SharonPancakes
SharonPancakes
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- SharonPancakes
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@foxofthestars said:
As title states. Why am I being penalized for suspicious activity when I am being tunnelled out? I get unhooked and the killer waits out BT resulting in me being hooked again. Repeat cycle and I get punished 😡 😭
Can we please fix this!?.
Yeah use DS, borrowed time, and just laugh on how horrible this game is balanced. They try to punish quitters and they don't know how, so they implement a system that punishes you for being tunneled out. This game is beyond broken.
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@Imtouchingyouvro said:
In the current state of the game ranks honestly just feel like an indicator of playtime at best. I’m not sure what the need for the change was but back then ranks felt like a mostly sure way to have an idea of how good someone was , when you thought of red ranked players you thought about actually skilled killers and competitive Survivors and that definitely feels like it’s missing now. And there’s honestly no incentive to play the game and actually be a good team playing survivor, the pip system wasn’t perfect but you at least actually had to participate as a part of your team to píp and rank up and that served as a weak but important incentive to actually play the game and be a decent teammate even to your randoms, incentives would be nice, I may have missed something’s , I’m not proofreading this.
Yeah it was way better before, actually playing the game as survivor rewarded you, at least for most of the month. Week 4 was always kind of rough as most survivors that played a lot got to red ranks. I know people complained but really the SBMM they use now is garbage.
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@PetTheDoggo said:
and wait for when franklins get gutted and upcoming anti tunneling/slugging features…
Does franklins really matter? Like at all?
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@Clinton said:
I just cannot get into this mode on either side. As killer, it's just insane gen rush with BNP/Styptics and map offerings.
As Survivor, it's killers who just camp and tunnel because they have garbage perks and can't stop the gens without some sort of slow down
I'm just gonna play for the reward and rift progress and not touch the mode once that's done
I think the idea of chaos shuffle is great, it should favor survivor TBH but because of matchmaking and the horrible player base on average it's extremely unfun.
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@hygcat said:
I’m aware that the 2v8 mode has caused some MMR issues. I already created another thread about that.
Today, I want to talk about something else. I don’t understand why people act toxic when the killer uses Lightborn after they bring 4 flashlights. I’m not someone who frequently uses the Lightborn perk, but if I see at least 3 players bringing flashlights, I equip it to prevent potential toxic behavior. I don’t think survivors have the right to complain when they bring 3–4 flashlights and then see Lightborn. In my opinion, they get upset because I ruined their plan to bully the killer. I would post screenshots here, but I can’t due to forum rules.In short: if you’re going to use flashlights, you shouldn’t complain when the killer picks a counter perk lolI dunno, it's like complaining about windows tbh. The dev team has created quite a few cry baby players.
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@Rokku_Rorru said:
Just wondering where everyone is rn with the state of the game with the addition of 2 really annoying killers in each respective mode.
I really want to enjoy survivor again, but I really personally cannot stand these 2 killers. Let me make it clear I'm not on about 1v4 Legion, specifically 2v8 Legion.
Why does BHVR never comment about it, the opinion is widespread regarding 2v8 legion, and it was talked about lots and lots the previous iteration. Can we please have some acknowledgement??? ESPECIALLY after the baseline Legion buffs.Basically, BHVR making solo q awful is not impacting their bottom line. So, if you're not having fun just stop playing, solo q or not, it's the only way they'll get the message. Although I have no hope given how the game has been going over the last several years.
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@Raccoon said:
All things considered, even though I complain about some things, I have to admit that DBD is still super funzo and I usually have a good time whenever I queue up >:3
How about YOU?
I wish I still had fun; this game was a staple of my chill out time for years. Unfortunately, now it's just something I play a few matches a month, get upset and tell myself I should probably just uninstall for good.
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@MissiCiv said:
https://us.v-cdn.net/6030815/uploads/5TQI1GJJTU85/gqi0rpbxwaa6hkw.jpg
While it’s great to see QoL updates aiming to make the game smoother — especially for survivors — we can’t ignore the deeper balance implications here.
