Shuma
Shuma
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@WolfyWood said:
Survivor hasn't been fun since MFT/Vaults got nerfed.
I would say it hasn’t been fun since 6.1. Previously, the kill rate was closer to 55/45 and that was much more fun for survivor. At least then, I felt like I was actually doing something to affect the match. Now it’s, survivor makes one mistake and the game is over. Also, the skill gap to use a Killer is way way easier than the skill it takes to play a survivor at the same skill levels.
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@Neaxolotl said:
Those who can't stay in a match doesn't deserves to be represented in statistics, the game might as well not exist
There are 3 other survivors though. Just because one survivor DCs, doesn’t mean that game shouldn’t count for everyone left.
Plus, let’s not forget all the friendly killers that deflate kill rates by playing nice. There’s a lot of killers who play nice, instead of trying to win the easiest way possible, massively deflating kill rates.
And I know the common “but what about suicides” rebuttal. 1st suicides are pretty rare. 2nd a person committing suicide probably is doing it because they see the game is lost.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755186#Comment_3755186
I think you are treating your definition of gen rushing as objective when it’s subjective and I would argue more people on average consider what I described as gen rushing than what you described.
If you want to say what I described is “just playing the game”, then that’s fine, but then by that tunneling at 5 gens is just playing the game as well if you want to go that route.
Gen-Rushing is very specific and rarely happens, just like tunneling-at-gen-5.
Normal survivor game play is not Gen-Rushing. Saying it is just devalues the term gen-rushing to mean the same thing as normal survivor game play.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754341#Comment_3754341
Survivors give up against everything. There's not a killer in this game a survivor won't give up against.
In games that are balanced correctly, this rarely happens.
But you have a game where a 4 year old can get a 4k with a killer. Killer is way way easier and more rewarding than survivor. If both roles required the same skill level, it wouldn’t be a problem. Every killer added makes the game even harder for survivor because it’s a whole new set of rules you have to memorize. Killer, just requires you to know one killer.
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@Blueberry said:
Gen rushing is also ignoring other game points of interest and "tunneling" the gen. IE leaving someone on hook to stay on the gen, ignoring healing and staying injured or doing a gen in the killers face even if it means you go down. You're essentially ignoring everything but rushing your objective. The same as the killer ignoring everyone and everything but their primary target they want to remove.
People tend to be much more aggressive on calling out the killer tunneling but are totally lenient on the survivor rushing their objective as well.
I don't like tunneling of any kind. However to me you lose the right to complain about tunneling if you're doing your sides version of "tunneling" as well. Like if there's 2 of yall siting on a gen pumping it while injured instead of healing, that looks no different than a killer tunneling someone out to me. You're not looking out for anyone's fun, you're just wanting to win.
What you are talking about is just playing the game. For “Gen-Rushing”, you’re talking about the entire team dedicating their build to rushing gens. Everything else is just survivors playing the game.
The comparable killer behavior is tunnel-at-gen-5.
Neither behavior is seen often, although tunneling-at-gen-5 is more common.
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@Huge_Bush said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740487#Comment_3740487
This doesn’t make sense to me. You say the “kill rates are massively depressed because nice killers don’t tunnel”. If that were true, wouldn’t most matches have nice killers and provide an enjoyable experience for SoloQ survivors?
I mean, I would think that if you describe the game as an abusive relationship, I’d assume most of your matches are miserable where you face things you’d don’t like such as tunneling killers. But if the kill rates are “depressed” as you say, due to nice killers, your experience should be better than what you’re claiming, should it not?
Say 1/4 of killers play nice and don’t tunnel, that 25% of killers are depressing kill-rates because they aren’t using the most optimal strategy, which is tunneling. So yeah, 1/4th of your games are good while 3/4ths are miserable.
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@Hardgymmuscles said:
Yeah, the game is horrible right now for survivors. Just play a different game. It's what the majority are doing anyway. I play for tomes and once that's done, I move on. I refuse to spend more funds on the game until they fix it.
I went to Helldivers 2 and will never look back at DBD. Playing solo queue is like being in an abusive relationship.
