XboxPlayur
XboxPlayur
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because low mobility killers need a way to stop survivors from sitting on gens. If your teammates leave you on the ground for 4 minutes to keep working on gens, you shouldn’t be rewarded with a free get up. If you truly get bled out every single game (unlikely) there are perks you can run to counter this strategy. If you refuse to run the perk, then the issue can’t be all that prevalent.
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but the new update is so horrible survivors are supposed to stop playing and make the killer times jump up to 30 mins? All these posts can’t just be doom posting could they??
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”if I can’t loop the killer for 5 gens by pre dropping every pallet what am I supposed to do?”
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I see you are also getting fed bully squad after bully squad tonight. Let them enjoy the over saturation of pallets while they can. Honestly, I felt for survivors getting screwed by the incompetence of the dev team scrapping all the changes. I thought maybe the basekit unbreakable could’ve worked, then 4 flashlights hovering for saves, jumping in lockers for flash bang saves, hovering under pallets all night reminded me why we can’t have nice things.
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or you can stop tunneling survivors off hook with one of the strongest killers in the game? There are plenty of things to complain about with the game currently… this is not one of them.
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@Willish said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027791#Comment_4027791
Punish survivors as a solution to killers tunneling? 🫤 Yeah, no..
sorry you misspelled “slow the game down so killers can relax without getting steamrolled”. Contrary to what the devs say most killer players aren’t just evil trying to ruin survivor fun. They are stressed out with no room for error. A killer has to keep constant pressure and make no mistakes or they get steamrolled and bagged at the gates. The best way to get rid of tunneling is to make other playstyles viable. Making it harder and harder to apple pressure without significant incentives/buff for “playing nice” isn’t going to solve anything except killer queue times.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999337#Comment_3999337
The problem in question only occurs on the PTB and is therefore measured as such.I never said anything different.
I don't personally mind, but it certainly invites tunneling, which doesn't seem to be a good fit for a mechanic meant to prevent tunneling and punishes killers that do not wish to tunnel.This is two different things.
The first part is an issue of player enjoyment. Does this, or does this not make for a better game?
The second part is whether the design fits BHVR's goals.
I believe the first part is far more important, though trying to gauge overall player impressions can be incredibly difficult. I think the second requires guessing at BHVR's goals, which is also very difficult given their scattered communications, and I believe tend to get oversimplified by the community.
Broadly speaking, I think many people talked themselves into the idea that BHVR was forcing players to play in a certain way. I do not think it is their intention to completely remove tunneling or the possibility of an unhook acting as a defender, but to make those tactics less viable.
Who knows? Apparently none, hence the delay - no one has a full scope of the PTB process or codinPart of the issue is BHVR has been talking about anti-slugging coming for a long while. Both possibilities justify player anger:
1: They listened to bad arguments
2: They released an update so poorly designed they had to walk it back entirely.
There are lots of ways this anger could have been mitigated or anticipated (it should have been no surprise there was going to be massive backlash). I, and I think a lot of players, are past the point of giving them the benefit of the doubt.
No. I'm stating that claims made WITHOUT EVIDENCE do not hold up and should be disregarded - I'm pretty sure this is clear from my wording.This is axiomatic. It is a truism that could be probably be applied to the forums at any point and, as I'll get to later, I think you're doing the same thing.
I'm directly talking about a tool on the PTB (in my example) that can be used the same way 100% of the time. In this instance, it's body blocking with Elusive. Any player on the PTB can emulate this tactic with zero practice.Right now you are, but that didn't come up to the second page of the discussion. Until then the post could have been about anything.
Reality is true. People's opinions can adhere to this or not, but there is always evidence of what is real and factual whether it lines up with someone's personal take.But your posts don't do that.
Despite arguing about people not using evidence, you don't either. You're just relying on 'it's out there' and put the burden on people to disprove a potentially moving target. There are lots of arguments out there, absolutely, but which of them prove the issues you are talking about?
This also relates to my other point, one good argument that supports a position is worth far more than hundreds of arguments that do it poorly.
Nice chatGPT response. He doesn’t have to spoon feed you every example, they’re all over multiple platforms. You’ve proven you have no leg to stand on by pretentiously arguing semantics instead of engaging any actual points he brings up.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999342#Comment_3999342
No, I was literally referring to the fact that the meltdowns started before the PTB had even started, and as such prevented constructive conversations from being had on this forum once it had come out. I said nothing about identified flaws.