Yes, these anti-slugging, anti-tunneling, and anti-camping mechanics will strengthen survivor gameplay overall. That’s undeniable. But it’s also important to ask: why do killer players rely on these tactics in the first place?
It’s often a response to game design pressure. Many killers feel they have no other viable options due to gen speeds, strong survivor perks, and increasingly nerfed slowdown tools.
If these changes are implemented without addressing the underlying reasons killers tunnel, slug, or camp, then the imbalance only shifts further.
Killers need compensation in other areas, whether it’s basekit improvements, better chase mechanics, or meaningful perk reworks, Enhancing survivor quality of life is great, but it must go hand in hand with addressing the core struggles killers face.
Seeing nothing directly aimed at improving killer experience in this roadmap is genuinely concerning. It feels like we're addressing one side’s frustrations while leaving the other to keep struggling in silence.
I find it funny that you think killer needs compensation before changes actually go live. I find it funny that you feel killer experience needs anything, considering it has been the power role for years now.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923492#Comment_3923492
I do fine in solo queue, and plenty of others do too. It’s possible if you work at improving your own gameplay instead of constantly complaining. I’ll concede that solo queue is not fun if you’re getting matched with brand new players which does happen to me pretty regularly. The only thing you can do is look for a new lobby. It’s sad that the matchmaking is so bad that we are forced to do this.
So you do fine after dodging lobbies, probably avoiding console, low hours, and private profiles on steam? To me that's not fine. The fact is this game gives me no reason to work on my skills if my skills are hardly ever rewarded. I run the killer for a full minute and they drop chase and insta-down another survivor just so their friend can body block a hook 1m away and get downed too? Maybe you're thinking that's an unfair example however it's far more common than getting matched with players that are actually trying to win. I never get pissed when I'm outplayed, unless of course if it's after 10 matches of throwing and then I get matched against a Nurse with 10k hours on a 500 game win streak…why does this happen? It's fine if you enjoy the game as it is, I just can't anymore.
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@francesinhalover said:
Alright so info about me : around 1000 hours on survivor, trash at looping. Europe server. (not that my looping skills will get higher any time soon with all the anti loop killers)
So you'd think id be on low mmr no? Regardless
I been having several losing spree's on dbd since day one… i usually lose around 10-15 games before a escape and usually that escape is one of my team mates looping the killer for 4 gens.
You would think the MMR wouldn't be this bad, but my last lose spree they put me vs a p100 nurse that deleted my team in seconds.
And this also happens to friends i made on dbd, they also lose several games on solo Q but it seems non ever reached 16 like me.
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And i decided to this time around point the killers i faced. I'll keep this updated on my next lose spree. let's reach 50 games and see if my MMR is 40%?
Legion , nurse , dredge, huntress, sadako, wesker, pig, deathslinger , nurse, singularity , sadako, vecna , unknown, dracula(first game where 2 team mates managed to open gate and escape with me dead), oni , vecna (had a pro survivor in my team loop him untill he dc, does this count has an escape or my lose spree still on???)
Additional info: barely any tunneling happened. All solo Q games. I never abandoned games.
So… what's happening here?
I lose several games and i'm put vs a killer that gets destroyed by one of my team mates? this happened several times. So in few words, i lose games untill the match maker gives me a pro survivor to carry the whole team on his back.
TL DR
Fix your match maker and balance this game properly.
Yeah they don't count DC's and killing on hook toward their 40% bullshit lie. You can't play this game solo, you lose constantly, hardly any impact on outcome on how you play. Game is a complete joke for solo q, get a SWF or stop playing.
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If this is bait it's pretty good.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910262#Comment_3910262
Delete Ghoul - that would get more people to play survivor.
They'll just take 6 months to a year to Skull Merchant Ghoul, have fun until then lol. I played 10 matches since Ghoul released and all were Ghoul, at least with Skull Merchant I didn't see her every match.
