realflashboss
realflashboss
About
- Username
- realflashboss
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
The nerfs would all be fine if killers had to actually get 12 hooks i.e. tunneling didnt exist. But unfortuantely killers can and will continue to take the easiest route even when chases should be quicker and easier.
At the end of the day a killer can win in as little as 4 hooks, realistically only 8 to 9. Survivors still have to complete all 5 gens regardless. The killer role could be buffed even more if tunneling and camping was reduced
-
Only totally biased killer mains can somehow compare nerfing 3 meta perks to 2 nerfing to survivor meta perks aswell as an entire mechanic nerf.
Could you imagine the crying if all killer vault speed was halved and hooking animation time was doubled. 🤣
Its hilarious to watch people saying nothing changes... i have watched every single one of my friends leave over the past 2 years, 2 to 4k hours each, and now 1 out of 5 of them may play it 1 day a week for 3 or 4 matches. Thats the reality for me!
-
@Chocolate_Cosmos said:
- Survivors can hold their DH to force you to either give them Endurance and run away or drop the pallet and run away.
- All types of range attacks are countered (hatches, demo shred, wesker's dash, long M1, etc.)
- You HAVE to wait on every single Survivor (until you know their other exhaustion perk) before you can attack them, this can take even up to 6+ seconds before you can attack them and even then Survivor can use DH to counter it.
- One good DH on each Survivor can cost you XX seconds in chase extra.
- The best killers in the game (Nurse, Blight, etc.) are less effected by this perk, meaning the weaker killers will be the most punished if this perk works (the Killers where you need the least this perk on).
I really don't know why people complain about this perk...
I would argue that survivors need better alternatives - there are no contenders. Every other exhaustion perk needs a build around it to use (Head on), or a window to proc or is just generally too situational. Sprint burst is the most viable alternative but not being able to use it when you choose makes it less of a contender as it's not available when you need it most unless you learn to 99 it and that is a pain to learn and think about for most* players.
In regards to nurse and blight - you're absolutely right. I think your point highlights exactly why nurse should be totally reworked and blight needs a few addons changed - THEN we can buff all killers without the game breaking.
-
@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367983#Comment_3367983
It's a little hard to make this comparison considering survivor issues are fixed within a matter of months and killers have to typically wait literal years (DS nerf, DH 'nerf')
Not really true at all. CoH was nerfed 2-3 times within the space of a couple months. Boil over was nerfed after it's buff within a week or two.
Eruption stayed for 6 months, and literally turned games into almost unwinnable at best and 30+ mins at best.
DS was nerfed already to not work at end game a long time ago (btw it was nerfed massively before closer to when it came out). The last nerf just totally killed it by making it another pointless perk (as most survivors ones are).
DH nerf took ages - but it still hasn't changed it's use much because survivors are constantly given few alternatives to use.
When playing as killer there's triple the amount of perks and builds you can use all with decent potential. With survivors theres a couple builds and only a handful of perks which are useful. No stacking exhaustion perks so they are a single slot regardless of how many are available to use.
If people want DH to go then they need to provide something that isn't situational to use (like lockers or vaults) and can be used on demand instead of proccing when you don't even want to use it. Nerfing still hasn't addressed that at all, it's just made it more skill based - which is still not enough for killers to hate going against it tbf!
BHVR nerfs a killer like spirit by giving her (dodgy) 'directional audio), and makes it so that stridor 'doesn't cancel out iron will' so it works as a multiplier of sound instead of an addition - and then what do they do? - they make it so iron will no longer makes you silent - i.e. reverting the spirit nerf. lol
-
Tbf they said AGES ago that they were going to fix it, it's just gone quiet. Blight was always meant to be a pinball with 90 turns and not be able to slide and then turn 180.
-
I think people are missing probably the biggest sole reason why survivors meta barely ever changes - and that's due to there never being any decent alternatives given.
CoH has been almost the only perk in 2+ years (that even AFTER being nerfed multiple times) has proven to stay in the meta -because even in it's nerfed state it's one of very few survivor perks that helps the team collectively and can almost always give value in a match.
