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The4thMagi

The4thMagi

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The4thMagi
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  • I only have 1 person that I play this game with, and that is only half of the time, the rest is solo entirely. Even with that person, It is basically still solo queue. We're not great, about 700hrs ish, we quit a bit after RPD and came back recently. Solo queue was bad before, now its just mostly unenjoyable no matter what.

    Not even going to talk about the event much since imo, both sides have some unbalanced crap. Survivors, its mostly quiet mode, window blocking is only sometimes viable, party pallets are just useless most of the time. Killers its that you don't lose distance/bl to break pallets. I mean that plus the hooks, if you're a semi-capable killer, you snowball ridiculously fast.

    The regular game-mode is just painful tbh, majority of the time it doesn't feel rewarding even if you escape. Most of my games end at 4,3,2 gen mark. Most games don't even make it to the 2 gen marker. I don't even play to try to escape anymore, now I just queue to have fun looping. Likelihood is, everyone is going down 10 seconds or less into chase anyway. Even when I run a gen build, feels like it doesn't make that much of a difference. It's just become too predictable. I can likely tell the outcome a few minutes into the match, and that's just a bit demoralizing isn't it? Afterall, the technical goal is to escape. So instead of caring about escaping anymore/mmr, I just play to have fun looping. Obviously, that leads to tunneling, camping, and afking while being bled out. It's really the only aspect of the game for survivor that I enjoy anymore.

    TLDR for survivor; The killer is either way too inexperienced, and it's just not even fun. Or the killer is just way better than the other team members and just steam-rolls the game. Slight times do you have what feels like a semi-balanced game. I often find myself enjoying looping in a losing game, because it's just the norm to not escape now. It's basically like my new CSGO surf.

    Killer, it doesn't even feel fun majority of the time. My games literally end most of the time in 10 minutes or less. If they're a swf it's more challenging, normally more enjoyable, still often ends super quick. I either end the game super fast, get a semi-decent swf and end it slightly slower, get a decent swf and 2/3k, or get obliterated and not get a single hook. I love killer, but it feels boring most of the time.

    Overall TLDR; Killers snowball too easily. Matches often end quickly, and escaping feels secondary to having fun looping. As a killer, games are mostly too easy and end fast, unless facing a coordinated team. The game has become entirely too predictable and less enjoyable.

    I'm still going to play, because despite the numerous, numerous, flaws, I enjoy the core gameplay, and have had good times. I just hope things change at some point.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748202#Comment_3748202

    That is why i worded it as i did, because people should always have the beinifit of the doubt, and i dont want to accuse anyone, but there are a lot of fresh accounts making all those posts lately.

    Okay so you meant like as in they could be spam accs to just post things similar to this post, thanks for clarifying. Yeah no idea, could be.

  • @SunaIIanu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748192#Comment_3748192

    Technically they are doing the right think though. If there is more than one gen left it is really unlikely to finish it with two people and usually the Killer stays near the slug, so trying to pick them up is usually a suicide mission. If I'm playing solo I'll still try to get them up, but in swf I encourage my teammates to let me bleed out and if they are fine with it, I'll leave them on the ground aswell.

    It is just a really bad design.

    As for the topic, the Devs tried the finisher mori in the PTB a while ago, which would have fixed the bleed out situation, but it didn't make it to live. So I would guess that the Devs are not completly happy with the current situation but unsure about the right solution. It's also possible that they have given up on it but I hope not.

    Oh no yeah 100% they are doing the right thing, still is irritating I gotta afk though. Frankly, idk why last person left doesnt bleed out faster if killer is just messing around and not ending. I don't blame those survivors its annoying but that ties into the issue with their mmr system being if u die u lose mmr/escape and it goes up. It penalizes people for being altruistic. Which is ironic since there's a category for pips.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747886#Comment_3747886

    I have noticed that there are a lot new accounts posting these threads. While it's possible this is just a coincidence and these accounts are completely legitimate, it does seem like there's a lot of noise being made.

    Do you mean forum accs? I just never made one lol, I have been playing for years though. And do you mean that other people are talking about this as well? Wouldn't be surprised frankly its happening often.

  • @Tyler3 said:

    I think it could be good, especially for newer players, but instead of seeing practically every pallet and window on the map it should just have a range of around 10 metres. Maybe the feature could disable after you've played like 30 rounds? Because by then you'd probably know enough of where everything is.

    That's maybe a good balance, then they can just buy kate if they want to. Think they'd need to explain it though, if not people would be like "#########? where did the auras go xd" Frankly, most of the time I use windows every build, it feels very essential in solo q, plus i dont use exhaustion perks at all, so if I run to used pallet i am just dead.