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@XtremeDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/442319/tunneling-has-gotten-out-of-control
Same for genrushing. If they're going to buff anti tunnel, there better be a nerf to gen speeds coming with it at the same time. Otherwise this games just going to keep getting more and more survivor sided
Lol
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@Shaun2196 said:
or…. Nobody wants to play survivor because they made it a miserable experience and now killers have to wait longer for games? Play with buddies weekly and have for 2 years now - we’re doing Phas tonight. Behaviour did this - we told them for months it was less and less fun and they announced “quality of life” and then immediately after released The Ghoul lol. Just embarrassing.
Months? More like years, just under 4 years to be exact. They have beating solo survivor to the ground for almost 4 years now.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906497#Comment_3906497
You've said this in another topic, but I don't understand this. Surely BHVR would want every chapter to successful? Why should this one specifically be the one that they specifically chose to be 'pay to win'?
It's really just incompetence.
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@Prometheus1092 said:
I hear so many people complaining about op killers, op perks, game is killer sided. I have been playing survivor alot recently and I have noticed survivors are often responsible for their loss. They DC, go next, avoid gens, many don't even bring an item and they wonder why they lose. Reason being the killer is equipped and prepared while survivors seem to think they can go into a match with poor perks, no items and not touch a gen and think they can still win then they get salty when they lose. This is from a survivor point of view playing purely soloq survivor the past month.
100%, as a solo survivor I blame 99% of my frustration on matchmaking and not the killer being OP.
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@Dwight_Fairfield said:
Solo queue is the hardest role in the game. Always has been.
I mean it's not really hard it's just unrewarding. The fact is no matter how good you are you're at the mercy of a horrible matchmaking.
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@OneGoodBoyDemo said:
I can't blame the killers for tunneling/camping/slugging in chaos shuffle. they simply have no other choice.
I suppose they could just get better and stop acting like every game is vs a comp team.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891902#Comment_3891902
This isn't really a Solo Qvs SWF thing. A SWF not wanting to screw over their friends with bad behavior doesn't mean they have an advantage over a selfish Solo Q teammate who doesn't care about their teammates. This is a behavioral thing. You shouldn't be doing this whether your teammates are on comms with you or not.
I mean I agree you shouldn't be doing this regardless, but it is for sure a solo q issue 99 % of the time.
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@Nathan13 said:
We know one of the health updates coming to DBD this year is an MMR update, so do we think this game won’t base your MMR off of kills and escapes anymore??? I really wonder whats gonna happen with that.
I really wish that was the case. I suspect they are just talking about tweaking the current MMR system based on the changes they are making. "So sorry solo survivors, you just don't matter." (BHVR, always)
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@shadow_V said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895214#Comment_3895214
if i was brand new i wouldnt be talking about distortion like it was changed its bogus that they reduced it down to 2 tokens instead of 3 and as I said lethal pursuer takes away the only token we get at the start
Sorry there's just plenty of other things to complain about I guess. Being slugged and/or tunneled was never something I focused on. I would assume the problem is matchmaking both with the teammates you get and the killer. I would think that if all your team is equally skilled and comparable skill wise to the killer slugging wouldn't really be an issue unless we're talking about Nurse or something. So when I read your post I just felt you're complaining about the wrong thing, I think the issue is that the game doesn't really have a lot of fair matches because of a really bad MMR and matchmaking system. After reading my previous post back it could of been taken as insulting which I really didn't mean at the time.
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@PuddleOfBludd said:
so let’s get this straight…
if you “go next” because you’ve been tunneled, or your teammates are refusing to help you, you are punished.BUT if you don’t like being left on the ground for the killer to go, after somebody else, you can just surrender and essentially “go next”. And the kicker is you won’t lose any blood points for it but if you do so, on the hook, you’re gonna be punished.
hypocritesDon't understand your logic, I don't care if I'm tunneled. What I care about is if my team doesn't take advantage of it. 100% of my go next vibes are directly related to my teams not doing generators.
