ratcoffee
ratcoffee
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058294#Comment_4058294
Rob?
You new in DBD???? Like when killer disconects all survivors get 7k blood points so what robbing they will get it on abandon too, same as when some survivor dc the ones that stay get some points too.
Equivalent is that one side can skip their end that is inevitable while other cant thats your double standart here.
a streamer I follow (i think it was either Zubat or Scott Jund) had to redo a survivor adept 4 times when the survivor came out because killers kept rage quitting & that didn't count for adepts. it took me over a year to get the achievement for repairing the main gen in shelter woods (when the SM rework of that map got released) in part because I had several killers rage quit in matches where I'd managed to repair it.
i'd be fine if you got credited with an escape & those edge cases got removed. just explaining why someone might feel "robbed" by the killer disconnecting
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There are people who play games specifically to have a competitive experience, rather than to relax. I like to do both :)
Personally I think DBD is the wrong game to play if you're looking for a competitive experience (there's several popular MOBAs, dozens of fighting games, several RTS with big communities, and a whole bunch of shooters ranging from Battle Royale to Hero Shooters to more standard FPS, all of which are better structured for that kind of thing).
I'd argue it's a clash between people like you and i (who agree DBD should be a more relaxing experience), against people who think the game ought to be treated as competitive, that's causing the problem. We think the game should be treated as casual, so when people hypersweat it annoys us, but those people probably get annoyed that people "aren't taking the game seriously." I also think the "us vs them" point you made also plays a huge part.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058339#Comment_4058339
Funny, My posts are the ones getting vote bombed and responded to and not OPs, who I don't even defend or directly agree with. All I've done is try to present both sides as being able to reconcile over approaching a common solution and trying to clarify away from the pointless arguing being thrown at those statements. People just want to have internet fights over the nonsense instead of actually reach solutions.
Your first post was more upvoted than downvoted, it seems to me you only started getting "bombed" with downvotes when you made your unnecessarily aggressive reply to Firellius. I imagine if you hadn't immediately accused him of "purposefully try[ing] to misunderstand" what you were saying, your other posts might have performed better.
I advise we not continue discussing this as we're getting quite off topic
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058330#Comment_4058330
Like I already said, the paradox isn't about which one is first, since that will be subjective. And yes, that includes 6.1, and I haven't been trying to argue the opposite yet thats how my statement continues to be misinterpreted. I quoted BOTH sides of the conundrum for a reason, yet there's nothing but cognitive dissonance assuming I MUST agree with the opposite of the one people personally believe. You can blame people who have the opposite position all you want, but the responses the post has been getting has basically been people telling on themselves about their own bias. Stop assuming anything other than blind agreement must be the polar opposite, or enjoy the constant state of warfare you help perpetuate I guess. Yet again, the paradox isn't about which one actually came first, its about the cycle. You can acknowledge it as a positive feedback loop, but even then, reverted back to justifications on a perspective about the origin which I have stated multiple times does not matter whatsoever to either the solution, nor how it would be achieved.
This is why we have the problems we have, many of which have been in the game for years, some have been caused by poorly planned solutions to previous ones, and why every solution we get will lead to more issues. The methodology will never be corrected because the argument over the chicken or the egg will never end.
I wasn't try to imply you had any one specific opinion on this, which is why I specifically said "OP" and not "you" when talking about the "causes of tunneling" thing. I'm not trying to argue against a point I think you made, I'm trying to explain to you why a point someone else (OP, that is to say, MechWarrior3) was incorrect and how a different user (Firellius) addressed that incorrect point. This isn't about you.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058323#Comment_4058323
So you'd rather purposely try to misunderstand the application of the concept to try to force your side to be right, instead of observing the cyclical nature of the paradox? The question isn't about which one was actually first, because that answer changes depending on the scope of your definition. It focuses on the fact that the two continuously cause the other, but why care about something like that when there's an argument to be forced I guess.
You're looking for the term "positive feedback loop."
That said, Firellius still has a point. Often when the "tunneling causes gen rushing (or vice versa)" debate comes up, you will see people say "I only gen rush because people tunnel," or the opposite, "I only tunnel because people gen rush." (OP has actually said this second one one themself in this thread). The fact this thread is titled "why are we not doing anything about gen speeds," and the point about gen speeds causing tunneling, lead to the implication that if gen speeds were reduced, that would reduce tunneling in turn.