And everything we were “melting down” about at the first announcement turned out to be the same issues we saw during PTB… turns out if you actually play the game and understand you can tell what is a bad idea. Doesn’t make it invalid feedback.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999282#Comment_3999282
At no point in my post did I say the changes weren't flawed. You're making a whole heap of assumptions about me. This community has been embarrassing over the last week and I stand by that. I've given my feedback over the changes enough elsewhere.
no but you’re trying to portray this delay as a product of nothing but uninformed outrage instead of what it was, a needed delay of extremely flawed changes.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997354#Comment_3997354
Agree, but it's not like the complaints only started once the PTB came out. Even before people could test it as intended, the doomposting and screaming and review bombing had started.
Let's not sanewash this whole community meltdown, because no matter what "improvements to avoid problems they currently present", the fact is that there's a very loud subset who will do this all over again. How can we have an actual conversation about what changes are necessary when there's a loud subset against any change at all. You could not have a constructive conversation on this forum over the last few days. At all.
Many posts criticizing these changes admit that slugging and tunneling have to go, but that these changes are too heavy handed and broadly punishing to normal gameplay instead of targeting the problem behavior? How is that against ANY change? Or do you just try to demonize a whole group of people you disagree with by pretending they all completely agree with the worst examples among them because you have no real valuable rebuttal to their points? Just looking at the notes anyone with any amount of game knowledge could see that the basis for these changes was flawed.
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@Willish said:
It's telling to see the lack of community manager posts.. They were all over it when killer mains were crying. When survivors kick back, nowhere to be seen..
almost like… killers (and some survivor mains) were giving actual feedback for them to collect. Instead of whining about things with no real information/suggestions other than “killers mean! Always tunnel! I want to be able to play bad and still get to BM at the gates with my buddies!”
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“It’s very pathetic of you devs to ask for feedback and the actually listen to the feedback.” I didn’t see an equal amount of survivors on here glazing the updates as people who hated them on both sides. And honestly I still don’t see nearly the same outcry now that it’s been cancelled. Almost like a larger portion of the player base could tel the changes were bad or something shocking! And not only did we complain, we gave specific detailed feedback about what we disliked and why. People disagreeing with the posts very rarely refuted these complaints with anything other than “you just want to slug/tunnel at 5 gens” which no one giving real feedback was saying. And still survivors are doing nothing but throwing around baseless exaggerate claims of being tunneled/slugged every single game which everyone knows isn’t true. Or saying devs just listened to upset killers like we didn’t actually have good points. If you really think killers are overreacting refute our claims, prove to the devs that the system isn’t broken. Until then all it sounds like is “killers just want EZ wins, that’s why I should be allowed to play poorly but still get to escape or else the killer gets PUNISHED”
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@littlehoot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998451#Comment_3998451
There is a bias because the experience of the game, the control scheme, accessibility, mechanics, is fundamentally different on console compared to PC. I cannot tell you how often I die not of my own failings but because the controls incorrectly prioritise the wrong thing because 90% of the actions in the game use the same goddamn button.
There is a bias, it's just not the bias you think it is.
Also where exactly are you pulling this 90% from? Genuine question, I'm unaware of how the PTB feedback process works.
these changes that were scrapped had literally nothing to do with the controls of the game, so the console players aren’t going to have that drastic of different opinion on the changes that got scrapped. If they had scrapped the new killer then you may possibly have a point. I personally feel we haven’t had enough competency demonstrated on the devs ability to quickly make changes on such a broad patch after it goes live. Once something goes live it is usually left there for awhile, and as a console player I’d def prefer they didn’t push this live just to give me a chance to feel how bad it is. I can see from reading/ watching others play that it needs work.
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this reads a lot like “the second I start to lose the match I want to be able to leave” killers don’t want to play against bots. Stick the match out and try to turn it around instead of giving up as soon as things don’t go your way, or take your penalty and better luck in your next match.
