Khylwch
Khylwch
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- Khylwch
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549751#Comment_3549751
If it was an option, I think it might promote the idea that players who hide their prestige level are more likely to have some reason for wanting to hide it and regardless of whether that was the case or not, some players would dodge them as a result which is exactly what hiding prestige is trying to cut back on. It probably wouldn’t happen as often as it does now but I think it would still be an issue.
I think it’s best if it just stays completely hidden from everyone until the match is over with no option to show it in the lobby. Ever since BHVR began testing hiding prestige from some players, I have noticed lobby dodging happens far less often in my games.
Just my humble opinion....but if you have high prestige levels I am more likely to stay in the match because the high levels tend to drop Tirimisou and other great offerings. Now if you play games in the lobby or are running an awful sweaty group set up then maybe I send you to the back.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548222#Comment_3548222
I believe they took into account the killer being in chase near the hook, and made it so the meter does not fill.
Actually no they did not. I played after our posts and in 2/3 of the matches the survivors blatantly exploited the new loop holes against both my son and myself. You can even be up on the 2nd floor of the ship chasing a survivor or kicking a gen and the player on the hook which is on the ground unhooks and it's also quick. Face camping is a losing strategy and that is why it was only common with players who were poor killers. The players already made face camping a losing strategy and most killers learn that quickly. Just like flashlight teams were really awful to play against at first. Now killers laugh when a flashlight team appears, because I know it's a quick 2 hook or a 4k. Everyone wants to win but if you beat me it's actually more of a respect thing like good job and maybe you teach me something. What everyone hates is when you lose by cheating which is way too common and doesn't appear to be a focus of the dev team. Or when in this case the devs create a solution to a problem that was already a losing strategy and opens several ways for players to exploit the new rules. The new rules also create free safe gen zones. If the killer doesn't want to give the free unhook, they leave with haste. The survivors all go the gens in proximity of the hooked survivor so that the killer either gives a free deliverance or cannot patrol the gens in that area. So most killers play normal and tunnel out much more often.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3548171#Comment_3548171
Killers aren't being punished. The timer is proximity-based. The closer you are to the hooked survivor, the faster their self-unhook meter will fill. The further you are, the slower it fills. At the top of the basement stairs on Gas Heaven, it takes right up until second stage for the survivor to self-unhook. This doesn't sound like the huge exploit you're making it out to be.
Really so if you are hooked in the hallway of the school ground floor, your teammate is spotted on the second floor and keeps the chase above you. You get a free deliverance when the killer is not camping you and cannot reach you. Plus the timer starts on hook so it's ticking if the killer leaves right away, or breaks a pallet, or kicks a gen or even reloads. How can you say that this does not effect killers who aren't camping more than dedicated campers who with skill and add ons can still face camp at will. A bad solution that doesn't help. Going for terror radius is way worse as many perks and especially doctor rely on larger terror radius for their builds
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3546934#Comment_3546934
But facecamping didn't really add anything to the game, it was near-universally hated and just made people miserable. The -only- time it has a place is in endgame, which is still allowed. It's okay to essentially just remove stuff if it's bad for the game.
Except the solution implementation was poor. Why should killers who aren't face camping get punished ? Timer starts at hook. So if you want to break a pallet or reload or kick a gen the timer is running. Even if you leave immediately you build up time. Survivors can exploit easily. Who gets the advantage picking maps.... survivors so they will pick the multi level maps because a killer on another level still sets off the timer. I know it was added so you couldn't stand at the top of the stairs. Bad process. Just like scourge hooks both the survivors and the killer are aware of how dangerous the basement is. The hooks don't go away and players are cornered. Bit it's usually a risk to try and get the survivors to the basement unless you just get lucky. Opening a huge exploit for survivors will really hurt the game. The basement is a design feature that puts the survivor at a disadvantage but adds a lot to the game. But seriously they devs would have been better off removing basements than opening this exploit. I know a lot of killers who stopped playing over this rollout and none were campers.
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First of all the terrible new anti camping does the opposite. It punishes killers who don't camp. The meter starts upon hooking not even letting the player leave, kick a gen, break a pallet or rearm at a locker without effecting the timer. Even worse if your on a two floor map you are punished even when you are zero threat to the hooked player. Terror radius based is a great way to ruin the game. Killers have perks to increase terror radius.....so punish them for no reason. Say goodbye to Doctor. Plus you don't seem to get that this mechanic said to all killers......tunnel time. Not only is it effective it is the logical response to such a poor update. Either that or taking a break from the game. One of the things that made DBD special was the variety of ways and choices that you could play a killer or a survivor. Most people I have spoken to who quit or play less is because the changes all seem to force a way of playing that takes away player agency and fun. Even the dailys and rifts force you to play a certain way. Any killer powers that effect gen runners are nerfed. Yet speed gen running causes players to tunnel or play in more toxic ways because otherwise the survivers will just speed run the gens. This is a dev created issue and attempts to fix them appear to be done without taking note of the consequences. No killer wants to play when they face infinite loops and speed runs. So it forces a style of play. Take Skill merchant a weak niche killer not played much but with an ability to somewhat impact gen teams it was all she had. Solution ? Nerf an already poor killer. As many have said at this point DBD should just remove the character beyond garbage.
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Really....good players do what is effective. Camping was a non issue before the terrible anti camping rollout. Poor killers camp before end game. Average or better killers do not. Why because average or better survivor teams love it when you camp a hook, with no pressure they just pop all the gens. If needed they will come for the hooked player in mass. Or if you are Bubba camping they will just sacrifice one player for a 3 escape and the killer loses. The devs didn't need to do anything it was already taken care of naturally but the new anti camping like most recent updates was a terrible rollout. A system that dedicated campers can bypass. A system that while claims to be minor creates huge issues and exploits and punishes killers for NOT CAMPING. Watch your player base we respond to poor changes by not spending, not playing and in many sad cases leaving the game.
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Skull Merchant pre patch was a niche underpowered Killer. Because of this and the fact that she comes in an unattractive package to purchase she was rarely played. Skill Merchant post patch. You have to be kidding I wouldn't purchase or play that pile of steaming garbage. Like the previous post said you should just kill the character at this point.
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Another dev special make it overpowered in variety and power and then make the controls poor !
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I love playing the knight. But the biggest issue is that when you successfully guess where the playing is going and place a guard ahead of them. And the player is playing oblivious and just running straight at the guard.....the guard doesn't take the easy hit but instead runs past the survivor and then when way behind starts chase. I get that you don't want the guards to be too powerful but sheesh worse AI programing ever !
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Knight useful powers without the awful we made the killer too good so we will make controlling them awful rather than balancing the game. Worst idea ever. Oni is so cool looking and a great killer but when you use the power the controls are so terrible unless you are on PC with a special mouse. This idea make it hard to control is why so many players quit