The point Firellius has is that we have clear historical precedent that contradicts that implication. 6.1 was a patch where the required time to complete gens increased, and people immediately noted an increase (not a decrease) in the amount of tunneling. Maybe OP truly would tunnel less if gens took longer, but the existing evidence shows that they are in the minority.
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058192#Comment_4058192
You do understand the math behind an "average" right?
Let's assume I don't. Could you explain me the math behind an "average," in this case?
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@Dinadin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058162#Comment_4058162
Lets just ignore that such thing literally never happens.
my point was that "average chase time per game" is also going to include games where it's not 3 chases per survivor, so you can't directly derive "how long one chase takes on average" from that number alone, using an obviously exaggerated hypothetical as an illustrative example. the point is not that the specific scenario I described might happen.
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me when i'm an us player and i see a them player
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4058095#Comment_4058095
This was the same when they last released stats like that. The average chase time per Survivor per match was 60 seconds on all MMRs and 66 seconds on high MMR. Which to me is a really low number, because it means that each chase is around 20 seconds.
It is obviously only the average, so there will be chases which are longer and others which will be way shorter, especially if tunneling is involved (since this means that there is only one health state to deplete aka shorter chase).
But it shows that the stories of Survivors at high MMR being able to consistently take chases for 3+ Gens is not true at all.
Keep in mind that if a killer takes a minute to find someone, gets run for 4 minutes, gets their first down next to the NOED totem, and then camps their 1 hook while the other 3 survivors escape, that counts as an average of 1 minute of chase time per survivor. A match where the survivors all stealth and slam gens, and only have 4 chases but go down in 15 seconds would have 15 seconds of chase time per player. It's affected by a lot of factors so IMO just the average chase time per match isn't super helpful, it'd maybe be more useful to have chase time per hook state.
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@diablo916 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050727#Comment_4050727
My Idea is to have survivors be required to build/unboard god pallets and windows. If they choose to rush gens their chases will be weaker and vice versa. Simple core gameplay mechanic that gives them something other to do than jump on gens with the best gen perks. Right now they get everything for free with the most brainrotted perks that give instant value. Zero incentive to learn the game when you can just slap on windows and run to yellow
I disagree with your fundamental point that "gen rush" is too strong or whatever, but unironically i think this is a really cool concept to play with. Reduce the number of pallets available at the start to something like 6-8 depending on the map (focusing on putting them in the more balanced tiles), but also put an additional 10-12 "pallet build spots" that require some number of seconds to build (maybe 5 for balanced ones, 8 for safer pallets or something). in addition get rid of crap filler pallet.
IMO it probably wouldn't work as written here, but it'd be really cool to do a PTB with something like that just to get a fresh perspective on balancing
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@not_Queef said:
Kim K chapter confirmed 😯
please tell me this is a reference to that one blooper from parks & rec
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@Philscooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053881#Comment_4053881
in an AVARAGE GAME you dont get this ######### as much as people whine that they do.
i only had a group play flip flop power struggle, bgp, flashlight ONCE in anni, never again in my 2k hour journey.
but people claim they get these bullies quads every 4 matches, (they dont, they just want to nerf and complain for easier games)You're 100% right, and this is part of a general trend of people describing things wrong in ways that make them less favorable to their side
A 40 second chase becomes 20 seconds when described by killer and 60 seconds when described by a survivor - this then becomes "i had a couple 20 second chases and 2 gens already popped, nerf gen speeds" for killers and "i had a full minute long chase and nobody popped any gens, why are my teammates useless" for survivors
2 flashlight saves that happen by coincidental proximity and a sabotage that delays a hook becomes "1 flashy save and a sabotage that didn't even do anything" when described by a survivor, or "an entire bully squad going out of their way to be as toxic as possible for the whole match" when described by killer
tbf I don't think people are intentionally lying about it, I just think maybe there's a subconscious bias towards building a negative narrative that skews how people perceive the events in the game
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Coffeecrashing is banned? Dang, we disagreed very strongly on most things but I'm gonna miss my nickname buddy. Definitely had some thought provoking things to say
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IMO players should have some time to adjust their builds based on what they see other players bringing - but I would be fine if that counted as part of the match and you couldn't leave once the initial lobby locks in (to avoid backfilling, lobby dodging, etc). I've previously proposed lobby dodging be met with a penalty similar to (but slightly less harsh than) disconnecting mid-game. Maybe going further and treating it exactly the same as disconnecting would be fair.