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@BoopsPlease said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997957#Comment_3997957
No, tunneling does not require intent. The same garbage killer just happening to find the person 15 seconds after unhooking and downing them until they die on hook IS TUNNELING no matter what. It doesn't matter if one other person got hooked during this time. A survivor was forced out of the game significantly earlier than what should be the case and now the killer has an incredibly easy time in a 3v1. This is exactly why tunneling existing in the game in the first place was a goddamn mistake. People are now trying to spin this into a "I am holier than thou" because they tunnel in a slightly different way than the 3k hour blight main leaving chase to go kill someone immediately. 99% of killers on these forums would have triggered the anti-tunnel every single game if they actually played with the changes instead of just insulting and threatening BHVR over and over again. Because they are tunneling. BHVR THEMSELVES HAVE NOW DEFINED WHAT TUNNELING IS ACCEPT IT
or… if the killer is going after other survivors and keeps finding you by being “garbage” maybe you’re playing poorly?
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exactly, this is the biggest problem I saw with this update. There were some good ideas but it would’ve mainly affected people who didn’t tunnel, at least by this definition, so calling it “anti-tunnel” felt like a slap in the face. Those who play killers that are able to hard tunnel 1 survivor out at 5 gens would still be able to do that, but I would still get punished for hooking 3 separate people, or in some cases just using my power.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996388#Comment_3996388
Because survivors need help. There's been constant complaints about loss of agency through cheese tactics. Killers are doing fine. They have plenty and are getting more. And all the values from whatever survives will change anyway.
You have agency in both of these scenarios through the perks/buffs already in the game. As someone who plays mostly killer, I only tunnel for 2 reasons. The first is an overt annoying survivor and usually they’re very good at looping so they want to be tunneled to waste time. The second is if a survivor is going out of their way to use the anti-tunnel tools to attack me when I’m not tunneling. In either scenario I have to ask if it’s worth throwing the match to kill this one guy, because I don’t play nurse or blight and how survivors have perks/buffs to combat tunneling now makes tunneling actually very inefficient. As long as survivors aren’t being super greedy/cocky/annoying, one tunnel out allows them to get at least 3 gens done and usually pretty good progress on the others. These changes would’ve done nothing to stop the nurse/blight tunneling and would’ve punished the other killers for not tunneling, while simultaneously giving them a buff they can’t even really make good use of. I get survivors are frustrated, but I refuse to believe they actually get tunneled/slugged every single match like they claim. And soloQ is always going to be at a disadvantage, as much as it sucks, because this game is a teamwork game and you’re always going to be at a disadvantage working with random people. Your builds might not go well together, you won’t know how they like to play, any number of reasons. Yes this patch would’ve made things easier for soloQ at the expense of the majority of killers gameplay, while not really getting rid of the actual problem.
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I agree that was the main problem, but I personally feel like the slugging needed tuning too. It was too much at once and it gave survivors a lot of power to bully killers with sabo/pallet stuns with no real counter other than letting the person go. If you are trying to incentivize hooking every survivor, hook denial is going to be a huge problem. Especially sabo, because killers have no real counter to sabo other than slugging and with the slugging changes slugging is dead almost completely.
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the sabo/save squads definitely need to be addressed with the slugging update. It just makes it too easy to create scenarios where the killer can’t hook at all which is just unfun. Body blocking while carrying sucks but we already have perks to stop that from being viable, sabo we have nothing we can do but drop and the new slug changes make dropping the worst play always. With tunneling, I think hard tunneling (three hooks in a row) could be severely punished with almost no problem. Other than that, as annoying as this is going to sound, survivors just need to learn to counter it. Because in most scenarios if you’re getting tunneled out very quick, you’re playing poorly. As someone who hardly ever plays the super S tiers like nurse and blight so I’m not very good with them, tunneling really isn’t that efficient with the perks/off hook buffs survivors currently have. Usually the only time I will tunnel is if a survivor is going out of their way to use their anti-tunnel defenses as a weapon against me because I’m not tunneling. And even then I usually have to make a decision of “am I annoyed enough I’ll throw this match to get this guy out” because the existing tools are good enough that as long as a team isn’t being super greedy/cocky, tunneling 1 survivor out gives them enough time to get most gens done before that guy is out.
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I would feel much less pressure to kill every survivor every match if they simply allowed me the option to abandon after the gates are open. If I have a chance to secure a kill I can take it, if the survivors are waiting at the gate to BM me after I got beat or even worse played “nicely” I can leave.
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yeah this is too much. Just do something similar to the previous anti-tunnel except make it only 3 hooks in a row on 1 survivor for severe consequences which is actual tunneling. Also these can’t be in effect the whole match. And if you’re going to give survivors more off hook buffs, gut their perks that increase these buffs the same as they added gen regression for unique hooks and gutted most regression perks.