Killers have got about 3-4x the number of useful perks and combinations that can provide good-decent setups and value and most give value passively by just playing the objective and getting people hooked or downing them.
Beyond most exhaustion perks and CoH I would argue what are the other decent survivor perks that always provide value and help to 'win' a game? - There's lots of 'fun' perks or meme type builds or perks that can maybe provide value but more often than not will provide none or require you to take time away from doing your objective to set them up or use them.
I hate dead hard, it's undeniably the hardest exhaustion perk to pull off as you need to time it, whereas every other one is effectively activated passively, however DH is still always going to stay in the Meta as it's able to be used anywhere (e.g. head on you need a locker, and lithe you need a vault) and you don't need to 99 it like sprint burst.
If more exhaustion perks appeared more valuable or gave you more control I think DH would see a lot of people drop it. Ultimately, most people usually run 1 exhaustion perk and the alternatives just are a bit poor, especially for those who excel at baiting and timing their DH (i'm not one of them - i'm rubbish at using it when i try).
-
@TigerSnake said:
Indeed, Dead Hard’s usage rate has slowly increased since its nerf and is still the most used survivor perk in the game. I honestly think the perk will get back to its old usage rate if left alone, as more and more players realize it’s still insanely broken, which has already seemed to have been happening.
Again, make other exhaustion perks more useful, I'd rather bring other exhaustion perks but most of then have too many caveats to be useful when you actually need them.
-
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328317#Comment_3328317
Yep, thats why its still the most used survivor perk.
Yea, maybe because the alternatives are all mostly crap.
-
@HoodedWildKard said:
I agree totally. Solo q is an unpleasant, punishing experience. In game VC would be an amazing way to improve it. I've made multiple threads on the subject. But a lot of people are worried about toxicity for some reason (as if there would be mute/block/report functions)
A truly coordinated 4 man swf on comms is a nightmare for killer. But only with tight tactics, above average personal skill on each surv, serious experience and map knowledge. Solo q suffers because there is little to no teamwork.
There is also the attitude of the people who play. Since we only have one playlist, sweat lords who optimise every build and tactic are plonked in the same pool as casual players who just wamt to enjoy the game without sweating hard.
Another thing I'm convinced would help the experience of solo q is to make a casual playlist separate from a ranked one. So killers no longer feel the need to sweat 4ks every game to keep building their rank.
TOTALLY AGREE.
SWF and comms isn't the game changer everyone makes out. I've always played with at least 2 and I escape the same amount of time as when we played as a 4 man on comms with 2.5k hours average as when I play as a duo.
SWF is extremely broad term and there are huge degrees of efficiency between them.
Scott Jund literally just did a vid a couple days ago and he said he went from soloQ average escapes at around 2/10 games, then to playing as a 4 man SWF and his escapes went up to 7-8 or so on average - HOWEVER NOBODY WAS ON COMMS. It was purely that they were efficient and playing to a higher level. The comms weren't there so didn't affect anything.
SoloQ is weak as i'm sure we will find out from the new HUD because randomers are too busy doing nothing or the 'wrong things' in the game at the 'wrong time'.
-
@scenicpickle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3324578#Comment_3324578
i just think the risk to reward ratio is too great 1 perk slot for potentially 20 seconds per chase while even something like botany only saves you 10 20 seconds of heal time during the entire trial. especially with certain killer interactions like free DHs against Phead waves or nemi zombies
Still has to be timed perfectly and getting extra chase of that length of time in a chase is pulled out of thin air and fully speculative, i see DH miss or baited more than I see it even successfully proc, a huge amount of time either the DH is baited or is useless. It's 0.5 seconds, unless it can specifically be timed and baited to be hit at a pallet where the survivor forces the killer to hit (which is going to be extremely situational) or take the stun then actually DH is often totally useless. Against high mobility killers even less time is wasted and as pallets are used up, again even more situational.