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052618#Comment_4052618
The longest survivor win streak ended at 202, slightly less than the longest trapper win streak. Not even close to 1000. Get your facts straight.
To add some more context for this:
- The longest survivor winstreak where the win condition was 3 escapes was 202 games. Even in that streak, each player died at least a couple dozen times. People love claiming "oh but there are 4 survivors so it's basically like an 808 escape streak" but since they still had a bunch of deaths it really isn't "basically an 808 escape streak"
- The longest escape streak for a single person was around 500, but that was in a much earlier version of the game (the person who did the streak stopped around 2020 iirc), but that was a streamer and was done in an SWF with the goal of getting that streamer out, even if the rest of the team die. They didn't intentionally lose games to get him hatch, he didn't play with rat strategies, but it's still a very different objective than getting 3+ people out
By contrast, one particular blight main has gotten a ~1950 win streak as blight twice. That's 3900 games with only 2 losses
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The entire game has been balanced around survivors not having those abilities, so the abilities would need to be very weak passives, or else the survivor base kit would need to get moderately nerfed in order to compensate.
Option 1: Dwight gives all nearby survivors (including himself) 1% bonus action speed for all actions, Jake gets a 5% action speed bonus to unhook and sabotage actions, etc
Option 2: Claudette can pick up herbs, which periodically spawn in common totem spawn areas. Herbs can be used while healing to instantly gain 25% heal progress. While walking, Meg can use "Deep Breath" to instantly remove 5 seconds of exhaustion. 15 second cooldown. Gens increased to 120 seconds, heal time increased to 24 seconds base kit
IMO the first of these feels incredibly boring and pointless and the second one feels too drastic, difficult to design and balance, adds too many knowledge checks to an already hard game, difficult to find enough worthwhile powers, and is prone to forcing people to choose specific characters based on their playstyle when the community has already largely formed affinities for characters based on their personalities
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4048615#Comment_4048615
There are functionally only two due to how matchmaking actually works.
You have the absolute beginners.
Then you have everyone below the soft-cap.
Then everyone above the soft-cap.
Matchmaking won't let you jump more than one-tier. It is absurdly easy to hit the soft cap. I'd wager 90% of players are at or above it.
The game has a matchmaker; it prioritizes speed over everything else.
The last time the devs said anything about the soft cap, the claim was that 5% of players were above it
However, I think that number's likely an analysis of every account that's ever played at least 1 match, which would include all the people who have booted up the game once to play with friends 4 years ago and never touched it again.
I think the far more useful number would be what percentage of games are played above the soft cap - that's one I'm willing to say is far more likely to be in the 90% range you specified
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I am once again asking for the ability to see the killer's perks and add-ons if everyone in your party has either died or escaped, even if the game hasn't ended.
- Will hopefully reduce the number of false reports when someone is able to see why they were spotted at a specific point
- Lets you know what your opponent's build was without having to wait for the game to end if you die early in solo queue
- As long as it's tied to only people in your queue, you can't share it in voice chat
I guess the one potential downside is DMing your non-partied teammates on console if the killer happens to have an endgame build could be broken. Very small possibility that gets abused but a present one nonetheless - maybe remove the ability open teammates profiles on console until the game is over to compensate, or something.
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…why does the forum double post when you accidentally click the post button a second time? there should be a grace period.
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Something that I forgot to mention in the main post, is that having these power interactions leaves BHVR open to then buff the killers in other ways, moving them away from the boring M1 looping meta and giving them more options for counterplay on either side at different types of tiles.
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@AlanWoke said:
I did not realize they removed those. No wonder baby survivors hate Lightborn... Did they remove clicking too? I have not seen anyone do it since my return.