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I dunno, you sound like a brand new player to me.
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@TheArbiter said:
Am I understanding correctly that if two survivors left just don't touch gens for 10 minutes they can just force the killer to end the match with no penalty for hostage holding with no objective progress?
Well that would be a draw and if you can't find them in 10 minutes that's on you?
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@I_Cant_Loop said:
I know it’s against the forum rules to encourage things that BHVR has defined as unsportsmanlike. Does lobby dodging fall into that category?
The reason I ask is because it seems to be the only way to deal with the non-functional SBMM. I play killer and solo survivor. When I play solo survivor, I get matched with brand new players all the time. I have no problem escaping or making it a reasonably close and fun game if my teammates know what they’re doing. But going in with players that have less than 100 hours, which happens regularly, gives me basically no chance. I’m not going to knowingly go into a game like that.
If BHVR are not going to fix matchmaking, which seems like a lost cause at this point, the only choice they have given us to is take matchmaking into our own hands.
Um who cares? You're not going to get banned for it, if you're that good at dodging and getting not horrible teammates good for you I guess.
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Well there is no team if you play solo q. Play in a SWF or get punished, that's BHVRs message. Going next = bad, doing nothing productive the entire match is fine I guess. I constantly get survivors that just follow the killer around with a flashlight (while injured too) just to miss every flashlight save and go down instantly just so that every 100 matches they can upload a clip on tiktok of them "juicing" a killer.
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@xGodSendDeath said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890108#Comment_3890108
The 300% - 400% BP bonus isn't because the game is killer-sided, the devs manually set it to that to try to shorten killer queue times in 2v8 by enticing more people to play survivor
They devs need to manual set it to that because less people want to play survivor, because killer is stronger. They are trying to get people to play survivor by offering them bp because if they didn't queue times would be insane. By stronger I mean the outcome is in their favor, I feel a huge reason for that is matchmaking.
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I'm sorry you're not proficient at your main, there is plenty of content available showing how strong Onryo can be when played at a high level. Maybe practice instead of insisting the game be made easier for you.
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Survivor queue has 300-400% bp incentive because the game is killer sided, stats show killers dominant at every MMR level. You bring up a handful of maps that are survivor sided and ignore the maps that aren't. You also ignore that some survivor sided maps aren't really survivor sided against certain killers. So maybe if you play a weak killer against a coordinated team on a survivor sided map occasionally the survivors may have an advantage. These poor killer posts are beyond embarrassing, reality doesn't agree with you.
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@bleep275 said:
just had a match of 2v8 where I did two gens. was hooked and left to second stage. meanwhile that entire time not a single person touched a gen or literally anything. not even an attempt to get me. so…i went next.
Impressive, maybe they should start penalizing players (survivors) for not actually playing the objective. I know, it sounds like an awful idea but when you have broken MMR/matchmaking that allows these kinds of matches to happen way to often it really is a huge part of the go next mentality. Really they need to award individual effort/skill with better teammates, however the devs have completely failed the solo q player base with how they choose to implement MMR/matchmaking which really did a lot of damage to the overall player base. They have been making bad decisions for years and now I really believe too little too late.
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@StalkingYou said:
first of all, YES the anti-slug surrender option is fine and cool. not gonna talk about that.
the roadmap has another segment in phase two which talks about "anti tunneling and anti camping"
and I wonder, when will the devs get the message that killers are doing these things because the whole "play nice go for multiple people" idea has been probably the most bullshit thing in the history of this game?
killer literally does not have the ability to do that against any competent team because KEEPING THE GAME A 1V4 MAKES THE GENS FLY. has nothing to do with skill, despite what many community members will tell you.
also yeah, keep nerfing tunnel/camp because we haven't been doing that every update. survivors get new meta perks to use against it nearly every chapter along with basekit features to counter it, guess it is still not enough.
we've nerfed nearly every slowdown perk the killer has and the expectation is for them to play even NICER.its also only seen as a problem when the killers go for their objective quickly, not the survivors of course. where's my "anti-genrush"? oh wait "genrush" is fine because that's just the survivors doing their objective right, but when the killer does the same without bending their back over to make the match "fun" for everyone else then they're an evil toxic tunneler and deserve to be punished with EVEN MORE.
