Arbmos1998
Arbmos1998
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- Arbmos1998
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It's players like this what makes me think PvE could be DBD's future
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So you have been away for 3 years and take into account your MMR (Which is no doubt low) you lost 4 games in a row where yes Killer is stronger than Survivor but not because of game balance but at low MMR survivors are just… bad at the video game. They don't know map tiles so their chases once they get found are 30 seconds tops, they run rando builds what have no synergy at all, they spend most the game crouched, they hear the killers terror radius and immediately jump in a locker or just find the closest corner to get to so gens just don't get completed, they don't unhook even though the killer is on the other end of the map.
I have said this for years no amount of forced outcome buffs BHVR give to these types of survivor players will make their escape rate go up it just makes the game at the higher level obnoxiously broken it's just sadly BHVR are too stubborn to tell their playerbase to get good naturally. I'd confidently say over the years killers have definitely had to adapt to every single patch drop while survivor hasn't really needed to learn anything bar a few new killer abilities thus your teammates are just awful because they haven't needed to adapt.
Solo queue currently is fine, you have the UI, you have BT at base, soon to be more with upcoming phase 2 anti camp anti slug anti tunnel which again will further break the higher level, good players do not need these things but will have them at base which ngl depending on what phase 2 is it could honestly destroy the game. Basekit Unbreakable was already tried years ago and it was a failed test so they didn't put it through.
The issue with the game currently and this is with survivors only obj being gens is if killer chases aren't 30-40 seconds tops you just lose UNLESS you have a comeback through slugging, efficient tunnel etc which survivors hate and even with that there is still potential killer can lose. Survivors want longer chases but say you want a 2 min chase every time x3 hook stages x 4 thats 24 mins survivors want JUST IN CHASES, gens take 80 seconds at base no perks/toolboxes needed and with gen defense completely destroyed you just don't have time as kilelr to do these chase times survivors want.
Think about it how many matches has people played where their chases individually or as a team were awful but still came back and either 2-3 escape because gen speed came in clutch? you'd be quite surprised. -
"Him with Legion is the reason why killer queues takes forever"
Yes thats why every version of 2v8 so far Killer queues have been upwards of 15+ mins -
Only reason why It works in other games is because it puts you in a lobby first then bans are selected. DBD you pick your Killer then it searches for a lobby and you can't change. If this became a thing certain Killer players just wouldn't be able to play the game and you will just have dominant SwF banning the stronger Killers so they get easier matches against M1's.
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Ah this is the direction we are heading now where Survivors now want Killers to not use Aura perk builds. Would you rather 4 gen blocking/regression perks again? For specifically Huntress I use Lethal Pursuer, BBQ, Nowhere To Hide and Agitation purely just go for long range hatchet throw clips.
What's interesting is Aura perks design wise condition Killers, at least me anyways to leave the hook, I see BBQ proc I go for a hatchet throw then follow, If BBQ doesn't proc if i'm lucky ill kick a gen near a hook and oh look Nowhere to hide procs theres 2 people near me so I can work out my next chase. I thought thats what Survivors wanted? Killers not camping. -
If you are new the last thing you should be concerned about is X being OP because as a new player you will find everything you come across OP as you don't know how to deal with it.
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It's the same as last 2v8 they made Survivor gameplay even more interesting with the extra abilities, herbs giving extra beneficial abilities including taking a cage state away which was stupidly strong and made killer the exact same other than adding a couple of new ones but added nothing to them ability wise. Reasoning behind this I would assume is because in 2v8 killer queues are upwards of 15 mins long so to "help" queues they overbuffed survivor to be like "look! survivors more fun! we made survivor easier go play survivor!" yet people still queued killer because you could play with a friend.
Same deal here for Blood Moon, other than Rift challenges I see 0 reason to play killer in this mode. Gens go even faster than regular mode and theres no way to stop them as half the killer perks in the game just don't work so at best you are running chase builds, aura builds or a combination of both. Freddy is trash, Pig is trash in the mode as well 0 reason to play them.
Killer queues are back to being long again due to the Tokyo Ghoul release so BHVR try to combat this by once again making Killer in an event as boring with lazy effort as possible. Haunted by Daylight, another Event where killer was super boring. Not only did you have to go out of your way for the event themed ability of a Temu Vecna skeleton but you could easily whiff the ability if the hitbox slightly comes into contact with even a leaf but doing this you'd most likely lose 1-2 gens I got to a point where I just didn't bother the trade off value wasn't worth it.