What everyone fails to mention about how killer-sided this game is, is the fact that kill-rates are massively depressed because nice killers don’t tunnel. Tunneling is an I-Win button. If the game was balanced around the best strategy, tunneling, kill rates would probably be around 95%. It’s insane that the killer can decide to win the game by tunnel or most likely win but not tunneling.
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@Destaice said:
At time of writing I'm currently sitting around 250 hours of play time. To some of you I'm probably still a baby. I'm at a point where I feel comfortable with the game. I know maps at a glance, I can loop decently. I know all the killers and their powers. I'm familiar with the meta perks.
And I will say with completely sincerity that the hassle it took to get this far and how awful most of this community is towards newcomers that I would never recommend this game to somebody who has never played it.
The biggest failure of this game on the purely technical side in my opinion is the lack of communication. There's so much information that new players will have to learn and its hidden behind menus or just not at all.
My first ever game against real players was vs a Sadako and I had no idea how she killed me with no hooks. I took Google to learn how she works only to be met by a wiki apparently written by aliens. If you don't know how something works then figuring out how is a painful process.
Why doesn't the post game screen contain a summary of the killers powers in layman's terms and some basic tips on how to deal with it? I don't imagine it'd be hard to implement the post game screen is pretty useless anyways unless you like getting flamed.
And thats only the power. Add in all the perks and addons and its pretty overwhelming for a new player. It should never have been deemed acceptable for the game to communicate gameplay alterations this poorly.
Wikis and youtube guides should be a compliment to the game, not an outright replacement for the game.
The other big issue is just how toxic this community is towards newer players. From post game chat, to Twitter, to reddit, to twitch, to youtube, to here. There seems to be this general concensus that if you can't loop a killer for an entire gen your opinion doesn't matter. People mostly talk about the game in terms of what the best players do. And if you aren't that your perspective is dismissed.
You get called "awful" for being new and told meaningless advice such as "do better in chase" and they act like they gave you some godsend instructions. In reality all that was said was "you're bad get good." That really resonates with struggling players.
And that isn't even going into all the camping and tunneling that results in boring gameplay experiences. If I was still new getting tunneled out every match, went to complain about how I wasn't having fun, and people replied "you're bad, go watch youtube guides" I'd probably refund my purchase.
The experience and opinions of new players do matter. Because the game will always need new players to keep replacing those who take breaks or leave. And if their games are all frustrating and boring while the community responds with condemnation then they're probably not going to stay. Because I didn't stay.
I quit the game after my first couple hours. It sucked. And the people playing it were outright hostile towards me for not magically having 2000 hours. Ultimately what brought me back was a very enthusiastic friend, and I don't imagine every new player will have one.
And this will be what kills the game off in my opinion. The stagnation and rot from an unwelcoming experience that keeps new players from coming back for more.
honestly, you’ll die on this hill. The developers are focused on designing the game around Streamers first, then Killer players.
There’s no reason to play this game as a solo queue player and even less as a new player. You’ll just make yourself miserable. It’s flat out unfun. PlayHelldivers II, they have been catering to the casual community. DBD is more like StarCraft 2, it caters to the pro play community.
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I’m going to do a bit of us verse then.
If 80% to 90% of your games aren’t solo-queue, then you really don’t have a valid opinion on DCs and suicides in solo-queue. You absolutely don’t understand how ungodly miserable the solo-queue experience is until you play it that consistently.
if you’re playing killer or SWF, you may lose a couple of games before winning again. However, for the majority of solo-queue players, you are oppressively losing game after game after game. It’s common for solo-queue to lose 10 to 20 games in a row. Of course that makes people want to suicide or DC.Killer mains and SWFs are basically sitting in this bubble filled with abundant food and fertile fields while looking at these solo-queue players, in their bubble, that’s a desert with one serving of turnip stew and can’t understand why solo-queue players are giving up all the time.
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Well, there are no come back mechanics for survivors. Most times a minor mistake does end the game for survivors. Survivors pretty much have to play close to perfectly or they lose.
It’s like chess, when you know you’ve lost, you forfeit, you don’t keep playing a lost game. -
The game is way too snowbally for killers. Any minor mistake by a survivor and the game is completely over for the survivor team.