They reworked how flashlights work. There's a 1/4 second grace period for the timing of a flashlight blind, but there's also about a 1/2 second cooldown on using the flashlight so you can't spam click it
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@Shroompy said:
While it was neat to have these interactions, it made the strength of these killers inconsistent and at times just awful to play, especially for Hag and Wraith.
If they were to add these back, Id make it so a special flashlight (Lets call it the Spectral Flashlight) would spawn in the basement chest and thats the only thing that can cause light burn. A global warning would play once a Survivor picks it up, and an icon will show up on the UI so they can see who holds it. If the survivor who holds it is downed and on 2nd hook, they can be moried.
This makes it much easier to balance since now there's a guaranteed way every game for lightburn to be a threat. A nice little bonus as well is this would be the first power related to the basement, which cant possibly benefit from camping.
I mean, should we then rework killers that have a consistent source of broken or insta-down, since they make medkits inconsistent by means of preventing their use or making the heals they provide easy to bypass? Should we rework perks like Decisive Strike so they no longer work as anti-tunnel, because they make certain killer strategies inconsistent? Where do we draw the line for what is allowed to be inconsistent?
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@GentlemanFridge said:
hrrmmm
it's been a very hectic/weird/busy week, so i missed quite a few opportunities to Post Bird
anyway, Great Horned Owl
Got a photo of this little guy in our factory a couple weeks back. Think it was an American Tree Sparrow
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I don't think we can or should even try to completely eliminate tunneling.
What I think we should do is try to make tunneling not be the clearly strongest strategy to use against solo teams and beginner-to-intermediate level players, in 99.9% of situations, the way it currently is. Let tunneling in certain scenarios stay viable, but don't make it so the flowchart for optimal killer gameplay is clearly and obviously more complex than [find someone] -> [tunnel them out]. (Obviously I'm oversimplifying here, but hopefully you get the point)
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Honestly at this point I think the only thing that could bring me back is a different company acquiring the game, or at least major overhaul and replacement of most of the balance and mechanics design team or several consistent years of putting out updates that the community seems high-quality and unobjectionable.
A lot of talented people involved in the art and the social media side of things, but if I spent three months coming up with a plan to address one of the key complaints about a product, delayed shipping new features for that product in order to work on that plan, and then seemingly completely scrapped that plan, I would likely be expected to hand in my resignation. My boss gets on my case when new proposed features are not available within a week. That's not to mention the ping-ponging between map balance that was apparently insanely survivor sided a patch ago, and then apparently insanely killer sided now, for absolutely no reason and in spite of feedback on what kind of changes would actually have been fair.
It's at the point where it's not even about the specific problems that still exist, anymore, the actual complaint is that my trust in BHVR has been significantly damaged. Even if today they actually implemented a fix to the problems they said they would, the fact that they delayed a bunch of content for nothing makes me worry that they will delay a bunch of content for nothing again. I love the core concept of the game, but I can no longer in good conscious support a developer that is this prone to making mistakes that hurt the experience of playing.
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It counts as a draw, not a loss, if you abandon when all the survivors are bots
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@GeneticAnomaly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030369#Comment_4030369
If the dev actually played the game, he would have understood said context.
I guess I'll have to repeat myself.
As someone who's actually had to lead hour long dev team progress presentations on a weekly basis, I think accusing the dev of not playing the game because he wasn't able to grasp the complete nuance of a handful of twitch chatters opinions because someone else gave him a three-word summary of what was going on in twitch chat, is perfectly understandable, and I refuse to take anyone criticizing that statement as anything worse than "poorly phrased and somewhat unfortunate" seriously. You're just looking for what you want to see at that point.
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@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030355#Comment_4030355
THIS!
Gen rushing is never addressed.
Maybe it's because the bias BHVR has for survs (that we now have a nice quantity of proofs)? I don't know. I may be going crazy with my tinfoil hat.spawn logic was changed recently to group survivors up at the beginning, specifically because survivors starting the game spread out helped them gen rush more effectively. saying "gen rushing is never addressed" is just flat out wrong.