The last Event I can think of where I genuinely could say I had fun playing killer on was Twisted Masquerade. Not only did you have the fun interesting commentator trickster girl commenting on everything going on in the match but you also had the breaking of pallets with your mind or being able to teleport a survivor to a hook on pick up. Killer genuinely felt interesting to play in that mode because going out of your way for the scroll actually did something and it was that mode where I first started to play Tiffany because she went on sale and is now one of my top 3 mains. -
How is anyone remotely surprised by this? Gen defense nerfed to the point of players are now finding builds what benefit chase/finding/hooking survivors quickly. Brutal Strength, Fire Up, Bamboozle, Agitation, Forever Entwined, Nowhere to Hide, Lethal Pursuer just to name a few meanwhile the likes of Prove Thyself, Deja Vu, Commodious Toolboxes, Brand New Parts, Quick Gambit basically anything what makes gen speed quicker than base remains untouched. Matches are ending stupidly quick especially in the Blood Moon event where teams are smashing out gens in under 4 mins *during an event btw*
Gens flying, survivors being efficient means killers will resort to doing the same thing. Although "most of the time" when survivors cry "tunnel" they aren't actually being tunneled they just think they are because they are playing insanely bad and use it as a coping mechanism.
Survivors will genuinely call you a tunneler if you hook them first, find someone else, they get unhooked get healed etc, killer downs that second person hooks them, finds first survivor again with an aura perk like Nowhere to Hide I mentioned earlier, chase them down quick with catch up perks like Brutal Strength as I also mentioned earlier, downs them quick and now they are 2nd stage with 3 hooks total in just over a minute. -
Without full context did Legion by chance get 4 frenzy hits then 5th they downed you because if they did that's intended
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The biggest request I have ever made for SwF's and honestly I don't see how this negatively would impact them it would just give me a heads up beforehand. Player names should be colour coded.
Match 1:
Nancy and Meg - Green
Mikaela - Orange
Nea - Blue
Something like this in play could make me look out for if I down one of the Green's there is a potential chance the other will come in for a flashlight, flashbang or pallet save. Sure solos can do this too but a SwF is more coordinated for timing.
Match 2:
Ace - Blue
Yui - Green
Sable - Yellow
Jane - Orange
Awesome I can see this is a solo team, means I can look at putting the meta build away and perhaps try a new build created, meme build, no build perkless or something like that. I potentially have a bit more freedom with builds.
Match 3:
Ace - Green
Nea - Green
Adam - Green
Steve - Green
Okay this is a full SwF, I can now either go the try out new build, meme route and be cautious of what i could potentially be up against or run a meta build to combat a potential Eyrie picking SwF.
"Yeah but not every SwF is a godlike sweat swat squad" and every Nurse player wasn't a godlike, never miss blink, wins at 5 gens player but she has still received nerfs over the years, SwF has never been touched once since day 1 it dropped. SwF's existence only makes Solo queue games more miserable as Killers don't know what they are against. -
@DancewithmeKate said:
This map is already killer-sided. If they rework it, they will make it even more nightmare for survivors.
I'll say no thank you.
Can you explain how it's killer sided when I have pointed out how strong Main Hall and outside near Fire Escape are very strong areas for Survivor?
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@fixblitzskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/436707/does-rpd-need-another-rework
Out of all the maps I have problems with it makes RPD look decent. I loath springwood and garden of joy. This map makes weak killers better like myers doctor pig ghost face etc. I have a soft spot for this map because of both re2 OG and the remake. It’s crazy how 1:1 it is
I'm not too sure how Myers, Pig and Ghostface have a chance on the map as like I've said that middle area is incredibly strong and you will need to chase in that rea as there can be sometimes 2 gens, one near Main Hall entrance and one upstairs in the middle. Doctor "maybe" is okay as he has the anti loop potential but the Shift W can still happen outside + at stairs so again these two areas are a problem which I am addressing in this post.
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@Rudjohns said:
To be even more killer sided? No
Even more? I'm not entirely sure how anyone can believe this map is killer favoured when off the top of my head it has 5 minimum god pallets. Did you also read where I mentioned both Main Hall and outside near Fire Escape are complete no brainer? I am quite intrigued now though as to how you believe it's already killer favoured
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I absolutely welcome a buff to Fire Up. I have used this perk in my Pig build for yearssss.