Comparatively eruption literally gives 25s of guaranteed* value per player when it procs (much more often than DH), per gen kicked whilst also regressing a generator all for the risk of spending 1 second kicking a gen. Which isn't even comparable when comparing to 'risk reward' ratio.
Beyond that, looking at kill stats they've never been higher for killer even with DH being as it is now, so clearly it's not exactly the game changer everyone seems to make it out to be on the forums??
DH I think is more a problem as it 'feels bad' as you're expecting the down more than anything else.
I think a different approach would be better such as BHVR looking at making other exhaustion perks more viable. Sprint burst is alright but procs when you don't need it or forces you to walk or constantly try and 99% it, balanced is too situational and the stagger still causes you to get hit a LOT of the time, smash hit needs the killer to not respect the pallets, overcome is ok, lithe is ok but needs a decent window vault and Head On gives a short stun with no sprint burst so you get only 2 seconds of normal running speed distance - again a lot of killers hate it because it 'feels bad' but in reality it isn't exactly problematic.
-
Regardless of what people want to call them. Do people not think that survivors need these perks because they're up against a killer which is faster, gets free bloodlust x3, can remove a survivor from the game whilst having finite resources.
It's also worth mentioning a killer can win with only 4 hooks out of 12. Whilst survivors always have to complete the full objective of 5 gens to power the gates and win. (Hatch doesn't count, and doesn't change MMR either).
On top of that with all these perks in the game, as annoying as they may be, kill rates have never been outweighed by escape rates and are currently still sat at some of (if not the) highest they've ever been so....
-
@LooeDbD said:
I noticed as killer now survivors don't loop, they just camp pallets and hold W, is this a better strat than looping?
its just boring for both sides, looping and being looped was really only the fun part of the game IMO
That's what happens when they shift the design of killers so that looping isn't as viable. It's a shame.
-
@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323162#Comment_3323162
But killer has to kick gen and down survivor to activate that with hard work. Survivors get their second chances free...
Yea because killers move faster, have bloodlust and can remove survivors from the game. Exhaustion perks are more like just 'chance perks' where's the second chance to get away when there isn't a first chance perk
-
Then they need to make other perks worth using. DH remaining the most used perk in the game isn't just because it can be strong. It's also because survivors have had no incentive whatsoever to play any other exhaustion perk. DH is probably about the only useful exhaustion perk against nurse and blight or any other high mobility killer.
Sprint burst is OK but even bubba can outrun it with his chainsaw and it's painful to try and 99 it for when you actually need it throughout the game consistently.
Balanced landing is useless as you still stagger and often get hit through it unless you drop super early whilst also being highly situational and requiring a drop.
Lithe is OK, but again situational on there being a vault you can't get hit through i.e. not a short wall and makes no difference against high mobility killers.
Head on stuns for 2 seconds so you get distance at normal running pace for 2 seconds right from the killer being on top of you i.e. useless. - you'd be better off just leaving a gen early by 3 seconds and making more distance.
Smash hit, killers respect pallets so can't even be used a lot of the time.
Overcome is OK, at least it activates when you need it most, but again, against nurses, spirits, cloaked wraiths etc. Kinda pointless.
DH, you can tank a hit when you're most vulnerable choosing when to use it and you also get a sprint burst while the killer is in their cool down animation.... so much more distance.
Again, comparatively, there is barely any alternative that is very good. That being said, DH isn't that easy to time, can be baited in a lot of situations and can be countered by waiting out the 0.5 seconds.
Eruption literally only gets stronger as less gens remain- less patrol time, easier to cover distance, less resources for survivors to use near end game, less time kicking fewer gens. Has almost no counter other than trying to communicate which even as a duo we fail to do, either by trying to call out getting downed then not. Either way the killer still gets value as the survivor on the gen has let go doing nothing trying to wait for the down on false callouts. And the killer literally spends 2 seconds kicking a gen for this value.
If a killer is patient enough and protected a 3 gen, along with other gen regression perks there is almost nothing you can do unless you're an extremely strong SWF. Most SWF are just having fun chatting in games - not playing like it's a tournament like Hens and his team....