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@GeneticAnomaly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030359#Comment_4030359
https://youtu.be/Q_VldLHEfSs?si=m3LoESZcQdPYzo7T&t=3373
I MEAN I'M GLAD THEY LIKE PALLETS YOU KNOW?
This is the clip that people are mad about? Seriously? I saw people crucifying them on social media and I thought it must have been some really out of touch dev taunting killer mains, but now that I've actually seen it you guys can't be serious.
It's so clear to me that he simply did not, in that moment, get the full message. He was supposed to hear "everyone is trying to tell you that the reason people are slugged so much is the overabundance of pallets." However, the words he was told were "Everyone is saying pallets." That's it, no additional context
It's so clear to me, and frankly anyone who occasionally has to do presentations for work, that he's trying to juggle remembering all of his notes for this two hour long livestream and just failed to parse 100% of the context of that one offhand comment. I mean it doesn't look great, but come ON
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@The_Count said:
Gens are still done too damn fast on their own and there's no cap on how a toolbox and gen perks can stack.
Until this is addressed there's nothing that can be done to make tunneling less appealing.
If you're not a killer player like Lilith Omen 8 hooking before killing any surv is basically playing/asking to lose.There will always be something that people can point to and say "you're not allowed to address tunneling until you address this." At some point we need to realize that delaying an issue for side A cannot constantly take the back seat to issues for side B. You change both at once, and then continue to make adjustments as needed. By all means, also implement changes to toolboxes. Don't pretend killer players and their complaints are ontologically more important than survivor players and that all killer players wants must be met before survivor players get anything for the most persistent complaint their side has seen over the entire history of the game
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@MoZo said:
well tunneling and slugging changes got nuked. camping changes are coming through but with reverted range back to 16 meters (why??? it is so easy to camp with the 16 meter range. at least with the 20 on ptb the killer actually had step back to a reasonable area and not looking dead center at the hook from a couple feet away…). pallet density is getting nerfed. syringe and styptic nerfs are still coming through, all the perk changes from ptb are being reverted… im so disappointed in these devs. made us survivor players believe we were getting changes to help alleviate the frustrations to tunneling and slugging for THE WHOLE YEAR only for them to can it at the last second with NO info on if or when it will be back for testing.
lmao it's even worse than I thought
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Anti face camp will have the radius reverted but the scaling on bar fill speed (from the killer sticking around) will stay
Anti slug will be added as-is
Anti tunnel will be delayed yet again with no update on what they're going to try next
They'll also revert some of the pallet changes but in a way that annoys one side players on both sides - they'll hit a sour spot where survivor mains feel like it's a slap in the face because "some maps spawn dead zones" and killer mains feel like it's a slap in the face because "m1 killers are still unplayable"
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This would obviously take a while to implement, but what if the invisible spirits of dead survivors were given ways of interacting with/influencing the trial after getting sacrificed, and were given greater rewards for sticking around and helping their teammates escape?
Obviously they couldn't, for example, use items to get easy flashy rescues, fast heals or generators done from the grave. Not even working on generators or healing or unhooking other survivors normally because those would be clearly imba. I think, things more along the lines of "you can stop generators regressing, but you need to sit on them for 15-20 seconds instead of the normal 5 seconds, and you can't advance them once they've stopped" or "you can work on a generator that another survivor is working on, but you only repair at 25% so it's only a modest speed boost to 1 gen" or "you can heal people who are slugged, but you can't pick them up, it just helps them get ready to be picked up by a living teammate faster," those kinds of things.
edit: and I forgot to mention, tie the effectiveness of whatever the dead survivor can do with either the amount of time that's passed or the total remaining gen time left, so as the game progresses further the dead survivors have less impact, to the point where the last gen or so worth of progress the survivors are basically not doing anything
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Doesn't surprise me, someone apparently made a video [featuring or specifically about, don't know which] one of the users on this forum, ridiculing them for their "survivor sided" opinions, which led to them getting a harassing message recently. People have been getting extra unhinged lately, on all sides
My recent theory is that the seeming uptick in ridiculous attitudes is a product of the FNAF chapter bringing in younger, less mature players who are also less used to the type of multiplayer game where you're expected to stay through a whole match, but I also admit I have no evidence for that and it's just vibes, so take that with a healthy pinch of salt
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@CosmicScarab said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028084#Comment_4028084
For one, a decent amount of the playerbase isn't playing 1v4 because they are in 2v8. Second, survivor players who would normally not play killer and play survivor in 1v4 play killer during 2v8 because they can play with their friends. It doesn't give an accurate view of what the queue times are actually like when the only mode active is 1v4.