Survivors can tell when the game is over, there’s honestly no reason to keep playing after a point.
Killer is not the same, you can comeback, even with 4 gens and a full team of survivors. That doesn’t happen with survivor.
Making survivors play an obviously lost game makes no sense. The survivors know it’s over and the killer knows it’s over.Also, I would like to mention, on this post, it appears survivor mains are fine with survivors leaving and killer mains are the ones getting all upset that survivors are doing this.
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@ElionTron10 said:
"its to effective" Sry that this perk was too good and forced the killers to play fair and has prevented a 3 against 1 at 3 generators
Tunneling at 5 gens is such a miserable unfun experience for survivors that having a really effective way to prevent it is a must. Because of the animation, the survivor only gets part of that 5 second stun to get to a loop and, just maybe, gets to play the game longer than he sits on the hook. Sure nerf other survivor perks but the only perk that effectively reduces tunneling, which prevents miserable unfun games, shouldn’t be nerfed. Plus, it’s a ONE USE perk, it’s inherently has a severe penalty. 4 seconds is hardly anything when you remove the animation time. And again, this severely reduces unfun suvivor games, where that get tunneled at gen 5.
And let me just add, a vast majority of the player base isn’t in the top 5% of players, which can adequately use a 3 or 4 second stun time. The other medium and low skilled players also need a way to prevent tunneling, the in fact need an accessible way to prevent 5 gen tunneling more than the top 5% of players. Removing the 5 second stun time, removes DS as an effective means to prevent tunneling at 5 gens, from those players leaving them defenseless. -
@Vindictus said:
There are already perks that counter adrenaline: No one escapes death that is nowhere as OP as adrenaline, you do not have to do anything for it to activate but reach end game, gives survivors exposd status and you receive extra speed boost UNTIL the hex totem is cleansed with the only counter is cleansing totems before endgame whilst most survivors don't even reach the end game. A hex totem that you can almost not counter unless you are a SWF.
Terminus is a perk that gives all survivors broken status in end game for 30 seconds, so you do not receive heals from adrenaline.
So I do not understand why it is being nerfed when there are already counter perks for it, yet we have to carry anti tunneling perks to not be tunneled? Solo survivors continue to get screwed over by dumb decisions that I have decided to quit the game until there are QOL improvements for solo survivors so in other words, permanently. I've never ever felt miserable playing a video game before. They only want people in premade groups to play this game, maybe should have advertised it as a party game, a waste of money.
Now I got my question officially answered this game is balanced around SWF!I’m actually surprised solo queue survivors have waited this long. The game has been bad for solo queue for more than a year. Heck, I quit around the last circle of healing nerf .
The game just isn’t fun for solo queue and hasn’t been for a while.
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@Archael said:
So. Because certain topics went into the course of killrates and winrates i came into conclusion that new topic is needed.
This is not a suggestion tho it will contain my suggestion of how to balance things. Main point of this topic is to discuss over what feels fair in terms of team balance. And as much as balanced players opinions are most valuable, because they know each side more less the same, all opinions are valid since its not a suggestion thread but a discussion one. So killer players, survivor players and even entitled players can be heard.
So. Current devs aim is around 60% killrate. Some people may call it being killer sided but truth is that its not as simple.
Statistics is about big number, and statistically 60% killrate means that every one survivor has 40% chance of escape, and 2.4 survs in every match are sacrificed. But this also means that killer wins 40% of the time with rest 60% being draws/loses. Idk how devs calculate hatch escape for killer, i would consider it as 4k for better statistics, and aim more for 57-59% killrate, but 40% winrate for every player is quite fair tbh.
But this is because dbd is not team game. Survivors are competing against the killer but also with themselves - even if killer kill only 1 survivor and lost a match, this still means that at least one survivor lost along with the killer.
For more balanced and good feelings, i would AIM for 50% winrate for each TEAM but this would require survivors being a team, yet since every survivor can loose before others fate is decided its impossible. We would need to remove one of core dbd gameplay features - hook sacrifices.
I have an idea of making trials having timer.
Killer need to hook, mori, hit, and do whatever they can, to interrupt survivors objectives.