And for comparison DH... doesn't give 25 seconds of extended chase. Pulling figures out of air with no data showing it consistantly is disingenuous. Eruption when hit is a 100% 25 seconds every time. Plus all the gen regression which I think someone worked out is around 20%+ if no one else can jump on the gen before the incapacitation wears off.
If you can't see a huge disparity between DH having to be timed almost perfectly within 0.5 seconds to be used to maybe or maybe not extend a chase by anything from a few seconds to maybe 25 seconds (or longer) compared to a killer getting upto 20%+ gen regression, 1 or more survivors unable to do literally anything in game for 25 seconds, where the majority of survivors have no way of knowing if the perk will activate to counter it all for the big cost of kicking a gen fir 2 seconds... then quite frankly you don't sit within reason and logic.
I could only think of an equivalent of blast mine being activated and remaining active on any gen you do 2 seconds work on, whilst also making the unable to kick any gens for 25 seconds. Imagine that scenario and then tell me that's a fair risk reward trade. And imagine how bad that would feel playing killer.
-
I love bubbas if they aren't just face camping the first hook. So no, don't feel bad. 😅
-
Old BBQ wasn't effective at anti tunneling, the killer still got the BP bonus from the 4k wether they killed 1 person before hooking the others. In addition, what killer actually cares about BP... you can score BP easy as killer even if you don't kill anyone.
You literally can't incentivise players to play a certain way, in DBD especially as with most other games, they just take what is the easier route even if its not fun for other people. If you want to go into the psychology of it, killer is a more selfish role, there's no altruism, there's no team, and the people who tend to play it (obviously not all) I find aren't going to care if behaviour gives them an incentive to play a certain way. Don't get me wrong toxicity and not caring exists on both sides, but I find it far more common in killers.
The only way this game would ever be fixed and made better was if the devs redesigned the way hooks and everything worked so camping and tunneling literally wasn't an option and that will never happen, do I'd suggest giving up on any idea of camping or tunneling being fixed or addressed in any meaningful way. At some point they may bring some band aid perk that 'helps' but reality is nothing will work and I'm not sure they really want it to anyway if you look at the lack of attempts at trying to counter awful playstyles that result in people dropping the game altogether. - in my own group of friends literally 2 of us remain, 4 or 5 have quit for almost a year now (they all had 2k + hours) because they all got sick and tired of constantly being camped, tunneled or in a game where someone else was.
-
@Unam said:
It will be pretty much 3 Months of Dead Silence. Then there will be a patch where every killer will get 0.002 sec faster Hit CDs, while Eruption will be Butchered, Survs get Basekit Unbreakable (or any other Perk. Bcs Survs always get compensation) and God Loops like Eyrie Main Building, Garden of Joy, Haddonfield, etc keep existing.
Welcome Back to: "Every Surv Mistake will get forgiven but Killer Mistakes cost you the Game META"...
Just like the Time Dead Hard existed for YEARS... xD
PPL still trying to argue this game is killersided...
Fancy providing one statistic showing that it's not killer sided? Good luck. There isn't one.
-
Because everyone knows what the killers are running anyway out of a pool of about 10 perks. So who cares.
-
I've given a mercy kill a few times but on the whole not so many. To be fair I haven't seen mercy escapes much in over a year either tho.
I think the game has lost that community spirit gradually more and more over the past year or two imo.
-
That's most days. Maybe not 0 escapes but around 1in 10 games is pretty common 😅.
It wouldn't feel so bad if bad games or no escape still equalled decent blood points on survivor but you also get next to nothing.
I can go AFK as killer and get more BP than some survivor games where you actually try!
-
Rework them and remove bloodlust then. Since that take 0 skill yet its a crutch in almost every chase since it activates so fast now.
-
@GensByDaylight said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313734#Comment_3313734
You play blight, he's balanced to be able to chase survivors, as he counters shift-w pretty well and has very solid anti loop(I believe).
