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The devs should add catch up mechanics

Sarrif
Sarrif Member Posts: 192
edited March 29 in Feedback and Suggestions

Essentially what the title says, when one side is losing hard the game becomes less fun. Situations like the killer tunneled someone out at 5 gens because the game becomes more or less impossible to win for survivors if there's an early death. Or the survivors all brought some kind of pro MLG gen rush build and four gens pop before your first down. Neither are really fun or all that healthy for the game I believe.

For an example of how this could work, let's say you are facing the average insidious Bubba and they camp someone to death, unless you are in a SWF there's no real way to know that until you are at the hook so the survivors can't really punish the camp by doing all the gens or even get the save since well it's bubba, at best you might be able to trade. Likewise it's also boring as heck for survivors to just do M1 simulator.

So, a solution to hopefully give the survivors a better chance, give them an increased action speed per survivor dead with it gradually decreasing for every gen completed. This would help end tunneling overnight in a way that can't really be abused all that much by survivors since if they try… then well they are dead, it's not fun being dead.

And for killers if say they have not gotten one down by the time a gen has popped because of the previously mentioned MLG gen rush build or because you commit to a chase instead of the classic hit someone and run away. Simply giving them an increasing haste and lunge effect for every gen popped with the bonus decreasing for every down I think would help. (I would make it hooks but killers slug a lot and it should not be rewarded.)

TLDR curb stomp matches are not fun and there should be mechanics to help prevent them.

What are people's thoughts?

Comments

  • fulltonon
    fulltonon Member Posts: 5,762

    Actually yes.

    People often says "it rewards losing so this is bad", but actually, to make game more balanced and close game SHOULD reward losing lot more.

    The only thing I would say is remove bonus depends on kills instead of downs, downs doesn't really makes them winning, kills do.

  • Sarrif
    Sarrif Member Posts: 192

    Well, if the devs had a good matchmaking system that prioritized putting players in the same skill bracket together it would not be needed. But I'm not in the opinion that other players should have their game ruined because of other people's actions.

  • Archol123
    Archol123 Member Posts: 4,634

    Name a proper way to determine skill in this game? That is reliable despite map rng and works for all killers equally... The issue is not only the mmr system having this weird softcap stuff and what not, but also no way to determine if a player is good.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,899

    Killers already have several 'catch up' mechanics built into the base kit of the core game.

    Resources like pallets are finish and single use, so using them up creates dead zones later in the match. Every time a gen is completed, the patrol area of the map shrinks and makes survivors play closer to the killer (this also makes dead zones more effective). Bloodlust is literally designed for killers who are taking too long to close out chase.

    The killer can, at any point in the game, snowball. They can go from having zero progress and no hooks to a 4 man slug in a matter of seconds.

    None of these work in the survivors favor, and there really isn't a need for a catch up mechanic for survivors. The closest thing I would be interested in seeing would be for the devs to nerf tunneling to be less efficient. The game needs improvements so that tunneling one survivor out as far as possible isn't generally a guaranteed win with gens remaining.

  • Green_Sliche
    Green_Sliche Member Posts: 688
    edited March 30

    In that case absolutely every killer should tunnel the first survivor asap instead of doing so when there are 2 or 1 gen left for equalizing the match. Does that sound fun to you?

    By leaving less and less options for a comeback you essentially say to players - want to win, go hard or don't complain afterwards. This also means people shouldn't be asking for ''tunneling'' solution and changes that give survivors the chance to recover, like recent DS should not be happening in the first place.

    To sum up - got gen rushed, take it like a champ and move on to the next game. Got tunneled off the hook at 5 gens - that's sad but don't complain, just move to the next game. No wonder game quality keeps dropping when changes make game harder for one side or another.

  • Archol123
    Archol123 Member Posts: 4,634

    As for the tunneling, how is that something new? There is not really much that prevents it and if the killer wants to he can obviously do it already.

    You can have a comeback, if you play well, not if a mechanic detects you didn't play well and rewards you anyway.