It has been like this since the first iteration of 2v8. Check the queue times when the event is over when they are actually relevant.I checked the twitter account for that website (which archives the queue times every 3 hours) and for November 5th, the day before the event started, it was more individual queue slots were longer for killer, but only slightly more; but the peak times were worse for survivor; it probably evens out across all times.
I guess I stand corrected on that front; my experience contradicts that evidence but I haven't played in about 2 months so I trust the data scraped directly from the servers
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@CosmicScarab said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4027840#Comment_4027840
Considering there is an event going on, looking at queue times are completely worthless. In my experience the queue times fluctuate wildly depending on the time of day when there is no event, with killer queues being longer during the day and survivor queues being longer in the evening and at night.
why would an event cause looking at queue times to be worthless? if not enough people wanna play survivor & too many people wanna play killer, that's just how the distribution of players is, event or no
if survivor queues are at their longest at night; and the queue times that I uploaded at night, western hemisphere time, show that the killer queue is over a minute whereas the survivor queue is 6 seconds; surely that is further indication that the player base is currently skewing more killer-favoring
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On the one hand, that's a very compelling story. On the other hand,
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never forget
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that sounds pretty cool actually
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023862#Comment_4023862
Yeah, playing both roles, I can't say I'm satisfied with any of this, or i just don't care. Perks I don't use have been nerfed or buffed. Add-ons I don't use have been bizarrely and poorly changed. The only thing that might be nice is Elusive as survivor. Maybe.
i was gonna say "i might actually reinstall and play some killer now" but i know i'd get one exciting game out of a dozen even without how disappointing the changes will be
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yesterday I posted this:
from the reaction here and on twitter it looks like:
- survivor mains feel the update is severely balanced against them (allegedly extremely scaled back version of the anti-tunnel we saw previously, high rarity add-ons made extremely niche and borderline useless in many scenarios, allegedly useless survivor perk buffs)
- killer mains feel the update is severely balanced against them (allegedly extreme anti-tunnel measures, no news on pallet over-saturation, some stupid perk nerfs on the killer side, allegedly overpowered buffs to survivor perks)
- people who play both sides are mad a bunch of stuff that was fun to play with got reworked to be not fun
definitely got some contradictory opinions but mostly just disappointment, which is a bad place for an update to be. i was hoping for the one-side players to have contradictory opinions but with an overall air of optimism for what their side got
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@SoGo said:
While yes, these sound scary, these assume the first survivor can last 90 seconds in a chase.
Which is rare.
Another thing that can happen and does happen, is 3-genning. It got nerfed, but it still works really well.
A tight 3-gen as the final one is a death sentence against any stronger killer.
Not that this is completely invalid. It shows why tunneling and perks like Pain Res are popular, and why everyone complaints about gen times.
Yeah, game is supposedly balanced around 30-45 second chases. If 3 gens are popping around the time of first down it means the chase took extra long.
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it's going to be incredibly fun not playing the update and just reading these forums and trying to figure out, from the multiple contradictory opinions people will inevitably post on here, how good or bad the changes actually are.
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I think he's right but I'm not sure one-sided is the right way to describe it. It does nearly nothing to make survivors lives easier in the face of boring gameplay, while also doing nearly nothing to actually discourage that boring gameplay or reward the more fun alternatives. It's, like, no-sided. It's joining the war on boring gameplay, on the side of the boredom
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Can the mods start enforcing a rule of "don't make a new thread on a topic there's already a thread for, unless your thread adds significant commentary the existing threads don't have and that commentary goes outside of the scope of the initial thread" or something like that?
Not as like a bannable offense or anything, I mean more like how PTB feedback is rolled into a megathread, and when a bunch of people make threads giving their feedback they get merged to the main thread.