Of course objectives would need a balance pass.
Hooks would last a minute with ability for being unhooked, but after a minute, hooked surv would be removed from hook and placed at least 36m away from killer.
Mories would put surv in ghost mode, where they can move freely, but cannot take conspicious actions, nor have collision, and may or may not be visible by other survivors. Mori lasts for 1.5 minutes.
If survs manage to do their objective their whole team won and escaped.
If survs fail to do their objectives, they are sacrificed to the Entity, and they are dead (did i mentioned that trials should be at night, and timer should count down to dawn?) by daylight.
You don’t understand probabilities and statistics enough to make this statement. Most everyone doesn’t,.
My suggestion is use nightlight.gg to get your numbers instead of trying to generalize the statistics and probabilities, because that doesn’t work at all.
If you use the stats from nightlight.gg, you will see killers generally have a 60% win rate as well as a 60% kill rate. -
@sinkra said:
I don't think there's any other perk in the game that is as likely to guarantee your team will lose if you use it. I've tried using it a few games and I simply can't escape. The 2 minutes is way too long for the minor 10 second BNP it provides. It regresses fast if you pause like when the killer is nearby. The broken status is like rewarding you with punishment. It's simply too many negatives for it to be viable.
Honestly, YES.
This perk and No Mither completely throws a game. If you are in an SWF, sure those 2 perks are fine. However, in solo queue, it wastes 3 other players time and their enjoyment of the game.
Those 2 perks are just as bad as suiciding on hook for the other 3 players in solo queue.
SWF, those 2 perks are fine.
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@I_CAME said:
- You lose significantly more than the killer. The average player is escaping less than 40% of the time if we factor in games with disconnects. Players like Otz with over 10k hours couldn't get above 40% in solo queue during their experiment. I always get a good laugh at that one killer main who goes around claiming to escape 70% of his solo queue games. Like do you just hide in a corner with Left Behind? What is the point in telling a lie like this when nobody believes it?
- You get significantly less bloodpoints than the killer in addition to losing significantly more often. Just play a few matches as each side during the current event. Killers get SIGNIFICANTLY more bloodpoints in the average match.
- There is practically zero matchmaking which leads to there usually being at least one weak link on your team if you are in solo queue. You might also get paired with a 5000 hour killer running four slowdowns even if you are on a big losing streak.
- Your game can be completely ruined by the other side if they decide they want to tunnel out the 500 hour Dwight. Maybe they will bleed you out too.
Survivor is not fun due to all of these things. The game is only fun if you have three good teammates which is rare in solo queue.
The simple truth is the developers don’t care about the solo-queue experience and they have no plans to make solo-queue play fun. The developers focus is putting out new killers/chapters.
If you are looking for a team based game, this is NOT it. There are plenty of team based games that are actually fun and balanced, just play those.
I know it’s hard to believe the developers aren’t going to do anything about solo-queue, but they really aren’t. They haven’t for years, since patch 6.1. Their direction is almost solely on getting content out. They don’t even have enough time to balances perks.
This isn’t a bad thing, but you need to understand the developers priority or you will be banging your head against a wall.
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@Crowman said:
The game is playable as survivor.
It’s playable in the same way that attaching jumper cables to your toes and cranking your car engine makes electric shock playable.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677024#Comment_3677024
These are not my calculations, these are statistics from real examples.
Those are the kill rates, you have to do calculations with those stats to get win-rates. Draws aren’t counted in win-rates, so you have to remove those to get the win/loss rates.
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@xEa said:
This might not be a real discussion but rather the one side trying to instruct the other
Lets go 🙄
Step 1: Understand that it is not about "winrate" but rather win/loss ratio. It may sound aweful when there is only 40% winrate, but it is perfectly fine, when lossrate is 40% and drawrate is 20%. Thats ballanced.
Step 2: There is a draw for killer. That part is always the most confusing to me, that some people somehow dont get this. The killer draw or tie is 2K. 0-1k = loss, 2k = draw, 3-4k = win. If you think a 2K is not a draw, then this is your personal take on how you define a win or draw and has nothing to do with the topic really. Its then more for "2K feels like a loss/win" topic.