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how about if survivors want real change instead of crying that a horrible anti-hooking punishment for killers in the guise of “anti-tunnel” didn’t get pushed to live and force a mass exodus of killers. Survivors come up with actually ways to change the system to actually target tunneling and slugging? Killers have spent the last week telling BHVR that these changes didn’t target just hard tunneling and toxic slugging and giving alternative solutions as well as pointing out the flaws in this system. And now survivors just keep crying “well they should’ve pushed it live and broke the game before they fixed it.. somehow”. Maybe BHVR saw the valid points killers made about how this system just wasn’t the right way to go at all? You have anti-tunnel and anti-slug tools in the game, use them. But I’m willing to bet after half the comments I’ve seen this past week you don’t actually get hard tunneled or slugged as often as you claim. Just because you hop back in a generator before you heal doesn’t mean you’re getting tunneled, it means you’re getting punished for making a bad choice, learn from it. Same with getting caught healing under hook. And im tired of the soloQ comments. It’s a TEAMWORK game, you’re naturally going to be at a disadvantage if you’re playing with people you don’t know, that’s just how it works. It might not be fair but there’s not much that can be done to balance that. You can adapt your play style to better work with however you’re teammates are playing but that gonna be a tough thing to do and likely require a lot of skill at the game. I get that you’d rather just have free perks base kit to make up for the disadvantage but then what’s the point of having perks in the first place?
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there are some good ideas in the patch but a lot of it is too heavy handed and affects normal gameplay. I agree hardcore tunneling needs to be addressed, and the malicious 5-gen sluggers need to be stopped, but this wasn’t the way. Adding all of this on top of the existing anti-tunnel/slug tools and buffs survivors already have would make killer unbearable. Apparently the devs agree. And I would argue that adding more and more perks base kit reduces build variety and forces everyone to play the game the same way and that itself makes the game stale. Everyone already know what’s going to happen every match.
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except you don’t have to fully charge it like a dash, you can activate early for a shorter lunge which is still pretty long. It also just feels completely different from a dash according to the several people I’ve seen review it. I can’t actually try it on the PTB. I would challenge any of you who insist it’s just “dashslop” to provide an alternative mechanic for him to have instead? Or just use the add on to play OG, except you can’t have infinite T3 which is honestly overpowered to begin with.
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not everyone was calm and reasonable but plenty of people expressed real valid concerns from the start. have you seen the original post of this thread? Don’t pretend like survivors are ways calm and reasonable. But all I’m seeing now are survivors claiming the only reason this patch was canceled is because of loud screeching which is blatantly not true. The patch was very flawed and we saw it from the announcement, luckily for everybody the devs listened and we will hopefully get a better solution to actually tunneling and malicious slugging in the near future.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997407#Comment_3997407
lol I have to say I agree with op I don't play the game but I kinda hope you'll get 30+min queue after Krasue release
I was waiting this patch to comeback update was BADLY needed, you guys ruined it… game is a huge joke 1v4 is ass, it's too easy if you tunnel, too hard if you try to play fair, solo Q is probably the worst pvp experience on the market, it's a huge mess
can't believe bhvr gave up after 2 days
“I don’t play this game, but I know what’s best for it.” Thanks but no thanks on your opinion.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996712#Comment_3996712
typically i only see this brought up when asking for killers to be able to abandon after the gate is opened (which is a very easy to toggle state within the games code)Sure, but that's why I said there are three conditions.
Easy to code: Check
Virtually no chance of a comeback: No, killers securing kills after the gates are opened is not at all unusual
Not easy to circumvent: No check, they can just not open the gate
Let's look at another possibility, all survivors standing at the exit line:
Easy to code: Check
Virtually no chance of a comeback: Check
Not to easy to circumvent: No check, toxic survivors could just move slightly past the line and tbag there.
to be clear i dont side with adding an abandon feature for thatTo be clear, I'd expand the abandon options on both sides. But I don't think the scenario people lay out for killers is anywhere close to one that can be drawn for survivors.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996655#Comment_3996655
is there even a period where survivors have no chance of a comeback anymore BESIDES during the sacrifice animation?It narrows the examples, but we're talking virtually no chance, not no chance.
If one survivor is dead and three are slugged, maybe one can get back up before the killer picks them all, and maybe they can reset, and maybe there is enough gen progress that you can finish the gens and open the gates.