I ask because I'm tired of seeing the entire forum filled [figuratively] with posts complaining about killer players not feeling heard (incidentally one PTB after an entire survivor-favoring set of changes got canceled, but i digress) in posts that very easily could have been replies to the one thread about it that got big a couple days ago.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021373#Comment_4021373
The survey is still rigged even though it has an “Other” option. People in general are more likely to select options that are directly in the survey, especially if that involves a simple mouse click, and the Other option involves typing.
This isn’t up for debate. It’s how surveys work. Anyone that has had to conduct surveys for academic work, should have learned this fact.
I recently realized that I hadn't actually remembered to uninstall the game since I last quit, and when I came to the box asking for additional feedback, I ended up writing an essay that spanned nearly the full length of my computer screen (so, to the BHVR people reading the feedback forms, now you know who sent that particular one in). And, you know me, most of my complaints were what you would consider survivor sided!
Even with a supposedly survivor-sided set of options, the bulk of (and the most helpful bit of) my complaints were in that additional text field. I can express that certain things are bugging me, but it's through filling out that text field you get helpful feedback on why they're bugging me, which is the real important part of the feedback.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020765#Comment_4020765
Are you really calling the speed difference handholding?
Its the fundamental math that decides the map geometry. They added bloodlust cuz it was too troublesome to change all the tiles.
And please font tell me actual infintes and the impossibility to do chases there was acrually a good thing for the game.
Ive seen some wild survivormain-ism but thatd be wild even for that standard.
The point is that those things are meant to address legitimate issues in the game. If you are calling "has haste" a form of handholding, you necessarily have to say that, at the very least, bloodlust is handholding. If you're taking into account the reason for the haste existing, the fact that it's being used to alleviate a legitimate pain point of the gameplay, it seems similarly one-sided to call the survivors' haste handholding.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020670#Comment_4020670
I go off of evidence and reason and data. So if you can provide something otherwise i'm all ears.
You must have missed my comment then
@ratcoffee said:
- Killers are 15% faster than survivors by default and can gain an extra 15% haste, base kit, since shortly after the game's release (bloodlust). If moving at 110% speed is handholding, what's moving at 130% speed?
- Exposed, as well as killer powers that insta-down, enable deep wounds, or bypass the first health state by giving a free injure or enable broken status effect.
- Undetectable
- …Ok I have nothing for this one, but also who cares? it's like 10 seconds of anti-tunnel
- Killers have been able to see the aura of gens since day 1, allowing them to both strategize which gens they're going to defend and to know which areas to patrol.
- This is just the same as your first point (which I already disproved) but even worse
- …and this is a worse version of your second point.
- Killers could (and were actively trying to) win by actively avoiding progressing their win condition
- The gall to complain about anti face camp in a patch where it got nerfed from its already near-useless state, lmao. Anyway AFC is designed to try to get people to actually play the game, it's as much a mechanic for handholding killers and gently guiding them to the actual gameplay as it is "handholding" survivors
- IMO if you think this is handholding you've lost the plot. This is information that self-evidently should be on the shared survivor HUD to bridge the gap between solo and SWF. It's as much handholding as any of the information on the Killer HUD.
- …yeah some of the pallet changes are pretty bad
you've got like one, maybe one and a half valid points out of the 11 things you've mentioned by name. many of them have analogues for the killer side that have been in the game for far longer.
what's particularly frustrating about this is that in principal I agree with you on the specific issue of those hook-spreading bonuses. i think they were fine and i'm disappointed that BHVR removed them. what's galling here is the insinuation that survivors having access to mechanics in general, many of which mirror mechanics available to killers (often mechanics that have been in the game for years prior to the introduction of the survivor analogue). it feels incredibly out of touch and one-sided - when killers have always had a mechanic, that's all well and good, but give survivors something remotely similar, and that's hand-holding? give me a break.
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@Colt45m said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020400#Comment_4020400
Sounds like something a killer main would say. lol Lithe isn't even that good. You have to vault to get what? 3 seconds of haste? Plus theres a huge cooldown for exhaustion perks. I find them overrated. Using them makes you lazy when learning survivor I think.
I was trying to make a joke sorry if it wasn't clear