Brutal Strength, Fire Up, Agitation and BBQ (Was Save The Best For Last till nerfed) - both yellow addons what buff her dash. -
Honestly I found the Myers changes massively underwhelming. No changes for years and the best we got was increased stalk from range, a nerf to tombstone tier 1 being slightly quicker to get to tier 2. I wouldn't be shocked in the slightest if these upcoming Freddy changes were just he gets the blood pools and fake pallets at base then addons changed accordingly to fit his basekit.
Ideally they want to go in the direction of Freddy as he is in the movies, being in dream world he needs to be more threatening to the point of Survivors will have to go out of their way to get out of it and doing their best to stay out of it. Freddy as is currently players genuinely don't care if they are in dream state or not so this is what needs help more. -
Wolf can insta down with perks? That's pretty funny I didn't even realise, when I play Dracula I usually only just play Wolf form with Bloodhound, Territorial Imperative and Beast of Prey (Canine Perks) but now imma do a full exposed build for the lols
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@Thesevenspirits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862996#Comment_3862996
A 4k was never required for you to get blood points. Make chases, break pallets, doors, down survivors.
If Dbd wanted you to slug, they will award points for slugging
Killer adepts alone promote going for 4k's, then you have the tome challenges on top of that.
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I have never understood this "fair play etiquette" people have come up with and cram it down their opponents throat if they don't play to their opponents fun, why would you? I feel this is also what creates a huge self entitlement issue. A player will play against someone playing all these made up rules to which point the player will then expect this same "fair play" every match and if you don't play by these made up rules you are considered the toxic one, not these controlling people.
I have played many PvP games and DBD seems to be the only game I can think of where your opponents instead of teammates will tell you how you should play while they be a complete prat to you. I personally don't play games to ensure my opponents are having fun I play games so I can have fun, fun is subjective I know what my fun is but I don't know yours so why should it cross my mind? As long as I'm not cheating, exploiting, breaking any forms of TOS in game then all is fair play.
Plus in my experience in DBD it is incredibly common for me to come across people determined to irritate their opponent to the point of they just ignore their objective entirely to do it, just type "Toxic DBD" on YouTube and the results will explain themselves, why would you even remotely consider playing "nice" for these people? -
Slugging at final two exists because hatch exists. Survivors only finishing 1-2 gens, 3 sacrificed only for the last to potentially get a participation trophy simply because a mechanic what can give them a free escape during their defeat can feel like you got robbed as killer especially if you have outplayed and dominated your opponents.
Even closing hatch doesn't 100% secure you a 4k due to now another chance of escape with 2 RNG exit gates what can spawn on complete opposite ends of the map so to combat this killers slug the 3rd for the 4th. Ask yourself if your team played badly why does one of you deserve a handout win? Removing hatch slugging won't be necessary.
Another reason for slugging for the 4th is a thing is due to the terribly designed killer adepts. Survivor all you need to do is escape either via an exit gate or hatch no gen completion, unhook, heal, chase etc required. You could lay an egg all game, contribute absolutely nothing to your team and potentially get your adept for everyone else doing all the work meanwhile killer a 4k is required, hatch escape happens? No adept for you, you feel robbed as killer. -
This is the self entitlement issue which sadly just gets conditioned more and more it gets promoted and validated. I'm not even kidding when I say there are big streamers who play/stream this game daily say "X Killer, Perk, Addon, Map etc is perfectly justified to DC against" thus their following parrots and does the same because they have the mindset of "oh? big streamer says it's fine? okay I copy and do it too".
I do think the attempt unhook needs scrapping and instead specifically have it for the likes of Deliverance/Slippery Meat only as self unhook attempt just promotes people giving up at the slightest inconvenience so If people want out they take the DC penalty to which point you get a bot replacing them so at least the match isn't a total loss.
Then to combat people who commonly DC you code the game in a way where It purposely puts DC'ers in matches with and against people who also commonly DC. Eventually a selfish player would soon realise "Oh a teammate DC'ing is screwing me over and thus the match becomes unfun maybe I should consider not DC'ing" then they start learning a bit of self awareness and potentially become less selfish and play the match out. -
@danielmaster87 said:
This is so bonkers, that the perk's even being discussed. People have barely had a chance to play with or against it, and are 100% using confirmation bias to call it strong.
I mean look at buffed Predator. Everyone was losing their minds like, "Aaaahhh! The killer gets aura for losing people! We'll never win!" Nobody uses that garbage perk. It's aura. Big deal.