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/417568/thoughts-on-implementing-base-kit-windows-of-opportunity

    To be honest I can't help but feel like this makes sense given that killers see gen auras at basekit, it feels pretty similar to me, both are defensive objects you go to to prevent the other side from doing their objective. Still, if this were to happen then maps would need to be in a way better spot which I struggle to see ever happening

    That's a valid point. I don't see it happening either for the most part, I mean so many players still don't even look/know what the Hud is, and yet bhvr has the view that basekit kindred would confuse new players too much. They are already confused as is in my experience. On top of that, many just run to the 1st pallet they see and insta drop it, never look behind them, or just hide all game and not use their hook resources to spread out hooks. Feel like this would help somewhat, if they dont add a better tutorial.

  • @AmpersandUnderscore said:

    I don't think I've ever seen the devs talk about it directly, but it's come up regularly every so often.

    I'm generally in favor of the idea, depending on what limitations they put on it. (Like having to be at the 'find help' level of recovery and/or a time limit to prevent people spamming the button as soon as they drop)

    That's true, it can't be broken, maybe something as simple as my previous comment "maybe hp% remaining based, so you just aren't forced to alt tab and afk.". Something like idk half the bar is gone? or something similar, you can forfeit and play your next match. Especially knowing solo q, if I am the last of 2 left and I'm downed, 99% of the time killer leaves me and goes to look for last one. And majority of the time, they are crouched/hiding in a locker, or edge map. I don't want to just have to afk, we all know those types aren't coming to pick u up lol.

  • @kosaba11 said:

    I don't think so. BHVR seems to be anti-survivor a lot. But there 100% should be something to stop slugging. I get BHVR wants to claim its a valid gameplay style, but all it does is ruin the fun for everyone. Same with tunneling and camping. Killers are already overpowered, they don't need more help.

    I only slug for the most part if survivors decide to all be bunched up as it can end a game quickly. The thing that I don't do, is just mess around/dance and let them all bleed out entire duration. I just hook, and go next. That should definitely have a mechanic maybe hp% remaining based, so you just aren't forced to alt tab and afk.

  • If thats how their mmr system really works, then its no wonder solo queue is a h**l hole. Doesn't mean you're competent just because you escape, nor if you die you're bad. I am basically mid-low mmr and I majority of the time run the killer for at least a gen, if not more. I take hits, get saves, unhooks, heals. So when I inevitably get tunneled out/dice rolled to be found before the other person left, my mmr goes down?

    There's literally so much to take into account aside from just escapes vs kills. If bhvr really thinks the "anti-tunnel" mechanic stops a tilted killer from tunneling someone out who wasted a lot of their time, they are deluded. If you play killer you understand what I mean, if you want someone dead you can easily make that happen. Doesn't matter if you get run for 3+ gens you will make sure they die if you really wanted to.

    Not to extend this further even though it would be easy. Let's be honest, if you're in low-mid mmr you roll a dice every game with your team-mates. Majority of the time, they die in less than 20 seconds. So, unless you can blast through gens, and hide all game/find hatch, gl climbing mmr consistently. Gl if you enjoy looping, you're penalized for interacting with the killer, and if you're somewhat good at it? Lol, gg next, get tunneled, only a matter of time till u make a single mistake and die.

    TLDR; defo no disparity between SWFS and solo-queue, not at all. No improvement or rework needed at all.

  • @Royval said:

    Survivors asking for move perks basekit. When will us killers get something “basekit”?

    Killers should get something. Frankly, if they make something basekit for one side, they should compensate the other with something if you ask me.

  • Honestly I feel this heavy. I think mmr needs to be adjusted or to add something that everyone in the lobby can see that actually is closer to people's skill level. Steam hours is nice, if they are even public. To be frank, I've seen some questionable games with people who have a lot of hours. My games vary from getting cracked juicers very rare, to people who crouch and hide all game/leave me on 1st hook to hit 2nd phase. I have literally no solace in these games, all I know is if they are high prestige assume the worst.

    I would also like more transparency into their matchmaking. How come I, as someone who can at minimum (unless I mess up), get a gen chase+ relatively consistently, get paired with people who, die in less than 20 seconds, insta-throw pallets, dont even look behind them majority of the time, lest I need to mention the crouch/hide/afk gamers?

    If it's really as straight forward as, get out and it goes up, die it does down, I can understand why solo queue feels horrible. If it's not taking into consideration anything else but living and dying, people who shouldn't go higher in mmr, get there. They fall down, get spared, and go back up, back down, hide and escape, down. Based on this theory of how it could work, you might even get lower mmr than you actually have.

    Don't want to do gens, hide, avoid chase all game? Well lucky for you, you can enjoy the best part of the game imo, being chased, eventually going down (haha hope u guys were doing gens and not crouching o_0), rinse, repeat, maybe they commited to genning, gates open, you might get out. If they don't commit to genning, well, lets hope you hid after 2nd hook, if you get unhooked that is.

  • @OrangeBear said:

    I think a heavily nerfed version of windows should be basekit.

    do elaborate on what that could look like, what did you have in mind?