I see nothing on this roadmap hinting at buffs for play styles that are "healthy" such as spreading hooks around and going for multiple chases. If that's the way they want people to play the game then BUFF THOSE STRATEGIES, stop NERFING the other strats that people use because the first one is terrible.
killers try to play nice, every gen slowdown which allowed this to an extent is nerfed. killers tunnel/slug because the "playing nice" strategy sucks, we introduce 70 things which impede them from doing that. killers dont wanna even hook anymore because it enables like 20 different survivor meta perks? yeah, lets nerf that too. if you want us to behave in a certain way then maybe start giving the carrot instead of relentless beatings with the stick.I understand what you're saying, but basically MMR and matchmaking are broken. The devs have made a point the last few years to balance for the average. As a high MMR killer you will face more competent teams but you still face a large portion of solo q/back filled garbage. So basically you'll have a some extremely difficult matches mixed in with basically free wins that mean absolutely nothing. The alternative is to be in queues that are 30 mintues to an hour long or more which is pretty much what happened when MMR was first introduced. The devs have lost control of the game, and while the changes they're proposing might sound good to some players will do nothing to increase the player base or overall fun long term.
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@Skeleton23 said:
We can all agree DBD is having a problem with The Killer side of the game. This game is no longer fun as killer because you can just start the match and the survivors are already done doing the Gens. It's frustrating how one sided the game is now. Most killers can't keep up anymore with the new things. I wish the Devs would see this
I dunno if this is just great bait or pure delusion lol. Either way I'm all for it.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/438558/problem-of-going-next
Surrender comes up every now and then.
Problem 1: as a game designer, you want your game design to have a climatic finish. DbD, in my opinion, does this more frequently than a lot of games were you have things coming down right to the wire (trying to finish a gen as a killer rushes at you, getting caught at the gates, etc.).
In my opinion, this is also why they've been spending the last couple of years working around with a basekit mori system because the end game there is just kind of 'meh'.
A surrender option is antithetical to this goal. Games just end. It's kind of like when a killer DCs. It doesn't have nearly the same feeling as actually getting out of the gate (though at the other extreme, which is a danger, some players will take it as a point of pride).
Problem 2: Hatch mechanic. The game balance is built around kill rates, and hatch escapes are part of this. If you had a surrender option, especially if it didn't require a unanimous vote, you'd see kill rates go up because this stage isn't getting played out anymore.
Problem 3: A surrender option leads to survivors quitting on each other. If two survivors want to surrender, and the others don't, that increases the chances those first two survivors just stop trying in the trial altogether.
Other games:
From what I've heard, in some games with a surrender option seeing a game played out to conclusion is extremely rare.
What would you need is something like chess, where I believe there is a etiquette that it is polite to surrender if you are in an unwinnable position but the game is still going to take a long time, but rude to surrender when check mate is just a few moves away (may vary by region for all I know, anyone more familiar with chess can correct me). So you'd need some type of mid game surrender option that doesn't continue into the end game.
Personal View: if this was just about making the game fun for me, I'd take a surrender option with limitations immediately. But I think the option would really ruin the experience for newer and more casual players for whom the full experience of the game is important.
Yeah I would much rather be bleed out because the last 1 or 2 survivors who didn't didn't do anything all game are hiding and not working on gens, a surrender option would just ruin the experience. But in all honesty those survivors would probably just vote not to surrender anyway, lol.