It's extremely unlikely (which is a step up from virtually impossible). It's definitely more possible if the changes go live than it was before so we'll see if they reevaluate their stance on when the abandon option should come into play.
abandon option doesn’t mean you have to take it… just make the option appear when the gate is opened. If a killer still has a chance, they can continue chasing and trying to secure kills. If all of the survivors are waiting to BM at the exit gate/hopping in and out of a safe locker or over a pallet right next to the gate, the killer can bounce.
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I’m actually in the minority but I’m pretty excited for new Myers. Being able to toggle stealth/pursuer and having the normal lunge in stealth mode seems super fun. I also want to try new scratched mirror, seems like it will be even more powerful and make jumpscare Myers even better. Ive seen a lot of complaints which I guess is valid if you really don’t like it but I’ve had a lot of trouble trying to think of any other “power” they could’ve given him.
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New patch announced:
Killers- “this looks real bad, these changes don’t target hard tunneling or toxic 5 gen slugging at all. They’re going to be abused just like all of the current anti tunnel/slug measures”
Survivors- “shut up baby and wait for the numbers”
Patch is revealed and released to PTB:
Killers- “these numbers are even worse than I thought. here are specific examples of how this will be abused, or just affect killers who play the game in a healthy way. Here are several ideas for systems that are both simpler and better at targeting the actual problem.”
Survivors- “shut up baby you just want to tunnel someone out every game for EZ wins”
Patch is killed:
Survivors: “KILLERS ARE THE WORST THEY JUST CRY ABOUT EVERYTHING! THERE WERE FLAWS WITH THIS BUT KILLERS SHOULD’VE JUST DEALT WITH THEM BECAUSE I ABSOLUTELY GET 4 MAN SLUGGED AND TUNNELED OUT EVERY SINGLE GAME!! I DON’T EVEN HAVE ANY SORT OF WAY TO COMBAT EITHER OF THESE STRATEGIES LIKE PERKS OR UNHOOK BUFFS OR ANYTHING!”
This wasn’t a “loud minority” of people crying to get their way. It was many people, some of whom coincidentally have a lot of experience with this game, providing feedback on several platforms. Which was the purpose. Killers provided specific valid concerns and proved the flaws with these changes in the ptb, this patch absolutely didn’t need to go live. Maybe the survivors should try providing actual solutions to the problems they think are in the game for the devs to listen to? As a mostly killer player I would say that strategy seems to have worked and is in general much more useful to a dev team than just yelling “killers are your favorites!”
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@DBD2025MakesMeSad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997267#Comment_3997267
What makes the anti go next even more pathetic when you consider this cancellation of anti tunnel - the tunnelling is so bad currently that their own anti go next system was classing people who had been tunnelled out as "going next" and punished them for it. Now it seems to me if your anti go next system is picking up people being tunnelled out as something that should be punished, then tunnelling is a MASSIVE problem in the game but we can't punish killers because they have to be rewarded at all times for absolutely everything.
or or or… and hear me out on this one… these changes obviously and easily punished killers who were not tunneling… AND you already have tools to combat tunneling USE THEM.
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survivors have plenty of tools in the game already to avert tunneling and slugging. If you really are being tunneled/slugged EVERY SINGLE MATCH, and it’s not just negativity bias, use the tools you’ve already been given and hope their next roll out is an actual fix for the problem and not a blatant attack on killers in general.
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can’t edit on this amazing website: with the new scenario I could see why they want to implement it for the annoying slugging bleed out killers, but I don’t think that really happens all that much especially with the slugging changes. I mainly see it being used by wannabe sabo bully squads who got beat and want to go next to try and find a weaker killer to bully.
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I sort of understand the ability for survivors to leave once they’re in an unwinnable position, but I’ll never understand why they don’t allow killer the same thing. Just about every match I have at least 1 survivor if not every survivor left alive who will wait the entire EGC just to BM at the exit gate. No need for it. If survivors get to leave to avoid mori’s I should get to leave to avoid the BM at the gate. Once an exit gate is opened killer could get the same option survivors do, if I want to stay and play I can, if I’m just getting bullied and BM’d let me move on.
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@[Deleted User] said:
We will see what goes live, but at the moment some issues need to be addressed.