Step 3: Survivor dont play in a team, they play individually. They may (or may not) have the same goal of escaping, but if teammates escape or not is not relevant for their own statistical win/loss ratio. Neither in end outcome, BP, PIP or MMR. While in other games like CS you win or loose with your team, in DBD you simply dont.
50% killrate is in fact not 50% winrate, because of the nature of 4 survivors and 5 different outcome.
Thank you NL for helping out on the illustration. We pick ANY killer of any time with a certaint winrate. There is almost never any difference, so this is not a "special example"
60% killrate translates into a very unballanced Win/Loss ratio. The killer wins 56% of the time and only looses 30%. Survivor simply loose 60% and only win 40%. Individually of course (Step 3).
https://us.v-cdn.net/6030815/uploads/CWMDVX6PK7WU/winlossdbd.jpg
50% killrate is an almost ballanced Win/Loss ratio. The killer wins 41% of the time and looses 43%. Survivor win 50% and loose 50%. The outcome is ballanced.
https://us.v-cdn.net/6030815/uploads/WQEUNDP90G4H/winloss22.jpg
The only question is: Why are they doing it? And the answer is clear: Killers are DBD figureheads, and they are supposed to be threats. At least this is the reason. If i think this is good or not has nothing to do with the discussion here, so i leave it be.
Questions/Objections? Just shoot.
Your calculations are incorrect.
Take your example of Unknown.
Survivors have 16.77 4es and 14.19 3es. Add those together for a total of 30.96.
killers have 35.46 4ks and 20.67 3ks for a total of 56.13.
You then both of those numbers together for a total of 87.09. You get the killer win rate by dividing 56.13/87.09. The win rate for killer is 64.45%.
for the survivor team, you divide 30.96/87.09 for a survivor team win rate of 35.54.
You need to remember that draws aren’t counted so you don’t use the 12.91% in the calculation.
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If you look at nightlight.gg, I would say the more concerning stat is how small the chance for a draw is compared to how massive a 4k is and to a lesser degree a 4 man escape.
4ks and 4es are the least fun outcome, while 2ks are probably the most fun outcomes because both sides are pretty equally matched and both sides have skill expression.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661252#Comment_3661252
If what you were suggesting about one in chase, one on hook, one healing was 100% the case all the time then nobody would escape when it's a situation of 1 or 2 gens left and no survivors. The reality is that escaping at 1 or 2 gens left with three survivors is doable.
Killer mains don’t want to play 12 hook games.
If they did, then they would be calling for survivor hooks states to be pooled together, so it requires 8 hooks before you can killer a survivor.
its that simple and it would make the game better. The game would need to be rebalanced, but that takes care of tunneling and camping.
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Unknown has his naked BUTT showing in the front below his shirt, with his pants hanging down like a thugs.
Thats literally the first thing I see, and I just can’t take it seriously. Who decided to twist his body around so you can see his butt cheeks from the front, lol?
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@Emeal said:
>Me when the weakest Survivor in a match or a Troll get sacrificed 9 times. 😒
I'm sorry, but I have no positive sentiments about this idea, not even a constructive spin. It appears to be a change that could make the game more exploitable by inexperienced players or trolls. I am opposed to this idea in its current form as I believe it has the potential to be very harmful.
Could you please provide more details on how this system would not worsen situations and gameplay for other players when it is involving players who quit, sacrifice themselves on the hook, give up, or engage in trolling behavior? Thanks.
Trolling ruins all games. If a person kills themselves on hook, whether 3 times or 9, it would be the same situation. Games ruined. You can really base your opinion on trolling.
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@GeneralV said:
Remember that Nightlight isn't 100% reliable.
Because well...
https://us.v-cdn.net/6030815/uploads/B7J5C39EDE2W/image.png
A bit high for a killer that many are considering to be the weakest in the game, isn't it?
Many players still DC or give up immediately against Skull Merchant, and that has an impact on her kill rates. That doesn't make her too strong or overpowered.