Some killers, must camp gens to win, as it takes them a long time to catch survivors in loops.
Take clown for example, it usually takes a clown at least 45 seconds to down the average survivor (In my observations), this is up to 1/2 of 3 generators, which the clown is only able to stop one (or two if lucky) from finishing after he has hooked the first survivor. While blight can catch a survivor in less than 20 seconds, giving him enough time to push 2 or 3 of the survivors off of their gens, and get another down.
The guys says he has a 95% kill rate and you say that he's balanced lol. The killer delusion at its finest.
-
I had a DC where both me and the killer DV (EU server) and odd issues server side.
-
@AverageKateMain said:
The only busted thing imo is swf on comms. I'm not out here screaming for nerfs but acknowledging it is a healthy step
@Seraphor said:
Any mechanic that allows survivors to stand within 1m yet be perfectly safe in the knowledge that they're 100% untouchable.
This includes:
Crouching on the killers toes knowing that they're entirely outside of the killers binocular vision.
Multiple survivors bodyblocking a hook knowing that if the killer swings, they lose the hook.
Is this a horror game or not?
Is this a horror game or not is fair. Yet its a valid tactic for the killer to stand there face camping to get a cheap/free hit or down... what happened to fearing the killer in that situation I always wonder.
Works both ways in that regards imo. The killer pretty much dictates how the game is to be played by the playstyle they choose. Whether that's to face camp, tunnel, chase as many people as possible, protect gens etc.
Survivors don't have the ability to dictate how the game has to be played, they just do objectives tbf. Nothing forces** a killer to have to play a certain way. E.g. if a killer is face camping as survivors you HAVE to hook trade, take a free hit or have at least 2 people try and rescue or just stick on gens and risk the sacrifice.
Nothing force's the killer to have to act in a certain way, the decision remains the with them to choose.
I do think there's much more pressure playing as killer as you only have yourself to blame and contend with in terms of skill, whereas as survivor you can put it down to other survivors, and vice versa rely on other survivors to try and pick up the slack.
Downside is, survivors is only as strong as the weakest link, if you have 1 bad survivor you can be as amazing as you want and still lose to a 4k.
Comms isn't busted and by no means gives free wins. I play with 1 other person and even before everyone else quit as 4 players who are casual gamers but had a lot of hours 2k+ each at the time on console would escape far far less individually or as 2 or more than we would get 4kd.
Unfortunately statistics in any way you look at or Interpret them throughout all changes of meta etc. Over the past 3 years have never once backed up claims that it's a survivors sided game.
All win streaks on YouTube by killers far outweigh any survivor escape streaks in number and by the number of those who do them. In these instances even survivor escape streaks usually include escaping via hatch (doesn't count for MMR cuz it's not really a win let's be honest) whereas killers often set themselves much stricter rules like even 1 escape through a gate counts as a loss.
The only SWFs with comms which are busted are the 0.1% like hens team who managed a 200+ escape streaks (still allowed for upto 1 person to be killed so not comparable to killers streaks imo) and they literally synergise all their perks, plan who will take chase and map out gens on a clock face. The vast vast majority of SWF don't (and don't wish) to play like this as its some tournament level game and not fun for most people.
With all of the strategies, perks and tools available to killers if you can't win the majority of your games then it is quite frankly with how the game sits ATM, a skill issue for the most part. The exception being of course map RNG imo, this can be really rough for some killers (and for survivors on occasion) that is something which should always be reviewed and updated. -I think tbh map RNG is in fact one of the biggest factors in how a game plays out in which sides favour so many times.
The most busted time which was unfair on killers was when boon healing came out pre-nerfs.
There should be a clear distinction made by people referring to SWF with comms and tournament style SWF as they play totally different and are worlds apart.
-
It's poor design at best. There isn't anything else that's so high on reward vs risk in the game that can be used throughout and only actually becomes most powerful as the game progresses.
It's not even easy to coordinate when you're going down with comes as a 2 man which I play as with my friend.
