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  • Adding many pallets to this map technically fixes the problem, but it feels really unpleasant. I wrote about this in a previous post, but basically while the excess pallets make chases able to last a more reasonable amount of time, they also allow for much less mindgaming/unique chase opportunities. It feels very rigid and boring to play on Haddonfield because you simply need to shred through x amount of pallets and THEN you can play normally; it boils down to how quickly survivors wish to drop them/killers are willing to break them. It's fine for now, but I would highly suggest looking at significant changes for the map in the future.

  • It's not "fake"; anyone who has ever working in livestreaming/live production will tell you that 1. stream start times are created with leeway in mind to make sure everyone is ready/there are no issues with the equipment and 2. to allow people to get into the stream before it starts, not everyone has the discipline/interest to arrive directly on time. Respectfully, I hate this attitude of thinking the devs are just completely imcompetent morons who have no idea what they're doing, especially when you're just flat-out being ignorant. It is free to be kind and would have saved you the 2 minutes it took you to write this post.

  • I am still trying to recreate this issue, I have not forgotten!

  • @MadamTigs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4014806#Comment_4014806

    See I know BHVR sucks at listening to their players. What game dev doesn't. HOWEVER, it is a potentially easy fix. They could implement something like I previously suggested OR even put a timer on flashlight uses after a blind. Kind of like how you can't spam the fog vials. Also I am not sure what you disagree with me on but that's ok, you are intitled to your own opinion.

    Whoops! I meant to say I don't DISagree. lol

  • Your frustrations are felt by many across the community, but BHVR has been very bad about accessibility options in DBD historically. I don't know why, I don't agree with you, but I wouldn't hold out hope for any quick fixes, as valid as your suggestion is. Best solution I've heard is to try your best to look away when you get flashlight blinded.

  • @Elan said:

    They truly just support poor survivor players. Handholding bad plays. If I do mistake as killer or do wrong decision, it's over. If they do wrong decision, there are tones of second chances to help them. The current game should be rebalanced simply by:

    1. Decreasing pallet count per map
    2. Decreasing size of maps (Haddonfield size feels very fair for both sided)
    3. Increase the time it takes to complete generator by min. 20s
    4. Reducing exhaustion perks to 1.5s and the exhasution recovery to min 60s
    5. Decreasing base BT to 5s
    6. Decrease hook stage time to 50s
    7. Increase penalty for missing skillchecks
    8. Baskit killer perks: Pain res, corrupt, bbq, deadlock…

    I win a massive number of games because of survivor mistakes, and I also lose many killer games because of one silly mistake. I don't feel it is accurate or fair to suggest mistakes disproportionately affect one side, but it's rather a question of whether or not something should be considered a "mistake." Right now, it is a "mistake" to not aggressively tunnel out the first survivor you see. Optimal gameplay requires an unfun strategy, and that is the fundamental problem of killer balancing atp imo. As for your suggested changes, I only really agree with a longer cooldown for exhaustion perks (60s is a little crazy, but 30~ feels like a fair number, potentially 40 IF vigil stays in its current state) as well as a decreased hook timer (it should always have been 60s). Pallet counts were fine prior to this change save for a few already well-documented exceptions, and like I wrote in the OP, pallet density is not the central antagonism at the heart of pallet balancing. Map size is also a big issue, but I would also point out maps like Dead Sands, Rotten Fields, and Haddonfield are WAY too small as well; it's not just a one-sided issue. Ideally I think the best way to balance the game is with give-and-take; even if its not proportionate, it still gives a general sense that the game balance is trying to keep both sides in mind.

  • @ShanoaLegendaryPlz said:

    I always wondered if they could put a cooldown on crouching like they did with flashlights. Never understood the need to bm eachother in the game, even as killer ive never sat there hitting someone on the hook or bming them on the ground. Never t bagged at an exit gate i only wait there if i know someone else needs the killer distracted for a few more seconds like they are opening the other door etc.

    Aside from that it does seem like they didn't think of how weaker killers were balanced to this game at all as maps they were atleast decent on are now all pallet factories. And the density of pallets in a map used to be a killer's catchup mechanic as they broke most of the pallets by the end of the round and now everyone is easier to catch by default. Thatl never happen now as there will always be pallets left over to use.

    Honestly, bming doesn't usually bother me nearly as much as the same degree as poor game design does. If someone pallet stuns me and bms, that's distance they lost. If there is a pallet so strong that even if they dont stun me they can still bm and either use the same pallet or chain it into another tile, THEN I am upset. Regardless, I agree with you.

  • Two things:

    1. I generally agree with the sentiment there is perk bloat. So many perks do nothing and could recieve sizeable buffs and still see zero use. Potentially deleting perks is something I'm totally open to…BUT the problem is people paid for those perks and they ethically can't/shouldn't rework any perks except the general perks (which they've been doing).
    2. I generally disagree with the sentiment the game is a perks game, at least not in every sense. Do you need to run pain res on literally every killer? Yes. Do you need to run DS every match? yes. But I think those are problems they are clearly at least trying to address with changes to the overall perk without necessarily touching the perks themselves (even though they nerfed a ######### ton of killer perks and OTR, all of which were bad changes).
  • @idi_007 said:

    How do you make your words get so big?

    There is a little symbol on the side used to create headings, not sure what it's called but it's used to indicate a new paragraph normally.

  • @littlehoot said:

    I probably don't have much in the way of thoughtful analysis to add (while I am an academic specialising in horror in fiction, I'm not in any way knowledgable about game design), I did want to just comment and say that I appreciate your very thoughtful, well articulated analysis of the game's current state and some of it's problems.

    I do think that ultimately, one of the biggest problems with DBD at the moment is the content cycle, specifically the speed of the content cycle. It feels like a lot of long term issues are being pushed to the wayside for the short term boost of players and income that comes with releasing a new Licensed DLC every few months, which to a degree I understand. But it means that the same problem keeps happening over and over: with the addition of every new killer, every new perk, every new add on, it then requires adjustments being made to a significant portion of the killer roster or the perk roster to account for new mechanics and to try and negate power creep.

    Which, due to the sheer scale of killers and perks, almost always leads to the introduction of bugs or a failure to account for every single potential conflict or issue (which is fair, its a huge job!), leading to problems with other killers or perks breaking etc. Which isn't inherently caused by the content cycle, but the speed of the content cycle is definitely not allowing a whole heap of time for fixing things.

    Like a failed rework or solution to a problem not working, and as such just being ignored and left in whatever state it's in.

    It's so frustrating when the entire community recognizes what the problem is, and yet nothing can really be done without some drastic shift in how the game generates revenue and how it keeps the game interesting. In my opinion, mass reworks of perks made the game just as fun as new chapters (I'm thinking the patch where they reworked DH) and these could easily be justified as a "chapter", but of course, there is no profit incentive. sad stuff.

  • @Coordi said:

    Streetwise does not meet the criteria for a Kill Switch. It sucks to have to say that that plainlyt, as the last thing I want to do is minimize player concerns or frustrations. The team is aware, it's being monitored, but it is not breaking the game.

    I feel genuinely so sorry that you had to be the one to post this out of the entire dev/mod team. I hope you are angry at your superior/whoever made you be the one person who had to deliver this awful, tonedeaf message. Lots of people are going to take it out on you because you were simply the one who had to post it, and that's a really ######### thing to make someone do.