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What's good for the goose is good for the gander

The current state of the meta simply encourages survivors to filibuster extra time into a match so that they can complete gens as fast as possible. They get chance after chance after chance, and it just eats up the clock on killers until it's time for them to go. If this 40-perk rework doesn't involve removing the crutches that have hamfisted people into ranks in which they don't actually belong, then killers are going to need second chances too:

Boons can be spammed over and over again, Hexes can't; why can't we get the ability to reconstitute our hexes? Survivors can constantly heal themselves and move quiet an entire match but we cannot reconstitute our Hexes. This is an incredible inbalance and even worse a handicap on the skill growth of survivors. they don't have to play around ruin if they can get rid of it. No need to learn alternate strategies. Killers should be able to reapply their hexes as well, otherwise you're giving one side more baseline capabilities than the other.

Survivors can now spam Dead hard at an unbelievable rate, as a former David main on console, I was blown away at the buff. I can loop, get hit, loop, deadhard into another pallet/loop, and then I'm finally down for the count. And this is assuming no one picks me back up, in which case I can do the entire cycle again with utter impunity and the killer has yet to get their 1st hook. That is a lot of time being taken up on one chase and Ideally it would be just that one chase, but in reality it's every chase of every trial. If survivors have a perk/mechanic that basically extends a chase far longer than it should have repeatedly, and if it's almost standard survivor kit that's called spam. Dead Hard should only be available for use after being hooked and while injured again. if the perk does not get changed, then bloodlust needs to stay in effect until the killer gets their hit. You're not encouraging survivors to avoid injury if they've all got a "free pass" every half minute; it's causing them to behave reckless.

And finally, because Survivors get to Over extend chases with dead hard, deny our hook progression with Decisive Strike, deny hook trades and of course encourage unsafe unhooks with borrowed time, prevent our hook progression with unbreakable, and deny our end game hooks with adrenaline. there's no situation in which DS/DH/UB/BT will not prove to be massive filibusters, they're huge time wasters. And if the survivors are allowed so many means by which to halt or even undermine our trial progression, it would only stand to reason that killers should have the same ability. Killers should have some means of resetting repaired generators.

I make these suggestions not simply because I'm over exasperated with playing killer, but because what I'm noticing a lot is that there are some amazing survivors out here to know how to avoid being caught and who know how to loop and tech. But the current meta and BP calculation infrastructure disregard them and their skillsets massively. Sure they get rewarded OK, but BHVR you're not acknowledging player skill appropriately. This is a very time sensitive game, and as such we need to be looking at how players spend their time in trials, not just the hard actions they do. SBMM essentially establishes skill ranges based off kills and escapes, but those are the exact wrong stats to look at if you want to identify a skilled player in any video game. Killers in this game need to be measured by how long it takes them to find that first survivor, how long until the 1st hook, the amount of gen regression they incur, and overall just how long it takes them to end the trial. Much like a survivor needs to be evaluated on how long they spend hidden from the killer, how short their chases are, how much time spent healing. Escaping and killing are a result of time well spent in a trial, but with the current metric we're boiling down all of the things that happen into a simple 1/0 and that's not fair to the skilled killers and survivors out there who actually don't need perks to run great games. We assign these hard set BP values to actions and situations but we're not measuring the results. A skilled survivor is going to remain hidden for quite some time, They will escape the killer fairly quickly, and above all else they don't get hooked as often. But with MMR as it stands right now, we're seeing survivors who do not remain hidden for long, ones that lose chases but win them with the E key, and survivors who get hit and downed more times than what should be physically possible for an IRL person. There's zero reason to invest time into learning how to actually play survivor anymore because even if you're absolutely horrible at running loops all you need is to purchase two survivors and you can basically hamfist as much time as you can into each trial until gens are done. I know this section is long, but I have to end it by saying that the perks of three survivors alone have turned the idea of SBMM on its ear simply because if I just bought the game, you guys give me enough bloodpoints to get the teachables I need to avoid having to develop skill at the game.


DBD has to be scary for survivors again. As things are, there's no real risk to playing survivor. Losing should be something that they want to avoid at all costs. They are not in the fog by choice, they aren't super heros, and they are ultimately just food. Repeated losses should result in a survivor having an equipped perk burned away and sent to the bloodweb to get bought again. I would suggest three, because after watching a bunch of these survivor streamers, they usually start playing better after about 2 back to back losses. what I've noticed watching some of the meta streamers is that they show little to no concern about getting hit and hooked over and over again because "at least one will make it" due to all the meta perks. Survivors are literally throwing themselves onto trapper's blade to buy their friends time. We've already covered that they're still gonna get paid more than the stealthy feng. We're rewarding failure with a half victory. Being sacrificed 3X in a row should burn away an equipped perk. This way we can encourage survivors to play carefully and actually lay out plans instead of waiting until the killer finds them. Without fear of failure, without something to make them respect the terror radius, Survivors won't actually increase their personal skill sets. Especially if all they need is Bill, Dave, and Laurie

If the lemming meta doesn't get fixed soon, eventually the content creators are going to make their "why I'm leaving DBD" videos. Sounds like a catasrophization of things, I understand, but I've noticed that DBD content creators are making less and less DBD videos and their streams are getting shorter. On top of that, Every single killer youtuber has sad the exact same thing at least once a week for the last 4 months as far as I've gone back.