The problem is you only see the real problem at 1 gen remaining too. Kinda makes the first 4 gen progress totally pointless as the game ends in stalemate or almost guaranteed loss provided the killer sticks to the kicking gen tactic and is patient .
-
@Irisora said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311156#Comment_3311156
And to add to that, the hand holding is for survivors only. Why the killer community should sweat and play like people with 5000 hours when survivors get a lot of free info patch after patch and by just pressing E in the right moment they can restart a chase? Or by just pre dropping pallet after pallet 3 gens are done because of poor map balance?
Killers shoudn't be balanced around top players because survivors aren't balanced around top survivor at all. Simple as that, and as you say the casual players are the life of this game, upset them to the point of no return and the future of the game won't be bright.
Not one single statistic released in the past 3 years backs up claims that survivors on the whole have ever had it easier (i.e. escapes outnumbering kills).
-
@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310549#Comment_3310549
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310540#Comment_3310540
I'm saying that Eruption isn't the automatic win people are claiming it is, with the CC being the best example I can easily refer people to.
I'm probably a mid MMR killer (maybe mid-high on Hag, Ghosty, Artist and a few others) and I face sweaty SWFs sometimes. Because 'sweaty' is relative.
I mean, lets look at 3 memorable matches from the Christmas event.
Ghostface game on The Game (offering) - ran into a 4man running 'destroy all the gens' builds. Simply couldn't kill them fast enough, and Surge didn't cut it. Game was done in...about 5 minutes, with another two where I tried to defend the gates. Had I been running a stronger build, I might have had time to make something happen.
Demo game on Garden of Joy (offering) - ran into a 3man of comp players. Similar Hyperfocus/Fogwise/BNP/PTS build. Absolutely destroyed me, partially because I went in with a flan/give everyone a chance to get BP/fun build (it was Christmas Eve). They heavily abused the pseudo-infinite in the main structure and were BM as all hell in postgame.
Plague game on Eyrie - another 4man, similar builds. About 6 minutes in, all the gens were done - they didn't even bother to cleanse or do Plaything totems (I was running Penti) and barely even tried to loop me. Just two-to-a-gen, always on, and by the time I hooked someone a gen had popped. Once again, BM.
Tell me - with the possibility of running into this sort of team, why shouldn't killers bring their strongest options?
3 examples of awful games for you... out of how many other games that were the total opposite to this? Need context.
-
When the band aid fix is to make numerous fun or strong perks 100% unusable on 1 killer this just highlights yet again the whole killer's concept doesn't fit in the game.
She needs a rework.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/359895/scott-otz-discuss-tunneling-video
I disagree, there are plenty of solutions that can actually make tunneling impossible. They just need to do it.
Tunneling is effective because it removes someone from the game, so make that simply impossible. What if survivors 1st hook state was shared as a team, so even if you tunnel the same survivor, you have to hook them 4 times (to get through the teams shared hooks) then 2 more times, to get through their own states. This could be a way to do it for example. Obviously it has other implications, but the reality is that it is possible to fix it. But the fix to it is not to incentivize killers to do other things, or to disincentivize tunneling, its to make it literally impossible to do, then balance the game around that thing being impossible.
I've always thought you could kill tunnelling so that if there is literally 3 hooks all on the same survivor all the other survivors get a 3rd health state.
Can't really be abused by 4 man teams as 1 person will always have no game every match if tried to be forced by the SWF
-
TBF, new leatherface game coming out shortly so could be a licensing issue with the release of a new game. I imagine these licenses are reviewed regularly so timing could be to coincide with release of that game?
-
I think we should make it very clear that there are massive** variations between SWF. I've played as a team of 4 (before most people quit the game) and we never had escape after escape (even at 2 escapes) and the majority of the time it was still a 4k (hours wise average about 2k each).
There are SWFs who sweat, mapping out the gens on a clock face etc. - this is probably about 1% of teams, the majority of SWF are still casual just wanting to have fun and socialise with each other imo.
The comms is useful and can help a bit but it definitely doesn't win games.