🫱 Similar thing with TOTH and totems. It doesn't slow the gens, except ever so slightly with Ruin. But you can just do the gens and run out like usual, or do the totems and make the killer guard them, thus taking them off gens and off priority chase targets. A killer will not be able to tunnel effectively and simultaneously use this build to effect. It's impossible, unless you just hand it to him on a silver platter.
Sadly there's a supermajority that just doesn't want killer to have anything strong. If we were truly arguing against stuff that's OP, it would be stuff that's stopping good survivors from doing even 1 gen, and then killing them all. Longer totem cleanses is not gonna do that by itself. That only happens with bad survivors. Like, what are survivors doing with their time? Why are you so adamant on defending low caliber players?
It was my post the community manager commented on. What annoys me is I gave 4 solid counters which surprise surprise the majority who are complaining about TOTH are choosing to ignore it as it means they need to run Jill's perk Counterforce, a single perk btw which completely dominates full Hex builds instead of one of their many 2nd chances they run and have run for years. BHVR talk about "shaking up the meta" yet the moment killers start changing up their meta BOOM "complaint, complaint, complaint, complaint" followed by nerfs to the point no one uses them again and form a new meta, rinse repeat.
The wording also annoys me "thanks for providing this perspective" so they see and acknowledge that counters DO exist but instead of having a backbone and telling the playerbase this instead they are going for no doubt immediate nerfs in a upcoming hotfix so probably less than a week killers will get to try this out for themselves. Wouldn't shock me either if new TOTH ends up weaker than what it was before the buff. Either way Hex builds will go back to being gimmicky and rare then survivors will find something else to mald over. -
@ratcoffee said:
"A content creator"
I've seen videos from the German Boomer Frog, the Guy Who Mains Speed, the Meat Alternative, and the Handsome Spanish Otter (not naming them, but if you know you know). Don't put this on one person, at least 4 major content creators think the perk is over-buffed.
Can't say I have ever heard of those others you mentioned but there is one in particular creator known in the community that has released content on the "issue".
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@TWS001 said:
Counterforce doesn't work in solo queue, believe me. Best way to counter this build is do gens as fast as possible and in chase don't get caught for as long as possible.
Problens with this are that for the past year, at the very least in solo queue, there has been a wide number of perks you can use and not feel completely useless or just get instantly stomped by the killer. If TOTH isn't nerfed, you are essentially playing against Tombstone Myers but on every killer, except you can't hide in lockers to prevent the mori. Which is quite ironic considering the update nerfed tombstone add on heavily on Myers!
It's the same approach as playing a Tombstone Myers except it's nearly every match and with certain killers, even more powerful than that. If TOTH isn't tweaked down, it'll just lead the every single survivor bringing Commodiuses, BNPs, maybe Built to Last, Streetwise and every other gen rush perk and add on imaginable as well as dead hard, syringes, borrowed time in a bottle and everything else to extend chases. That will be all survivors will be able to bring.
The survivor build variety will die and any killer not using this hex build will moan about increased sweaty survivors gen rushing, using powerful chase perks, add one's and stuff. It needs to be changed quickly for everyone's sake!
"If TOTH isn't tweaked down, it'll just lead the every single survivor bringing Commodiuses, BNPs, maybe Built to Last, Streetwise and every other gen rush perk and add on imaginable as well as dead hard, syringes, borrowed time in a bottle and everything else to extend chases. That will be all survivors will be able to bring."
They do this anyways and have brought it in long before this TOTH buff was ever a thing? Nerfing TOTH what's stopping Survivors from bringing that stuff you mentioned afterwards? I go against green toolbox's and insta heals A LOT as is. If Thrill gets nerfed should also that stuff you mentioned be looked into as well? -
This is why they do it. Instead of you just accepting it and going next you make a post about it which just encourages it more. It's the "dont do that!" "aight imma do it more lol"
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Trust when I say if BHVR ever implemented a killer survivors can kill it will be the least sold killer release and any top SwF would have an absolute field day with it to the point of no killer player would be willing to play them for sake of not ending up embarrassed and a plaything. Just look at Friday the 13th strong teams ignoring all their objectives and instead just focusing on killing Jason. It was an insanely miserable experience to watch and no doubt play as.
