play, but if it were made a big pain in the arse to suicide on hook, more people would just leave for the DC instead of self-unhooking to death.
So the list of scenarios that should permit unhook attempts: -
- Deliverance charged/Slippery Meat equipped.
- AFC meter filled.
- One or less of the other players not downed/hooked/dead.
- Final 5 seconds before switch to phase 2.
All other times self unhook is disabled. Since we can't trust people to commit to the queue, if they want out, make em eat their penalty or waste somw of the killers time.
May also require a rework to luck, making it work like Plunderer's Instinct would be good to help find keys in end game.
And you really think that if you remove the current mechanic people aren’t going to find another way to throw?
Cure the underlying condition instead of proposing bandaid fixes.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571820#Comment_3571820
If they would, we wouldn't be having a post here every day on DS.
false, I dont believe it.
True, they would have to pin a post and do some moderating. But that would be it
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571771#Comment_3571771
Can confirm the test is over! Everybody can see prestige again. Thanks for the feedback.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571773#Comment_3571773
That’s why I did this. I wanted to see what kind of factors play into it. But I do not believe that people are being dodged for 10-15 minutes straight.
I have never nor have seen anyone being dodged for that long. Maybe if you're a TTV with obvious premade names and 4 toolboxes. But otherwise, highly unlikely.
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@jesterkind said:
That's a double edged sword, though, because people already have an observable annoyance towards BHVR giving stock answers in places like the community QnAs and streams they host.
Realistically, if someone from BHVR comments on a popular topic, what is there to say in most cases except "we hear you and we're looking into it"? Personally, I'd prefer they only chime in if they have something of note to say, and even disregarding that people clearly and evidently do not like hearing BHVR say things like that.
To be fair, that would already be a step up for me. For example, multiple people made a post on wanting depipping to be removed. A simple "we're looking into it" makes me aware of something actually being done about it. Behaviour wanted to communicate more with us. They need to step it up, and yes, also expanding on their replies and not just acknowledgement.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571775#Comment_3571775
Background Player shuts down all these "look away" angles and you can't know where someone is hidding unless you can see them or hear them coming after you down someone.
And yet with Background Player and Sprint Burst being options, I only rarely get hit by a flashlight save. I find pallet saves with the new Background Player more of an issue.
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It is just as easy to avoid getting hit by flashlight by picking up in a way they cannot get the angle or not pick up straight away and taking notice of whom is lurking.
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I live in Western Europe. And ever since they made prestiges visible again (yesterday) I have seen a lot more dodging from killer or teammates (when not playing a high prestige character).
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571616#Comment_3571616
It's a game where Survivors are chased and hooked. Behaviour added hooks, they knew there was nothing to stop someone standing close to those hooks, they knew in all likelihood that someone would, at some point, stand close to those hooks. They very likely observed people doing so during the beta tests. They deemed this an acceptable part of gameplay for a long time.
The game features chases, there are four people for the Killer to chase. The developers aren't perfect, but they aren't idiots - they knew a Killer would, at some point, choose to chase someone that was just unhooked. They deemed this an acceptable part of gameplay for a long time, and still continue to do so despite making changes to adjust its effectiveness.
The developers have explicitly stated that proxy camping is fine, they've said tunnelling is a valid tactic. They're not perfect, but with rare exception, they know how their game works and how it is, at any given moment, supposed to work. Their vision changes over time, the game mechanics along with them, but to say they'd be unaware that players would camp or aggressively pursue an objective (something common in all objective-based games), is just silly and insulting.
None of the fault lies with the player here; we, all of us, simply play the game within the confines of the mechanics that people spent thousands of hours designing. And when those mechanics change again because Behaviour feel they no longer fit the direction of the game, we'll continue to play to the mechanics, whatever they may be. This is not an Us. Vs. Them situation, as much as people keep trying to make it that.
They never realised how this game turn out developing it and too scared to change anything to its core. That's Dead By Daylight in a nutshell.
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@Emeal said:
Why tho, people are not going to look up answers to those posts anyway. Like we have had like 5 posts about DS this week.
did any of you look up replies from the developers regarding DS?
If a developer, mod or community manager replies in a post, it is highlighted next to the titel. And yes, once I see such flair I make sure to scan the post for that reply.
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@Ariel_Starshine said:
Agreed. If not, hire more people who can? I don't think this is a small indie company, right?
There are so many questions with repeated posts (depipping, countless bugs, when will hug tech be fixed, etc) that could be stopped by one reply.
Instead these forums are littered with repeat posts.
Exactly. And according to the developers themselves, they read all the feedback. Typing one sentence of acknowledgement and one sentence on action will cost them an additional 30 seconds. Unless they are not reading our feedback at all.
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571396#Comment_3571396
Someone using a game mechanic as it was literally intended at the time is not abusing that mechanic. Yes, mechanics can change over time, they can change for the better, that doesn't mean anyone was abusing anything. They were using a game mechanic in the exact way the developers knew it would be used and in a way that had clearly been exhibited during testing (and that they saw no need to change). Behaviour looking at their own mechanics years later and finding them lacking doesn't mean anyone was "abusing" the previous mechanics, it means that Behaviour looked at their own mechanics years later and found them lacking. You seem to think proxy camping is abusing mechanics, so respectfully, you're clearly a poor judge of what is or isn't abusive.
And yes, they looked into basekit Unbreakable and, guess what? It was utterly appalling, never made live and has since been abandoned. By that logic, Behaviour doesn't see slugging as abusive.
You're obviously not coming into this with an impartial stance. Your definition of a skilled Killer seems to be anyone that placates you by playing in a way that negatively impacts their own experience and potential pip gain, you use dehumanising language to refer to the people that beat you and defy your own made up rules, and you seem to be intentionally confusing "mediocre mechanics used as intended" with abuse of mechanics. Abusing mechanics would be to use them in an unintended way to gain an advantage (think Pinhead standing on his own box - that was never an intended mechanic). The difference between calling it "abuse of mechanics" rather than "mediocre mechanics used as intended" is that you're shifting the blame on to the players rather than the developers. If there's no BT and you get downed immediately off hook, that's not the fault of the Killer, that's not abuse, that's a poorly designed mechanic used as intended.
You clearly know all this, but blaming the developers for their mistakes wouldn't feed into the Us Vs. Them narrative.
Using game mechanics as intented? Uh, no. The game just isn’t well designed and the developers never realized people would play that way. Doesn’t mean they intented for you to camp and tunnel, lol.
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I have just recently made a post about this as well. It is outdated. For both sides too much out of your control leading to depipping meaning you’re getting punished for playing the game. Ranks only serve as a bonus at the end of the month for being a loyal player. People also play more aggressively out of fear of depipping. Removing it would probably relax matches more. But as usual something that most of the community seems to support (removing depipping) is being ignored by the developers. They remain silent.
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@dbdthegame said:
I don't understand why this is supposed to be a bad thing? If a survivor wants to 99 a gen, let you hit BM, and then pop it, that's an entirely valid strategy. They're locking you into a 5s stun in preparation for endgame where you may have NOED. Why is this a bad thing exactly?
It isn't. He is just hurt that it happened to him and he lost a match.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569970#Comment_3569970
Pop I can anticipate. I know it's there beforehand. I can't see BM.
Like I said: Make it visible to the killer and it would be fine.
And take away the element of surprise? That ruins the whole perk. If you know survivors run it, you know you can be hit by it, lol.
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Gideon doesn't have windows. It is also a very small map. That why it has so many pallets. If you remove pallets, it will become a very unbalanced map. Borgo's rework is already deemed flawed, even by the developers acknowledging it has too little pallets.