Freddy has a 55.56% win-rate
Skull Merchant has a 65.82% win-rate
Big difference, about 10%
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646103#Comment_3646103
You're so wrong, they want the game to be balanced around 12 hooks...Means 4K every match.
lol, ain’t that the truth.
They should balance around 10 hooks. That’s a draw, which is fair for both sides.
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fixing tunneling is simple. Pool survivor all 8 survivor hook states together, instead of 2 individually. That would allow all survivors to play a full game.
Then rebalance the game for that. Killers are always wanting to play 8 hook games anyway, according to the forums.
This would also prevent those short worthless games that no one wants to play
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@anarchy753 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645195#Comment_3645195
I don't, particularly. I just thought it might be nice to have one thread appreciating something different and fun amongst the 10 pages of sulking.
If there are 10 threads saying it’s bad, then it’s not sulking, it’s bad for the majority of players. Glad you like it though.
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@Aven_Fallen said:
100% agreed, his Cooldown is way too good. I play a lot of Billy and while I totally like how smooth he feels, I 100% get not punished enough for missing Chainsaws.
Back then before Billy was nerfed there were two things which were problematic:
- Chargetime
- Cooldown
And they brought the Cooldown back. At the very least the Recovery Add Ons should be nerfed or outright removed.
That people just focus on where the healing/reset was done just shows that they dont have actual arguments why the Cooldown is good as it is. This is like saying that old BPNs were balanced, you just looked at the wrong Gen before the Survivor was able to use it.
Agreed.
why does every killer main want every killer to be S-Tier, when S-Tier shouldn’t even exist. B-Tier is where most killers should be. Not D-Tier and not S-Tier.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642933#Comment_3642933
"Why is killing aka the only objective killers have left bad?"
This argument is pretty weak. Both sides only have one main objective and increasing efficiency forces the other side to follow suit. If I were to tunnel at 5 gens, then the survivors would lose every single game, if they played chill and went for chests and totems. If I were to play chill and play against people that finish the 5 gens in less than 5 minutes, then of course I won't be able to compete either.
The funny thing about healing is that it barely slowed the game at all. Survivors could realistically heal themselves quicker than a killer could injure them. Multiple times per match with no set up needed. That's why medkits had to be nerfed. Medkits are still good. Just not as broken as they were.
The game is in a pretty good spot when both sides play similar. But when one extreme meets another, for example a 10k hours hard tunneling Nurse main with 4 regression perks meets 4 casual solo players, then it's really not fun. Which is why the extremes need to be looked at. On both sides. You can't have killers spreading hooks and playing chill when the gens are done in 5 minutes tops and you can't have survivors that play chill when killers tunnel from the get go either.
I meant, why is survivors doing their object bad. The only thing I can come up with is that it makes the game to fast for killer players. If that is what is bothering killer players then healing has been shown to slow the game down. It gives both sides breathing room and it doesn’t disrupt the balance of the game.
I see why people complain about camping and tunneling.
But I don’t see why “genrushing” is a problem since this is what Killer players seem to want over the slower games you get from a “healing” meta.
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@GRIG0 said:
Soloq is always miserable, i dont think is worse now lol. I feel like there are only 2 roles: SWF and Killer. SoloQ is...there, like bot matches, is a feature that doesn't represent a real match 🤣
Personally i mainly play killer and my rule for survivor is: If in 3 matches i didn't have any fun, i just call it a day and play another day.
I have yet to play a 4th match 🤣
+ Alan's perks dont help a bit, the 3 of them are so UNINTERESTING.
The ridiculous insta-down Billy buff did not help things.
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A non-tunneling game is fun for survivors.
Tunneling at 5 gens, isn’t even a game for survivors.
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@Adaez said:
Both camping,tunneling genrushing are bad for the game, killers camp and tunnel because of genrush and because they are forced to stack gen regression, before saying that killers camp and tunnel you should also ask yourself why, it's the only way they can get enough pressure to match survivors genrush that really need a second objective.
Why is genrushing aka doing the only object that survivors have left, bad?
If you want a longer game, then buff healing. Healing slowed the game length down because survivors would waste time resetting.
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Just make hatch a kill and give survivors the option to give up after a 1 minute bleed out/suicide option.