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@syxxczr said:
https://us.v-cdn.net/6030815/uploads/YJQYT1QZ1ICI/image.png
This is a game played at 10pm on February 8th, in Canada, the country where beHAVIOUR is based.
Civilization 7 was recently released, we can go play it, no need to waste time here
Why does everyone seem not to be Canadian? I mean one person should be Canadian for the post to make sense right? And Civ 7 does suck, but you should still uninstall DBD.
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@Prometheus1092 said:
Recently I have been soloq and firstly there has been minimal issues with slugging or tunneling. But I have noticed that literally no one will do gens. My last match I did 4 gens on my own while the other 3 survivors were doing who knows what. What makes it confusing is they all had tool boxes, possibly try to sabo the hooks? But every match is the same tonight, if I don't do gens then killer ends up 4k at 5gen because no one will touch gens. Why can't I get matches like this as killer lol instead I get swf constantly that not only do gens but they do them pretty efficiently.
I have tried getting some sort of explanation for this and all I have been told is "gens are boring". Fair enough it's not exactly thrilling gameplay sitting on a gen but that's the objective of the survivor so if people refuse to do them then is there any wonder why so many killers are steamrolling soloq? The only thing that survivors seems to want to do is get chased (but not twice in a row because that's tunneling).
Maybe make gens more challenging somehow so people wouldn't be so bored they refuse to do them? Maybe more soloq would end up escaping. I was thinking maybe making gen times shorter but when swf smash the gens they go fast enough as it is. Is this a common thing for people to avoid gens in soloq or is it just my matches?
You get higher MMR you'll just get some survivors working on gens and more tunneling/slugging. So basically the end result will be the same. I really suggest trying to find a group 2, 3, or 4 man. The game is so much more enjoyable/rewarding if you're playing with other people.
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@XtremeDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881510#Comment_3881510
The problem is, solo queue players make up majority of players. They need to balance the game to retain their playerbase which is rapidly declining. Theres no real way to see your MMR and no other way to deem a win and increase it. Kills=skills is completely not true, theres so many videos from content creators who completely disagree with this statement. You can't judge how good someone is based off the kills and escapes in a match, theres so many factors ti deciding a match outcome. Thats where making a ranked gamemode with unique balancing and ban machanics would make this issue dissappear, since then you can do whatever you want in casual, and in ranked have the reassurance of a normal match that has "going next" as not an option
Does solo q make up the majority? I don't have those stats, you have a link? Me personally, I have no problem losing, I just want to play with people that play like I do and the current system just doesn't seem to work that way. I really feel like making a separate mode for ranked play will just make queues longer and the casual mode will be the same as the game is now. I remember saying rank based matchmaking was a joke but you know solo survivors actually tried, and there was far less quitters.
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@XtremeDBD said:
The "go next" epidemic needs to end, this is making solo queue (main method of playing the game) a nightmare. You shouldn't be allowed to just leave a match so quickly, people really underestimate how likely you are to actually make a comeback in rough situations.
Maybe implement working matchmaking or an MMR system that rewards skill, go next is just the result of horrible game balance, matchmaking, and horrible MMR system. The devs have made it clear that if you don't play SWF or killer you don't matter, maybe just stop playing if you care about a fair match in solo q, I see a lot fo players already have.
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@I_Cant_Loop said:
I play killer about 50% of the time and the difficulty level seems fine to me. Some matches I stomp the survivors (especially if someone DCs or goes next), some matches I get 3-4 hooks and no kills, and everything in between.
I have to say that every time I see posts from people claiming that they never lose as killer, I am highly skeptical. Even the best pro streamers don’t go for weeks without losing like you claim. If you really are this good, why don’t you stream or play competitively? I’m not saying this to be rude or dismissive - it’s just difficult to believe. Winning this often would put you in like the top 0.01% of players in the world.Pro streamers? Do you mean streamers with 5k + hours? I would say a healthy portion of the players base has 1000s of hours. Don't mistake streamers that play a lot for comp players, even so either doesn't lose very often playing killer, and if they do 90 percent of the time it's because they were playing something weak or messing around.