"This just isn't fun anymore"

Comments

  • AykDanroyd
    AykDanroyd Member Posts: 232

    It's being handled in a piss poor way. I play both so I hate things on both ends. As killer, it has always pissed me off that boon totems can be infinitely re-booned, which should have never been allowed. Instead a token system should've been implemented where the team gets 3-5 boon tokens & boons remain until a killer snuffs it. There are 2 ideas I have:

    1. One idea would be re-boonability of all boon totems at the expense of a token, where once a boon totem exists, other survivors with different boon perks could apply their perks to an existing boon totem at no extra token expense. This system would incentivize finding other totems to bless because re-booning the same totem would get the killer to find it easily & cause all the tokens to get used up when the final snuff happens. A token would be added for totems that are cleansed to make up for the loss of a totem to boon for those relying on them as heal options.
    2. Another idea would be to have each of the 5 totems in a match be boonable once & only once so that as soon as it's snuffed, the survivors would have to find other totem(s) to boon or else be out of luck.

    This could address the boon issue without having to do an atrocious thing like allowing hex totems to be rebuilt, which I definitely don't want (Devour Hope is already a garbage crutch perk that should've NEVER been implemented so to think it could be reapplied after going through hell to find it & deal with a proxy camping Hag (through her traps) would be an atrocity. Not to mention the hex system would have to be changed completely so that multiple hex perks could be stacked like boon perks on a single totem, or else how would the game know which hex perk to rebuild when a killer brings multiple hex perks and more than 1 get cleansed. Just no thanks.

    I already hate the change they made to the hemorrhage status where now it makes healing be virtually impossible when a killer has barbecue & chili & hooks someone while you're trying to heal or has thanatophobia or you're going against the Legion & they keep finding you through killer instinct (Legion plus sloppy butcher AND thanatophobia makes me kill myself on 1st hook because why even bother). it makes winning as a survivor impossible unless the killer decides to be nice, and that's not even considering the tunneling or camping from the getgo of a match that has become commonplace among all the no-skill new players playing as killer in this game (or even some veterans who never learned properly).

    I'm convinced that BHVR doesn't play their game to make the changes they do. Dealing with hemorrhage & Legion after the changes they made (especially on Haddonfield) in a swf team you're in vocal contact with is annoying enough but is at least one thing. Dealing with those same things in the solo queue with players you can't speak to is something completely different and makes for a miserable experience. At this point they should make 2 modes of this game, one for swf and one for solo because it's beyond unfair for survivors and even killers to deal with swf teams on an equal footing as they do in or against solo queue survivor players. Swf players who are in vocal contact can alert their team mates of their position to ensure they stay far away from each other against Legion, which solo players can't do.

    Right now players on both sides are leaving the game. I know survivor streamers who deleted the game who for years played nothing but DBD & vowed to never play it again and as someone who only plays it & doesn't stream DBD, I'm getting to that point myself quickly. At the very least I think the pip requirements for killer need to change to make it easier to pip as killer, with strict penalties & depips for camping and tunneling. The pip system for killer is outdated & dates back to the pre-boon era. Not to mention so many players d/c early on (I had one d/c just as I downed them for the 1st time about a week ago), so killers should not be penalized for d/c'ing players if the d/c was not tunneling/camping related. Losing perks for repeated losses is a horrible idea when it's so easy to die many matches in a row due to getting a ######### tunneler as killer, which I got PLENTY of as survivor. It pisses me off because I don't play like that yet get that treatment as survivor because many people could care less about the golden rule (do unto others as you would have them do unto you). The majority of unhooks I make with BT, I end up trading places with the hooked survivor due to a camping killer. So I don't know what you're dealing with but not everyone is experiencing the same thing you are.

    As killer, my biggest suggestion would be to make the matches last a minimum of like 7-10 minutes regardless of gen progress (like having a built-in Blood Warden or No Way Out). And I don't see the big deal in DH, it usually just buys them a few seconds and they're down. I think the thing that's causing you the most problems is the matchmaking, which is the same thing pairing me mostly with baby survivors who mostly leave me to die on 1st hook or at least go to 2nd phase on my 1st hook and also results in me getting baby camping/tunneling killers while also getting high skill swf'ers in my killer matches. I noticed a change about 2-2.5 months ago and I'd be willing to bet it's why they've been hiding the ranks as of the past month in the post match screen(s).

    I know is that it's a problem on both ends. There are still plenty of players playing killer. In fact, the queue for killer (meaning there are ample survivors to be matched against) is only shorter for me at night, whereas the queue for survivor is short pretty much the entire daytime (from like 5-6am till about 6-7pm), meaning there is a good supply of killers throughout the day for them. The game is broken at both ends.

  • Valik
    Valik Member Posts: 1,274

    I don't have the time to unpack all the subtilties, but suffice to say - I somewhat agree.


    Hopefully they can someday implement a Blood-Point-Per-Minute ranking system and make Dead Hard only able to be activated after returning to the healthy state, while making boon totems much stronger and removed from the trial when broken as hex totems are.


    If this were the case, the game would become much better over night.