I didn't play myself but watched a lot of streams and issues that appeared urgent to me to be fixed asap before live:
- The slugging mechanic basically starts right when someone gets downed. Survivors who play actively towards situations where the killer cannot pick up instantly, get rewarded while the killer gets punished into lose-lose situations (slugging prevention build up or getting blinded/pallet-stunned). If you down a survivor vaulting a window or pallet, it also sets in instantly. That is not slugging, that is a killer in need of breaking the pallet or vault a window before even being remotely able to pick up. You need to give killers a little idle time of like 5 seconds or something.
- It is completely unclear in certain situations if and why the anti-tunneling punishment (kicks and regression blocked) sets in and when it doesn't. One issue is luck offerings and that survivors can basically force situations with those luck offerings (put themselves into 2nd hook stage), where they either cannot be touched anymore even when running around right in front of the killer (and when downed it also activates anti-slugging) or if they are, the anti-tunneling punishment sets in. Not due to a killer desperately hard-tunneling, but because of a survivor abusing this mechanic.
- What in the everfreaking hell were you thinking regarding Myers? He is Chucky-Pig now. Why did you take almost everything of the scariness and eerie basekit away and made him this action-based? ._.
As my name implies I’m an Xbox player so I haven’t gotten to test him personally but after watching some streams here’s my take. he has on demand undetectable, the scary and creepy is still there if that’s how you want to play him. Yes I’ll miss his gigalunge but what other power would you prefer they give him than this? Being able to run around and down a whole team with 1 T3 and some add ons was a little busted and wouldn’t even be that viable with the slugging changes as they are.
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I mean in the new movies he runs across a room once or twice…. And everybody loved those right?
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994839#Comment_3994839
Just so we're clear on what we're talking about here, what do you think is the "disease" here?
Also, I think it's somewhat curious that we're calling it 'handholding', when tunnelling has been the path of least resistance for the game's entire lifespan. Moreover, even if the mechanics activate, the survivors are still down one man, which is still a far superior pressure method, by simple virtue of tasks needing to be done versus the people available to do it. A faster speed is hardly going to matter if you never get the chance to use it because you're busy saving, being chased, on hook, etc..
I'll get to your second post tomorrow, I've had a long day and I don't think tired me is capable of combing through your proposals properly.
he’s calling it handholding because it’s not anti tunneling, getting hooked three times in a row very quickly is tunneling. Getting killed off early because you’re being greedy/out of position/doing gens instead of healing/trying to use your anti-tunnel buffs to attack the killer isn’t tunneling and it shouldn’t be punished. And I’m tired of seeing this “with three people alive no one is doing an objective” with the second chance perks, drastic increase in pallets, and any amount of skill a survivor can waste plenty of time on killers who aren’t the super high tiers. We don’t want to be forced to play blight and nurse, some of us want to play ghost face every once in a while and have a chance to do something other than get 2 hooks 45 broken pallets, and BM’d at the exit gates and taunted by the “non-toxic” side of the community. And to be clear I’m not saying low tier killer should be able to tunnel, but they should be able to take a survivor out of the game asap if that survivor is playing poorly, instead of letting them go for no reason other than spreading hooks that they don’t have the time to spread because they’re already so disadvantaged in chase.
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yes, address why tunneling can be the correct and needed play style in some scenarios, while punishing people who hard tunnel. Getting a kill after hooking three seperate survivors at least once isn’t tunneling. Make these changes only affect the first gen or two if you’re really wanting to stop “tunneling” and the no regression penalty only for hooking one survivor three times in a row. Same with slugging changes, make them only come into affect if more than half the remaining survivors are slugged. Changes as is just push killers players who want to compete into playing the same killers nobody likes playing against. Trying to force all killers to get the majority of their gen regression from kicking gens is also doing this while giving survivors the ability to use perks to literally stop a killer form being able to kick a gen.
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also did devs not think about how trying to force all killers to kick gens by gutting other regression perks just opens up even more room for survivor perks to stop/delay a kick. Blast mine and repressed alliance. Perks that survivors now have plenty of slots to put them in because half the other useful perks are now base kit.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994257#Comment_3994257
These aren't bad changes though. Yes, it would be a shame if killers ended up in a bad spot and it took months for BHVR to do something about that, but these changes are definitely healthy for the game. Also, I wouldn't be surprised if killers already got buffs after the ptb if people that actually test these changes agree that killer will be too weak.
except some of them obviously are bad changes. Hell the antitunnel doesn’t even work as intended and they’re still pushing it out. These changes will remove all variety and adaptability from the game and it’ll get real boring real fast having the same 3 killers on rotation with the same perks against survivors all running the same perks because everything is base kit now.