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@Inosennatoki said:
https://us.v-cdn.net/6030815/uploads/B0C33GBHVFQV/picsart-25-01-30-18-42-49-155.png
Image is fan made.
Balanced like what? 1v4? Balance??? LMFAO.
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@Testoviron said:
Players have no incentive to stay in a match (bloodpoints are WORTHLESS), and there's nothing to discourage them from leaving.
Matches are also often (considered to be) a foregone conclusion, because the meta for killers is to snowball as hard as possible, in the least fun way possible - by killing a survivor ASAP. It's not the killers' fault, it's just how the game is designed.
So if a survivor feels like a match is going to go poorly for them (someone got downed quickly, the map is hard to play on, the killer is frustrating to face, etc), they prefer to save themselves some time and frustration and go next. And there's no reason for them not to.
So what to do about this issue? The answer is twofold.
1. Give survivors hope. Give them hope that they can escape even if the match is going poorly.
>How though?
By discouraging kill-based snowballing (slugging, tunnelling) and incentivising putting pressure on the entire survivor team.
>And how do you do that?
By making killer wins based on hooks instead of kills (no reason to slug or tunnel if it doesn't win you the game), and by giving the killer bonuses, rewards for hooking (like Grim Embrace does.)
A rubberband mechanic for survivors AND killers would also be a healthy addition to the game. A survivor dying shouldn't drag the rest of the team down with him.
2. Give players a reason to win.
Currently, it is pretty immaterial to a survivor whether or not he or his teammates survive the trial. There are no rewards for surviving. He doesn't miss out on anything by going next.
There's also theoretically no reason for the killer to hook even if hooks are the win condition. You don't get anything for hooking survivors, and killing them might very well be more satisfying to you than meaningless "winning" with no reward.
If there was a ranking system where you could receive cosmetics, charms, status symbols (your rank displayed next to your name), winning would actually mean something.
I think this is what it comes down to.
With such additions, it would also make sense to implement far harsher penalties for going AFK/giving up/disconnecting, to punish trolls who give up no matter what.This is my take on it. Incoherent rant over.
Just bring back rank based matchmaking, it rewards individual effort and gives a reason to play a match out regardless of outcome.
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I think they've made it clear (by their actions or lack thereof) that what you can't stand about the game is intended.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868859#Comment_3868859
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868864#Comment_3868864
Come on now, be fair, you both know exactly why WoO is disliked, it amplifies the problems of strong survivor maps for low to medium levels of play by facilitating a very uninteractive and boring style of play.
In a map with a large number of pallets, such as the Game or Hawkins, when you're playing a killer without a directly strong chase/cut off power, a WoO Survivor can take you on a long chase with just throw pallet and hold W to next pallet. It is brain dead, skillless, and yet annoyingly effective... there is a reason high level survivors rarely see lower tier killers, it's because they lack the power to efficiently answer survivors who know checkspots and all pallet/window spawns.
Now is it beatable? Yes of course, as I say, it's a boot camp for killers. However you do have to have good macro knowledge and know to drop chase into strong areas quickly, and/or have decently strong perks, and/or start playing quite mean and sweaty to claw back the early deficit this style of play can put you under. That's pretty much everyone's annoyance with WoO, an absolute scrub with literally no actual looping skill whatsoever can run pallet to pallet and burn loads of your time in the most uninteractive way possible. Yes if you have good slowdown perks to recoup that time, now you're laughing because all those resources are burnt, but if you don't, it's such a kick in the teeth.
At high level with strong killers that can out manoeuvre and cut off survivors, it's a none factor, but at low level, it's a nuisance... in fact I half suspect it's a contributor to why a number of maps have had half their pallet spawns ripped out.