I play as a 2 man now mostly and again it's for the social aspect (we probably escape on average 2 out of 12 games as a 3 or 4 escape) and then almost every other game is a 4k.
If you get rid of SWF then you remove a huge social aspect of the game which is why myself and a think numerous others play games in the first place.
-
Just seems counter productive to what BHVR say they want with survivors fearing a killer yet they do nothing to counter camping effectively for the average player on soloQ.
Camping at 5 gens feel bad because you're effectively forced to go to the killer, stop all progress, either hook trade or at the very least give a free hit which just feel cheap. There's no 'earning' that hit which people seem to be big on.
BHVR tried to counter camping and tunneling with band aids (perks) but unless you actually make a forced change to playstyle, humans naturally take the easiest path which for a huge proportion of (mostly not very skilled) killers involves camping and tunneling.
Personally I'd rather they worked a way so camping and tunneling wasn't possible (at least until the end game) and increased gen times dramatically by 30s or even higher if needed to find the balance.
-
It's very simple. It's an unhealthy route to take the game. Nobody wants to play games which take 40 minutes and have little interaction.
Ultimately the game will just lose player base which is pointless.
It's always been very clear that BHVR actually needs to force healthy playstyles not just try to encourage them.
Extra gen time was increased in the hope it slows the game down and therefore encourage different perk use, more time to chase etc. Instead players just camp more.
If you just give players a different option the majority still just pick the easiest one to win, regardless of fun or anything else, hence we arrive at many players just camping the 3 gen at the start even if it means back and forth for 30 minutes doing effectively nothing.
Again, no argument on whether it's valid or allowed, that's a no brained, but it is certainly poor design.
-
Like someone else said. Survivors HAVE to complete 5 gens and power a gate. Killers can win in as little as 4 hooks.
It's not in every case of course, but for the most part (particularly if you're not a 4 man god squad which most arent), survivors need a good start, their snowball (in general) starts big and gets small. For a killer it's the opposite. Once someone is hooked, that's 2 survivors doing nothing, once gens pop that's a small map with less gens to protect, and as the game progresses there's less resources to have to put up with.
I think it's more understandable for survivors giving up earlier on, when if you have enough hours experience and see someone being camped just so the killer gets free and cheap hits by forcing you to come to them camping the other survivor.
It doesn't feel good, its hard to pull off without multiple team mates (thus bringing your game to a standstill) and overall just bad game design. It's not the killers fault for playing this way, it's BHVR who should be looking at reworking how hooks and camping etc. Work and then balancing around a totally new mechanic.
Number 1 reason I see DCs and giving up is due to tunneling and camping. Everyone else who DCs for being downed first or outplayed etc. Are just being babies and you'll never be able to fix that.
-
@shalo said:
BVHR has said there's no need for a buff, "The average SWF group, which makes up the vast majority of SWF groups, has little to no discernable difference compared to solo players (within a few %)."
TBH I'd agree. SWF doesn't make for wins, I've played always as a duo, but many times (before everyone quit) as a 4 man and we would still lose to 4k the majority of games.
There's a few people who dedicate their life to this game and they are the ones that make sweaty games. Swf doesn't help hardly at all when you're in a chase.
-
@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3281884#Comment_3281884
Spirit with yellow addons also cannot be hold back by 90% of the structures in the game? Once the few god pallets your average map has (which is shack and 1-2 more usually) are used there is nothing you can do to keep her from hitting you. So is spirit also cheating?
No but for both its just bad design
-
Get over it. It's a time limited event.
-
@egg_ said:
There's really no reason to play survivor unless you're playing with friends. It's really unenjoyable, what makes it fun is the company and the chatting, not the experience esp against most killer players
Totally agree. The game is absolute trash without the social element. I put up with it cuz I have friends who play it, but the general fun and 'close' games died months and months ago for the most part.
-
Killer really doesn't need the advantage of seeing survivors items tbh. Items can help with a game but unless you're a 4 man with 4 BNP it's pretty safe there's going to be no difference to how the game pans out as it'll depend on skill, killer playstyle and map RNG more than anything as always.