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Honestly I think a step into fixing queues because at this rate I don't want 2v8 returning as it also just screws over regular 1v4 queue times UNLESS they just throw in every killer to be playable, the mode is already a broken unbalanced mess, allowing all killers wouldnt change this it would just make it more chaotic and give more variety to the mode.
On killer side it should just be you hit the ready button, finds you a teammate then you both select your killers and classes, this alone would shave off some time for queues as think about it say you are queued in as Blight with Shadow class, how many other people are queuing as Blight with Shadow? The game doesn't tell us. Not being able to change killer once you find a teammate can also be irritating as you can't create a team synergy as some killers just work better together than others.
Another incentive as the BP bonus has been rather pathetic this time around, 250% max I have seen so far even dropping last night to 50% compared to last time I recall it reaching 400%. Next time around just go all out and have 999% bonus AND while we are at it allow BP offerings, think of the BP you could get in 1 match and because why not just throw in some Iridescent Shards to incentivise even more, 50 shards per survivor game, in order to get a 7,200 skin piece that's 144 games max you would need to play not including shards you get via level up and rift pass. -
@fussy said:
Definately should be survivor sided, right now I would say it almost in perfect place. Why?
1. Queues. It's probably the only way to find additional 4 survivors to build a match.
2. MMR doesn't exist here. I mean, MMR already works so bad to the point it almost doesn't exist, but in 2v8 you can see this little difference which MMR creates. You are in the team with and against potatoes almost every match.
3. I think it also leaves a room for killers be fun with all buffs.
4. Let survivors who don't want to learn the game feel like a winners more often.
5. This mode feels really chaotic and I don't want to see everything be balanced here.4. Let survivors who don't want to learn the game feel like a winners more often.
Could this also not apply to Killers who are also new? Or is just new Survivors should just get given free wins without needing to learn anything?
I personally don't believe anyone should get to win matches with next to no experience as it means if they see a victory more than loss they won't be incentivised to learn anything -
In my experience the event power is garbage. It can't travel through pallets, cant travel through walls, if it even slightly hits a small object like trash on the floor the ability just stops entirely, It can only travel so far for it to do damage. Considering you need to waste minimum 20 seconds to get it I personally just can't be bothered getting it unless It happens to be a Tome Challenge on Page 2. The blue smoke bomb survivor got this time around is arguably way stronger and will has the potential to always get value from it.
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Toxicity is done on both ends especially during an event. I did a 7hr stream today and I am not even exaggerating when I say every match were draws and losses bar 3 which I actually won (3-4k). I usually go against cream of the crop strong efficient survivors but tonight felt like every match was a comp tryout, easily the sweatiest session I have had on DBD in a LONG time. A lot of matches not a single player even used the Void once and I just couldn't adapt the time management into spending minimum 20 seconds into getting the Void ability the efficiency I went against tonight could easily be mistake for cheating. On average my matches were between 5-6 mins, some matches even all gens completion at the 4 minute mark.
This lead to people with massive egos coming to the chat flexing their win, hate watching for mins on end. Thankfully my community were able to weed them out but I can assure you a lot of survivors I went against today are determined to try and piss killers off. -
To be honest I think Chaos Shuffle should just be implemented into the regular 1v4 mode. When you go to your loadout just have a tick box that randomises your perks and addons when you load into a match, maybe they could even have a BP bonus for it as it creates a challenge instead of potentially resorting to meta or strong builds. This would also make perk randomisers easier to use for when streaming and someone donates for a random build instead of tabbing out to a website to do it.
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Wanting nerfs to Chucky while other killers are wayyy ahead of him in strength is wild. Chucky is a 110% with no map presence at all so if you get put onto a big map like Eyrie have fun waking all the way to other side of the map to do anything, sure you can recharge slice and dice over and over to gain a bit of distance meanwhile the likes of Blight and Nurse can just be over there in seconds.
Scamper was massively nerfed to the point of you will only get a hit with it at a pallet if the survivor is clueless where they drop a pallet and hold forward, you go under it and slice and dice hit, same deal with windows. This should never ever happen and if if it does this isn't Chucky allowing this play it's the survivor badly playing, all they needed to do once the pallet was dropped is move slightly to the left or right, same with window vaulting and by default Chucky will miss.