4 minutes is ridiculous and people who play killer abuse it to grief players.
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@Crowman said:
Mmr isn't so much the issue as much as it's the devs focusing on quick matchmaking rather than accurate matchmaking. And this is the community fault bc they complain whenever they have to wait a few minutes for a lobby.
This is the issue. MMR needs to be accurate for more balanced fun games.
I don’t even feel like I played a game if I my team gets curb stomped. It’s as if my team loaded into the 4k screen.
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@Chocolate_Cosmos said:
Wait, dbd forums and saying SoloQ is decent and not horrible unplayable nightmare 24/7 365 days in a year? What the hell... Don't wake me up!
Btw I agree. SoloQ isn't as bad as everyone screams they are, but that doesn't mean we don't want or need more improvements to it. There is still a lot room to improve but it got better with new UI, anti-facecamp, endurance base kit, anti-3gen forever, etc.
Yes, solo-queue is actually bad and unfun. Probably the major reason for the drop in players. New players are ran off because they can’t play the game and old players are run off because of how unfun solo-queue is. The o my players they are retaining are Killers and SWFs.
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@Crowman said:
Bc sometimes a survivor bleeding out is not the fault of the killer. Can't tell you how many times I've slugged a survivor to chase another survivor I saw nearby only to be unable to find the survivor I slugged bc they crawled to some corner to prolong the match.
They are saying killers intentionally bleeding out survivors for 4 minutes to be toxic. They’re not talking about some random situation that can also lead to a 4 minute bleed out.
the devs should just give a suicide option after 1 minute to put it in line with hook suicides.
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Agreed.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642008#Comment_3642008
How was solo queue nerfed specifically? I can only remember solo queue specific buffs and nerfs to survivors in general (nerfs that were very much needed).
The self-care and healing nerfs affect solo-queue way more than SWF. Never understood the reasoning behind nerfing anything that affects solo-queue more than SWF.
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@RFSa09 said:
alien: no cooldown for missing and hitting: nerfed/fixed to make alien suffers a bit for not playing well enough
chucky: almost no cooldown for missing and hitting: nerfed (if i remember correctly) (still too strong)
iri tag blight: no cooldown at all: nerfed because it was actually so broken
billy: no cooldown for missing and hitting: already strong, but they buffed the basekit cooldown, buffed the cooldown reduce addons
why???? what´s the point?? 4 times in a row dude, the same mistake, i´m not joking it´s not funny, billy is amazing, everything besides his non-existent cooldown feels good, but it is a huge problem, he´s an INSTA down killer, he´s not like nemesis and legion, both of them can´t actually down a survivor with their power without hitting them 4 trillion times (but they have a 2x longer cooldown for some reason and have no addons to reduce it)
look that:
i literally can´t do nothing about it, he´s on my back, he missed 3 times and look, he´s still on my back, and he´s not even using both cooldown addons
i just want to show how bad it looks like
Billy was extremely powerful pre-buff, you just had to take time and learn him. No reason to have buffed him more. I guess we’ll see a Nurse buff soon.
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@Config said:
As human race has developed there seems to be 2 ways to promote a certain behavior, even ur parents do this. Let’s say ur gol is to not eat burgers, one way u can do this is to punish someone by let’s say punching him every time he eats one, yes he will more likely then not not be willing to get punched and may stop eating burgers, but this is far from being the best way to do it. The other way is to give that same person 20 bucks everyday he does not eat a burguer, and he will more likely then not stop eating burgers cause he’s being rewarded for it. We saw that punishing killers for tunelling isn’t going to change it, cause it’s I still the most effective way to win. The only way to stop tunelling is to make so it’s not the most viable option. REWARD killers for playing “nicely”. Make so every time u hook a different survivor once a gen loses 15%, but if someone dies this affect no longer works, then nerf the current NECESSARY gen regressions, then there would be a reason to avoid it. If this effect isn’t enough make something else, but rn I don’t believe that what they are doing it the correct way to do things. Also make people using bt have no collision, this should’ve be happening since the beginning
Tunneling gives you an easy win. What can be more rewarding than that?
What should happen is remove the built in borrowed time and replace it with built in DS.