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my thoughts exactly, they put these crazy heavy handed changes out, intentionally with no values at first, to make people freak out and allow them to walk things back slightly before live to feign like they care about killer input. They wanted to show us something horrible so they can give us something bad and us thank them for it. But by even suggesting some of this ######### they have shown their blatant disconnect from their own game and how it plays.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993867#Comment_3993867
Did you watch this game? I'm going to point out that you chose this example here. Let's look at this game:
They got an early kill at 2 gens left, like you said. They also 4k'd the team with 2 gens left.
They had a literal meme build of random perks. I'll quote his exact words at the end of the match:
We have managed to win a game with the worst killer in the game, the most underused perks, and no add-ons.
He also mentions this is his second try to win using this "build".
He kicks a gen exactly once, so the anti tunnel literally doesn't come into play here whatsoever. That kick didn't do anything, and the survivor speed boost would've been meaningless here because getting the early elimination was still so powerful he easily won the game.
The survivors basically had no chance to touch gens after that first elimination. Which is why the value for a repair speed will make or break this, a value I might add, that we don't have yet.
So, I think if someone can turn their monitor off, slam their face in the keyboard, and basically win with no effort, then it really sounds like the game could use even just a bit of something, anything that would make this not just a "free win".
That should've been a "challenge for content" and he accidentally hit a home run while actively trying to sabotage himself.
how is a kill with 2 gens left “early” in any sense of the word? Are killers not allowed to kill any survivors now without being toxic?
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Probably a very niche svenerio but thankfully it seems the devs clarified that pig and onryo won’t get gen buffs for using their power, but I think there may be some scenarios they get the no regression penalty if they hook someone and then use their power to kill them before getting another hook. Needs to be changed/clarified.
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this is just going to force survivors to go against the same 3 strong killers with the same perks. The devs constantly adding more perks base kit destroys the variability and creativity of everyone. Survivors can all run the same 4 string works because all the others are now base kit. And killers can only play the high mobility, sweaty killers with anti-heal/regression. Now you always know what to expect each match and no one has to learn how to adapt or change their perks, it’s great!
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reducing gen regression to make way for a hook buff to gen regression, while simultaneously making it harder to catch survivors to be able to hook them and get the regression bonus. Boy I’m glad survivors can do their objective as fast as they want. I can’t wait for the constant survivor complaints about only seeing the same 3 killers on repeat. This is what they’re asking for, one play style for everybody because they can’t adapt or change their perks.
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“known bug- our heavy handed, uninformed punishments for killers playing the game well doesn’t even function as intended but don’t worry we are still throwing it out anyway, get f***ked!”
ps we are nerfing gen regression but giving you a buff when you hook people. This will definitely solve the problem of gens going by very fast in the early game! Just continue downing survivors every 45 seconds with all their second chance perks still intact! Also there’s more pallets now! -
they aren’t supposed to, but the end of the notes says it’s a “known issue” that it happens. Thanks BHVR for clearly half cooking these “tunneling” punishments that affect non-tunneling situations to the point that it doesn’t even work properly but you’re pushing it out anyway. Wouldn’t expect anything different.
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”killer mains haven’t even seen the values yet and they’re freaking out just wait for the values and PTB” quickly turned into “well the values don’t really mean anything and neither does the PTB, let it go live and the devs definitely won’t let broken mechanics stay there for months”
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@Batusalen said:
I'm going to raise the bet here: Even if they obviously don't play, don't they have a consultant program where prominent DbD players give their opinions on future content?
How is it possible that nobody looked at these changes and told them, "Bad idea"?
having a program is one thing, listening to the consultants is another. Just look at the failed Chandler Riggs stream where Otz was TELLING them how to solve the problem as it was happening and they wouldn’t listen. Not to mention the knowledge of that exact issue being around forever with no fix. The disconnect the BHVR team shows from their “labor of love” is staggering sometimes.
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surplus of survivors big difference. I hope you have fun with the killer bots.
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993440#Comment_3993440
Can BHVR please include these lives on YouTube and Twitch for those that don't use Discord and to give people more options where to watch.
most big streamers will stream themselves watching the livestream before joining the PTB. Highly recommend FarmerJohn on Twitch, he’s the most skilled DnD player there is and definitely not just a corn farmer trying to play video games.