It would be nice fo just have a break of people demanding for nerfs for killers who just don't need them and start creating ideas to bring them in line with other killers to give that variety of the same killers not being played everytime. -
How about instead of people creating ways to punish killers for doing X instead of X because people want them to play in X way so it's more fun for them we start looking into finding ways to promote healthier gameplay and reward killers for going for different chases, hooks etc. Would people be so against If a killer gets their first hook on someone they get maybe 5-10% kick regression on a gen like a mini pop at base then if they go for someone else they get a 10% kick then someone else 10% etc you get the idea. This base mechanic would also apply if you hook someone else, tunneling won't give this reward. More chases means more gameplay for everyone and gens not popping in 5 mins at 3-4 hooks.
What people don't seem to realise if killers are having to resort to unfun to go against strategies it's potentially due to survivors are just slamming their objective way too fast. I know from my personal experience If I do a 30-45 second chase but 2 gens pop in that time I have to resort to strategy. By game design being able to get another 11 hooks will be next to impossible thus creates this "okay find a weaklink quick and get them out" what does this cause? Posts like this. -
Pretty wild that to this day people think their grade icon number actually means something
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I never played Chucky when he first dropped then the nerfs came through which conditioned me more not to buy him. Not until the Twisted Masquerade event dropped when the Tiffany skin went on sale I finally bought Chucky because I like Jennifer Tilly and Tiffany. I got the Scamper achievement by using the Slice and Dice to slide under a pallet but because you can only go forward with the ability you need to just hope the survivor is a donut and just mindlessly drops the pallet and holds forward not realising you can just go under and still attack.
Tiffany is now in my top 3 mains at P38 I use along with Huntress and Pig. -
To be honest if you think something as gimmicky as Jumpscare Myers is boring to go against despite everything else in the game i dare say you are burnt out on this game now. Jumpscare Myers is always refreshing gameplay with that old school element of DBD horror experience what put DBD on the map to begin with.
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Meanwhile my experience going against survivors has been bare minimum at least 1 per match sometimes even 3-4 players using either Map offerings like Eyrie or Badham, Instaheals or Styptic's, BNP with a green toolbox. No matter how quick the chases are It ends up not mattering because gens fly and there's no guarantee you get any form of gen defense.
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The part people don't show in these posts is the killer getting a down then another survivor is hovering with a flashlight or readying a sabo toolbox to which point the killer doesn't go for the pick up and slugs that person then attempts to pick up the first person again but then once again another survivor is hovering for a save then that person gets slugged you now have 3 people on the ground so then the killer just happens to find the 4th then down them too all in a matter of a minute because the survivors refused to back off.
I say this with personal experience, I have a ######### load of clips of this exact thing happening which then leads to the survivors trash talking in endgame chat or coming to my stream to mald about how it was my fault and I ruined their fun and that "killers like me ruin the game and should be banned". -
@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807700#Comment_3807700
And with add-ons he reaches tier 2 not even halfway through his first chase. He can still bypass pallets, windows and short obstacles with his tentacle which now has a much shorter cool down. Plus, the hinder and cool down make the first infection hit eliminate any meaningful distance to be gained and you're already in range to hit another attack.
I understand your frustrations playing the killer in writing, but in my own experience once Nemesis reaches tier 3 which is much easier now, he has one of the best anti-loops in the game. Coupled with the buffs, and he becomes very oppressive because even if he missis his attack, he doesn't lose a lot of distance and most defenses or escapes become death traps.
"Has one of the best anti loops in the game"
Which can be funnily enough countered just by crouching and tall walls completely screw him. Pyramid Head's anti loop is way way better, can go under pallets, under walls, can hit multiple targets and can travel long distance especially with the two increased addons which are my go to's. -
"Too Oppresive"
He has to hit you 3 times with his ability to get a down and that's not even factoring in Endurance perks and the zombies are quite useless a lot of the time to me they are a pure after thought. The issue with a lot of survivor mindsets in the current state of DBD is even at the slightest inconvenience they DC or give up now because they know if they do it often it can lead to nerfs (Look at old Freddy and now Skull Merchant). -
@A_T_E said:
I like the suggestions, but the refund option will definitely have to be reduced significantly for Behavior to consider it, perhaps only 10% of the item's worth returns to you in a refund, 'cause part of the Bloodweb is the RNG of what items spawn and where the Entity starts to close off the web. 50% back would probably be way too much, and Behavior would readily dismiss the idea.
10% refund would look like:
- Greys cost 2000 BP, refunding 200 BP.
- Yellows cost 2500 BP, refunding 250 BP.
- Greens cost 3250 BP, refunding 325 BP.
- Purples cost 4000 BP, refunding 400 BP.