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@th3syst3m said:
Yeah that's pretty much it, must be intended. I guess the devs want solo q players to play killer, SWF, or quit.
I swear the developers are trying to run all the solo-queue players off for a year now.
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@Config said:
As human race has developed there seems to be 2 ways to promote a certain behavior, even ur parents do this. Let’s say ur gol is to not eat burgers, one way u can do this is to punish someone by let’s say punching him every time he eats one, yes he will more likely then not not be willing to get punched and may stop eating burgers, but this is far from being the best way to do it. The other way is to give that same person 20 bucks everyday he does not eat a burguer, and he will more likely then not stop eating burgers cause he’s being rewarded for it. We saw that punishing killers for tunelling isn’t going to change it, cause it’s I still the most effective way to win. The only way to stop tunelling is to make so it’s not the most viable option. REWARD killers for playing “nicely”. Make so every time u hook a different survivor once a gen loses 15%, but if someone dies this affect no longer works, then nerf the current NECESSARY gen regressions, then there would be a reason to avoid it. If this effect isn’t enough make something else, but rn I don’t believe that what they are doing it the correct way to do things. Also make people using bt have no collision, this should’ve be happening since the beginning
The Developers already tried rewarding killers and it didn’t work. Which obviously, it’s not going to work.
Tunneling someone out is to rewarding for the killer for other rewards to stop killers from tunneling. You can’t get better than an easy win.
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@Sylhiri said:
Not even sure the win conditions are comparable since you can have a state where both a survivor and killer can win the same game or lose the same game.
DBD has the win/lose rates for games and it’s based on whether the killer wins or loses.
For MMR, if a survivor escapes or dies, is used to adjust that survivors MMR. So for MMR an escape is “treated” as a win for an individual survivor.
A actual game “win” for the killer side or team survivor side is whether the killer gets 4k or 3k as a killer side win and 0K or 1k as a survivor team side win.
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@BubMickey07 said:
I wanna know what others think the game is..
Also give an actual example of it being a certain side don't just spam "its killer sided" or "survivor sided"
It’s proven by stats that it’s killer-sided. There’s literally only 1 killer on nightlight.gg that doesn’t have a positive kill to death ratio and that’s The Twins.
Skull Merchant and Onryo are at a 67% win rate and a 28% lose rate.
With 21 of the killers, survivors lose more than 40% of the time
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@MikaelaWantsYourBoon said:
I hope people punish them with bad sell numbers, so maybe they will finally listen us. If you are not gonna change anything, what's the point of PTBs?
I don’t understand the reasoning. Deadline and Boon:Illumination are horrifically bad and
Champion of Light is problematic because of the hinder status. If it has any noticable affect, it will be unfun for killers and be nerfed or it won’t have any affect and be worthless to survivors. (Think Boil Over).
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@Peanits said:
Hey y’all, thanks for taking the time to share your thoughts. It’s clear that the changes we’re making to The Onryo didn’t live up to expectations, so we’re preparing a series of follow-up adjustments to address the feedback we’ve received. These adjustments are planned to release as part of the minor updates in the weeks following the Mid-Chapter. We’ll be sure to share more details once we have a plan locked in.
Boon:Illumination needs a major buff. If it releases as is, it may be the worst perk in the entire game.
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@MikaelaWantsYourBoon said:
Question is on the title.
I am not gonna buy him for sure. I love Alan Wake, he is cool character but he is coming without killer. We got solo survivors before but at least they had some fun perks.
Alan Wake is coming with terrible bad perks. The only good perk he has is Champion of Light and we all know this perk will be nerfed 6 - 9 months later. So there is really no use from Alan Wake. It's shame they ignored all PTB feedback and did not change his perks.
No, his perks are so bad. If champion of light is good, I feel like the developers will nerf it anyway, since Killer-mains flip out at survivors having different meta perks than what survivors have had for 7 years.
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@Mandy said:
We'll be looking to put out stats in the coming weeks, this one that we'll also likely address at that time.
”We’ll likely address at that time” sounds ominous. My guess is solo queue has a pretty low survival rate, probably under 30% if my games are any clue.