No I don't think I know why it's disliked, at least not why you say. It is disliked because it is any easy explaination on why a killer didn't down a survivor faster. Now that can be true but it's such a low level crutch in that aspect I feel it is a non-factor. If you want to blame WoO on your loss you're just not very good at the game.
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@barbedwire said:
That's how it usually goes. Don't worry about it though, they go right back to Fortnite after 1 match.
Because survivors that are working together all play Fortnite? Or are you saying anyone that doesn't play your role aren't allowed to try to win without being children?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868859#Comment_3868859
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868864#Comment_3868864
Come on now, be fair, you both know exactly why WoO is disliked, it amplifies the problems of strong survivor maps for low to medium levels of play by facilitating a very uninteractive and boring style of play.
In a map with a large number of pallets, such as the Game or Hawkins, when you're playing a killer without a directly strong chase/cut off power, a WoO Survivor can take you on a long chase with just throw pallet and hold W to next pallet. It is brain dead, skillless, and yet annoyingly effective... there is a reason high level survivors rarely see lower tier killers, it's because they lack the power to efficiently answer survivors who know checkspots and all pallet/window spawns.
Now is it beatable? Yes of course, as I say, it's a boot camp for killers. However you do have to have good macro knowledge and know to drop chase into strong areas quickly, and/or have decently strong perks, and/or start playing quite mean and sweaty to claw back the early deficit this style of play can put you under. That's pretty much everyone's annoyance with WoO, an absolute scrub with literally no actual looping skill whatsoever can run pallet to pallet and burn loads of your time in the most uninteractive way possible. Yes if you have good slowdown perks to recoup that time, now you're laughing because all those resources are burnt, but if you don't, it's such a kick in the teeth.
At high level with strong killers that can out manoeuvre and cut off survivors, it's a none factor, but at low level, it's a nuisance... in fact I half suspect it's a contributor to why a number of maps have had half their pallet spawns ripped out.
As you said at high level it's a non-factor, at low level survivors are at a huge disadvantage most matches. All WoO does is make inexperienced killers get better. If survivors can hold W and get to windows/pallets and win it's a skill issue on the killer side most of the time. Complaining about WoO is worse than complaining about noed, sure it feels like bullshit sometimes but it doesn't matter 99% of the matches.
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@danielmaster87 said:
So in theory, I can put on Windows and just loop really well, even though I don't know how? No, of course not. It's information. How does that correlate to survivors having an unfair advantage? Because I don't see it. This just feels like when survivors say killers seeing aura is OP, full stop.
All he's saying is if survivors can find a window/pallet he can't get a 4k as much as he likes.
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@TwinsMain2004 said:
Solo survivor escape rate is probably around 40-45%
But statistics don't mean much in DBD
With all the hook suicides and the entitlement of DC'ers it could be like 15-20% higher if the community didn't have such a defeatist attitude because they don't like XYZ
I think 40 - 45% is overall survivor escape rates. I would think solo survivors would be significantly lower. We'll never know the real stats as BHVR won't include suicides/dcs in the stats. But suicides/DCs sure count in real matches, go figure. What a joke this game is for solo survivors.
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@Chaogod said:
I don't understand where the enjoyment comes from using a perk that plays the game for you. It guides you to exactly where you need to go. Where is the fun when you don't need to think about your chases at all?
Because it doesn't, it's strong for new players but it's really strong if you're solo and you don't know what your team has used already. The fact that you think it plays the game for you shows just how inexperienced you are at the game. If WoO annoys you it's because you're a new killer or just really bad at the game.
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@FMG15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866015#Comment_3866015
Well there are many matches that seemed to be unwinnable but we managed to do all the gens. And even then, trying to go for unhooks and doing gens simply awards me more blood points and in some matches I had some fun chases.
Sure me too, I've been surprised occasionally. Regardless, I don't care to play a match out if I'm 99% certain it's a loss. The 1 out of 100 games were I'm wrong are not worth it.
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I think the population dip is mostly solo q players, which would explain longer matchmaking for survivor.