- Pinks cost 5000 BP, refunding between 500 BP.
When you consider how many items you get in one prestige level (which costs roughly 1.2mil), and then refund all the undesired items, you'd still be getting a reasonable chunk back, but small enough that Behavior might find it reasonable.
I'm fine with this, I more so just went with 25-50% just to show an idea on how it could work and how it could be a good QoL. They could make it as little as 5% refund and i'd still use it a lot just because I have so much I plan to never use.
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@MrMori said:
Refunding 25-50% of offerings would be absolutely crazy, there's no way. I'm not one for a big grind, but this basically just means you'd see the best offerings every single match on every single character.
Other than that, what I really want is a faster bloodweb. Or at the very least the ability to make the auto bloodweb feature prioritize certain nodes, rarities, addons, etc. And make it so it keeps going automatically until you toggle it off.
Being able to spend a set amount of bloodpoints to jump up to a certain level and get a bunch of stuff would also be great.
We see this anyway It would create no difference in terms of what people bring. Survivors at least in my experience over the past month worth of matches I see at least bare minimum 1 instaheal or BNP toolbox per match consistently, if anything certain things being commonly used too much opens up possibilities for balance. If say a BNP did get a rise in popularity to where it's used in a wide range of matches it could be looked into so it becomes less dependant. Issue with BNP and Instaheals which makes them crazy strong is they only have positives and no negative, failing the skillcheck I wouldn't call a negative as that's on you as a player and let's be honest skill checks are not that difficult. Low risk high reward.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805997#Comment_3805997
Bro they literally said people giving up doesn't effect kill rates anywhere near as much as people think it does. The idea that survivors giving up is massively influencing kill rates is literally fake news conspiracy theory type stuff. The devs said in the discord stream that Skull Merchant has a 68% kill rate even when they don't count games with people giving up. If you don't trust the devs for data then who do you trust? Your own subjective experiences?
Right so it just so happens coincidently that the main topic talk killer majority hate going against just happens to have one of the highest killrates in the game? When BHVR say "people giving up doesn't effect kill rates" what is this specifically referring to? DC's, offing themselves on hook, standing still and just allowing her to down them? Because if all these factors are taken into account of not playing any effect into her high killrate stats then what is? On paper Skull Merchant isn't strong at all, has a lot of counterplay and has 0 anti loop potential, for the most part she is just an M1 who gains speed if the survivors mess up or gets an injure if again the survivor messes up. I guess in that sense killer haste buffs need nerfing because her ability boosts her speed a bit or you see people say "she injures people with no effort" so does Legion and Plague if anything they are easier. Again it comes under people don't know how to play against her to which point they just give up the moment they see her.
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/427894/surv-and-killer-balance
The thing is statistics say otherwise. Also how do these streamers manage to get like over 1000 game winstreaks on killer. Just lucky enough not to go against your swf I guess?
BHVR's data also says Nurse and Blight are some of the weakest killers in the game according to their killrates. We know full well these two are not weak but I feel if people want to be biased towards BHVR data and use that as their stance in that sense I say Nurse and Blight should be buffed because the data says so.
BHVR's data isn't in anyway accurate and doesn't tell us the whole picture of a match. Skull Merchant having a 70% killrate but an incredibly low pick rate? Because people quit on her the moment they see her and go next thus massively impacting her data to the point of she is getting completely destroyed next patch just to cater to these people who none stop cry about her instead of adapting and learning. 60% killrate btw which most the killer roster was sitting at isn't too amazing either as that would imply on average killers are getting draws most their matches with the very rare off chance of a 3k (win). People want 50/50 but this just tells me they want Survivors every match to complete all 5 gens, 2 die (lose) 2 escape (win) and the Killer getting a draw every game. That to me is boring and not balance. -
Anti tunnel stuff like DS and OTR should just auto deactivate if you down and hook someone else because at that point you are not tunneling and if you just happen to spot and down that person again in a short time from what should be then your momentum rising you lose it because of a perk giving them a 2nd chance. You could potentially go from having 2 hooks at once to then being hit by DS or swing at an OTR into the other person being unhooked and now you have nothing. Huge momentum shift.