The killer will just face camp and force 1 or 2 kills anyway if the game starts going south so who cares anyway lol...
-
I must live in some parallel universe of games in the EU, cuz me and my mate have been playing for 3 years and for the past 6 months plus we probably escape an average of 1 in 10 games, even if 2 gens pop fast.
Killers snowball as games progress, survivors tend to do the opposite. Map size shrinks, less gens to defend, survivors have more objectives to do (rescue, heal, open gates, less resources) and killers have much better end game perks that can change the match.
-
****why has nobody replied with just do bones, when that's been the acceptable answer all along for anything totem related****
-
@illNicola said:
https://forum.deadbydaylight.com/en/discussion/comment/3272385#Comment_3272385
Its 70% of the game because killer is too annoying to play. Lots of killer mains became surv mains because surv is chill and killer frustrating. If the game come back to 2019 state probably there will be more killer mains, or more people who play both equally.
Not really. A lot of people play games to be social even if its just with 1 friend which survivor offers. I only play killer if no one else is playing with me.
-
BhVR issue
-
@Breadn said:
There's absolutely no correlation between his ability and tunneling. My theory is that people playing newer killers tunnel more, because casual players are more likely to play the new killers, and casual players tend to be the ones tunneling.
Not sure i agree, cuz in the same breath everyone knows comp ayers tunnel and camp too. Ive experienced this only yesterday in game too (against a nurse ofc).
-
Theres a lot more DCs over the past few months, so maybe look at the cause and not the symptom.
Ultimately people who DC arent having fun, multiple reasons, sometimes just pure ego, but thats nothing new and doesnt explain the increase.
-
Honestly, just put down the game. Its trash. Until core mechanics change so that camping hooks isnt even possible this game will eventually bomb. The only reason its stayed alive is due to lack of competition and constant dlc churning out.
People didnt quit the game cuz of the meta perks etc.
Killers quit because of gens flying, survivors (all the ones i know) including myself, quit because of getting (or watching others getting) face camped and/or tunneled out the start of over half of every game.
Ive said it plenty of times, i dont give af about arguing whats a legit strategy or not, my argument is it isnt healthy for the game and it makes people give up on playing cuz its boring.
-
A very good team with 7k hours, running nurses 'hardest map' with 0 perks. And you dont see the problem?
The perfect advert why nurse shouldnt exist in the game. 0 perks, her hardest map and against a good experienced team who's top scorer got 13k BP.... so probably 2 gens got done.
-
Its playable. Its just miserable. I think i had fun in maybe 2 out of 10 games over the past few months. Post patch doesnt change much. Just more camping then tunneling, at least every other game if not more. Boring.
-
@Rchumley11 said:
They say they are aware of a tunneling and camping problem, so what do they do? they buff killer. They make tunneling and camping easier. even running anti tunnel builds if the killer wants to tunnel and camp they will. They continue to indirectly make strong killers stronger and leave solo que unbearable. How about fixing the obvious tunneling and camping problem before buffing the killer again? This has been a problem for years and it has only gotten worse.
@mustdogen said:
They buff Bt, rework a new op NT tunnel perk, make an in game bt and speed boost.
Why you stillcomplaing?
Honestly, my advice, just uninstall the game and save yourself the bother! I did it, my friends have done it (not in a group protest), just because theres no point complaining for something to be addressed when BHVR have proven innumerable timed they are incapable and slow.
-
Its a death, but a slow one imo.
The game wont just outright die because it has too many good things in its niche such as all the licenses and little to no comparative competition.
All my friends (some playing around 4-5k hours) and the rest between 1-3k hours have already quit the game months ago. A couple of us played post patch to give it a try again and after a few days realised nothing has changed for the positive so continued to uninstall again.
My reality is i've watched people who were obsessed with the game for years (and willed it to remain fun) see it do the opposite. Its been months on now and the first 4 guys still dont want to play at all and have zero interest.