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Stop looking at your stats, devs. Play the game.

Let me sum it up, as someone who plays both sides. As Killer, gens fly and you have to play dirty to stand a chance. Slugging, tunneling, camping. As Survivor, you have the deal with these tactics after waiting in long queues. Both roles have taken a major hit in enjoyment level and this got a lot worse after the Ruin nerf. We are at a crossroads. Are the devs going to fix the game or keep taking it down the same path?

Comments

  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    You actually make a pretty good point. Gen speeds are a real problem. This game really needs secondary objectives for survivors and needs some kind of comeback mechanic for the losing side.

  • The_Bootie_Gorgon
    The_Bootie_Gorgon Member Posts: 2,340

    It seems that the devs do not view those tactics as dirty.

  • Todgeweiht
    Todgeweiht Member Posts: 3,666

    When Almo said "legion was not a nerf because he kept his kill rate" I knew something was wrong. I think some devs should dedicate a bit more time to "testing" their game.

  • OBX
    OBX Member Posts: 854

    It’s hard to test anything when most are rank 20. Only time I’ve seen anything happen was when a certain someone got bodied as hag. All of a sudden flashlights got nerfed. Ignorance is bliss. Hey everyone, we have new cosmetics to sell you!!! Lmfao

  • NursesBootie
    NursesBootie Member Posts: 2,159

    The snowball problem is an advanced one to understand, i'm proud of you son!

  • steezo_de
    steezo_de Member Posts: 1,213

    There already are secondary objectives- The Rift challenges. As long as those are in the game, I really can't see them adding to survivor objectives without really ######### up the flow. Not even gonna talk about the headache when it comes to balancing around that too. But hey, maybe they have some interesting stats during and in between tomes.

  • Megaris
    Megaris Member Posts: 105

    I think their "Kill Rate" had included DCs. There were so many DCs before penalty, and killer could get 4k very easily in that case.

  • PrettyFaceKate
    PrettyFaceKate Member Posts: 1,776

    The expressly stated that game with DCs were excluded.

  • TKTK
    TKTK Member Posts: 943
    edited February 2020

    Why would stats mean anything now when they didn't mean anything before? Matchmaking really screws those up cause i get all kinds of ranks when i play rank 1 killer. Also they way they show the stats is in a weird vaccum like freddy being the highest kill count but it was all platforms.

    So all i can really trust from stats is just pick rates, cause kills/escape rates just can't be trusted with all the other factors in the game like moris, what map it was, NOED, keys, toolboxes, devour hope, camping, slugging, and tunneling. There is just too many factors imo to be able to trust them in the first place.

  • Fattyclown
    Fattyclown Member Posts: 73

    So, the following problems

    White-Yellow Rank: Killers generally wipe out survivors as they are novices. The killer is also a novice, but he has all the advantages of the case against other players who do not know how to play equally

    Green Rank: I speak of the real ones that belong to this category. The games are more balanced and are probably more pleasant to play. Both factions know how to make better use of their talents or knowledge

    Purple-Red Rank: Survivors become the dominant role. Although the killer can be excellent at playing, his advantages are less dominant. This is because it is a race between 1 excellent player against 4 excellent players. This is evident from the fact that when you kill a survivor quickly the killer has the victory in his pocket as it significantly lowers the numerical disadvantage. This is why slugging is so effective, it removes a player from the equation by depriving him of his strongest perks. Very often a survivor ironically becomes more dangerous as soon as he is removed from the hook via DS or DH with which he can significantly lengthen a chase, in a game where the race against time is the fundamental fulcrum. In these ranks the killer suffers and can often win either by playing in an exemplary way, without any error, or by resorting to occasional slugging to lower the pressure on the generators or by meeting survivors who do not belong to this rank in the facts. You can see it immediately from how they play

    SWFs completely destroy ranks. 4 SWF Green Ranks who may be ex Red Ranks mercilessly destroy a poor killer who genuinely belongs to that rank

    The fact that a killer acts well in the lower ranks does not mean, personally speaking, that he can ALWAYS do well. With the Clown I can get 4 kills, this does not mean that against opponents who are really at my level I would have to work very hard to do the same thing, assuming I succeed in course. The fact that a Clown can kill 4 people regularly in the green ranks does not mean he can kill him in the purple or red ranks.

    The truth I believe is that the game is not balanced in the red or purple but green and yellow ranks. I think you understand it from Ruin's nerf. It was done because it was difficult for the lower level survivors to perform the skillchecks. But in the red ranks not only did the people run them without problems but even, knowing by heart the location of the Totems, they destroyed Ruin at the beginning of the game. This created relief in the lower ranks as they were no longer frightened by the skillchecks that penalized them most of the time, but a real paradise for the red ranks that knowing how to optimize the time available to them easily hit the skillchecks that increase the progression of the generator and nobody actively searches for the totem at the start of the game

    This is a general opinion, it is not a way to accurately catalog the skill of individual players. I hope I have not bored you, free to have your say and correct myself

  • EvilJoshy
    EvilJoshy Member Posts: 5,295
    edited February 2020

    I think most of our problems could be solved with some sort of oversight. A program to watch the flow of a match and alter it depending on how well or bad things are going. Like "The Director" in left4dead.

    Examples

    If gens are flying by and the killer has only managed to get 1 hook, increase the time to complete the next gen.

    If the killer is hooking left and right, lower the time to heal/do a gen.

    If 1 survivor is on a hook and the killer slugged the other 3, really up the chance to kobe.

    If a survivor jumps in a locker, forcing the killer to take a DS hit, make the killer gain bloodlust faster.

    Lore wise we could literally have the Entity do this. He feeds on the hope of escape and then snatching it away at the last second. It would make sense why he would give the survivors a helping hand once in awhile. Helping the killers need no explanation cause their his minions.

    Flashlights were OP as #@$% until Kote played and got his ass handed to him. Then they finally nerfed them. I say playing the game is constructive compared to looking at baseless stats.

  • InnCognito
    InnCognito Member Posts: 720

    It was fun getting to watch Matheiu play as the hag. I thought he did a really nice job.