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Funny thing is 60% killrates isnt even a 3k on average, 60% would be 2k's most the time (Killer Draw) with the very rare off chance they get a 3k and thats across ALL levels of play. Going for a 50/50 sounds boring to me as that means you are wanting Killer (even though they already do) to draw majority of their games but this also means every game at least 2 survivors escaping (2 Survivors Winning) meaning every match you are wanting 5 gens completed. This doesn't sound like balance to me at all.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795272#Comment_3795272
They just want you to play perkless and like a bot so they can get easy clips of flashlight saves and tbags at exit gate.
I feel that could be an issue as well as I mentioned in a post I made earlier today. There are so many people who try "Tik Tok" gimmick stuff what work on low to average killer players like FOV Tech, CJ Tech etc and a lot of the time It will either catch me off guard the first time but then just won't work again after they try the exact same thing again or it just doesn't work on me at all. Usually this then leads to a DC from them or they just off themselves on hook and go next screwing over their team. Which then leads to why people say Solo Q is unplayable because of players like that who DC as the slightest inconvenience. No amounts of buffs to survivor or nerfs to killer stuff will change peoples self entitlement.
I don't know about you but when I play games I play them to amuse myself and create my own fun, I dont like the idea of being a plaything for someone elses amusement. -
This is where I keep asking what do survivors want?
Killer runs gen defense - "OMG killer boringgg, cry for nerfs
Killer plays X Killer - snore "boooringgg" insult insult insult
Killer like Huntress runs Aura builds for potential snipes, considered op, boring and needs nerf
Killer runs meme build - insert complaint here
I say this from my experience as well I have even done things like walking Nurse builds, Wolf only Dracula, Gimmick builds and still people come into my chat to complain or leave a trash Steam comment, I just don't know what these people want. PvE Killers? -
@LadyOwO said:
This has to be the biggest lie I've ever heard OP. If you're going to make such a bold faced lie at least provide some type of data to prove your claim instead of pulling things from thin air.
"biggest lie"
Well look at certain content creators who just refuse to play killer entirely now because of how stressful it can be to the point of they only just play survivor now or they don't play DBD in general now and moved on to other games, I'd name names but this is against forums rules but if you follow any of the DBD content creator scene some names may spring to mind.
More evidence would be that I am basing all this on my own personal experience, I also stream this game as I mentioned in the initial post and A LOT of the time I get people come in the chat to straight up complain about how I played and them refusing to admit their misplays.
Again in my experience while yes I like to go for wins (as a lot of people do) this can lead to if my opponents are running 2nd chances galore, bringing strong maps, running sabo squads, SwF's etc I adapt to their level of play with what I have which again can bring us back to paragraph 2 in this response. If im lying despite thousands of stream hours and match uploads backing up what I'm saying then there is no convincing you. -
@Hex_Ignored said:
The claim that tunnelling and camping is directly related to the strength gen regression is wrong.
During the strongest gen regression meta ever (cob/overcharge/eruption) killers weren't actually camping and tunnelling less than before or after.
Killers have and always will tunnel as long as it remains both the easiest and best way to win. It has absolutely nothing to do with gen regression.
Again, this is based on my experience. Back in the day long before MMR when the game was more interesting I very rarely if at all felt the need to "tunnel, slug, camp" but progressively through many many changes through my own experience as well as even content creators feeling the need to change their playstyle following these strategies is a lot more common. I know full well there are people like me who never really felt the need to do these playstyles but now are conditioned more to do so because of MMR.
Killers will do certain things no matter what I have already said this in the post but the more lame changes BHVR make it conditions more people to play in a way they may have never needed to beforehand. Data can be one thing and very selective as BHVR tend to be, but personal experience is showing me a bigger picture. -
@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3794683#Comment_3794683
Nurse argument is wholly irrelevant here because it's something else entirely.
Your OP states that 'tunneling and camping are becoming more common because gen regression is getting nerfed,' if tunneling and camping have retained a consistent usage rate irrespective of regression strength, that makes this claim entirely false. There's no way around it.
As for your second point, you state that you play to win every match but don't bring the best loadout, why should you be expected to win assuming the skill levels are even? What would be the point of even playing survivor if this was the case?
Not surprising another player who brings up BHVR data but then disregards it when Nurse is brought up because Nurse alone proves BHVR's "Kill Rate Data" is bad and shouldn't be taken into account for Buffs/Nerfs, very picky choosy. A player should always have a chance to win no matter what build, character, addons they use. That stuff should play less of an impact than actual player skill. I could be way better than my opponent but i shouldnt just lose a match because I run the likes of Fire Up and 3 other random perks and they run Meta, Eyrie SwF's. Player skill should always trump extras.