    Got Gen rushed: Try to pressure gens better, if you get gen rushed in most cases your chases took too long. People use the word Gen rushed for everything without thinking about why hens go fast... Usually it is just because they chase one guy for an eternity.

    Well for the tunneling you can run perks or play better to not die so fast, you might still die at the end but the killer will get like 3 hooks total.

  • Green_Sliche
    Green_Sliche Member Posts: 688
    edited March 30

    Correction : You can have a comeback if someone plays bad and makes mistakes. If you are way behind in hooks or gens and everyone plays well then it's generally over.

    It's easy to suggest better gen pressure but :

    1. Not every killer is equally good at spreading pressure. Apparently killers like Nurse, Blight, Spirit are better at this because they have mobility. Other killers struggle at being after everyone and often have to resort to getting someone out to create a pressure afterwards.
    2. Running every match with top best addons / perks - how much fun there can be in playing such game?

    You said yourself - play better and try not to die quickly. If you suggest this stuff to others they will almost resent you for it. In their mind killer must spread the pressure and hooks no matter how is the state of gen progress is in the match.

  • Archol123
    Archol123 Member Posts: 4,634

    That not every killer is equally strong is a given by design and nothing we can do much about. Sure in a perfect world they would all be really close together strength wise, but just by how hard some are and how easy others are that would just lead harder killer barely being played, because they are way more effort to do well with. Guess that can be looked at individually, but it will always be an issue.

    However in the normal matchmaking you can still do really well with every killer if you are good enough, as we have seen by m1 only stuff some really good players did.

    I dont think you will have more or less fun whether you run the strongest stuff every game or if there is an ingame mechanic that rewards you for doing poorly. Both sound rather boring and would give me somewhat of a feeling of only winning because of x and not because I played well.

    They can if they wish to, I could not care less. That sounds just super entitled. It is not like anybody has a right to make the opposite side play in a specific way unless prohibited by game rules or what not.

    Such problems should get tackled by base mechanics anyway and not by perks and such, but it is what it is. Given by what we have currently one side feels like gens go super fast which is why they tunnel, which is funny because that way you are not pressuring anyone else, leading to faster Gen progression. Then the other side is complaining about tunneling despite unhooking into the killers face and not taking the aggro.

    I dont know how to appropriately solve this thing, but there is like two generals things that could be done, punish unwanted playstyle or make them impossible and try to give bonuses for players who play nice in that sense. But as to how to do that in practise I have no clue. You can go all in and just make recently unhooked survivors invisible to the killer and remove their collision entirely until they progress the game in anywhere and show the aura of the unhooker, so the killer does not wander around aimlessly. Or you could reward the killer for spreadings hooks by giving him a bonus, maybe stronger Gen kick, or general slower progress for the survivors, that could also go the other way, you hook the same person over and over again and the Survivors repair gens faster or what not. However all those ideas have major flaws. But still those at least only try to get rid of unwanted playstyle, they however don't change the outcome of a game because one side is a lot better than the other one and punishes it for that.

    Let's look at the two examples in the first post, gens popping super fast because of some ridiculously strong perk addon item combination... So either you are getting really outclassed in chase and those builds didn't do that much, or the Gen builds are just too strong and need to be looked at. But in both cases the solution is a lot easier than introduce some unfair mechanic.

    As for the second example one guy dead at 5 gens. That should basically never happen if the survivors know what they are doing. (Unless the other side is just waaaaay better) If you just don't unhook the person right away your team has time to do generators, sure you need to get them eventually but when the killer tunnels you want them to stay on hook as long as possible, because that is all time they are alive and the killer needs to spend not tunneling the survivor. Yes it sounds stupid, but you can actually show negative micro in that way where you immediately unhook and allow the killer to just tunnel the guy out way faster than if you just waited some time. In which that survivors just stays in hook.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,878

    Reward the side that played bad? No, it’s not a good idea.

  • VomitMommy
    VomitMommy Member Posts: 2,257

    3-gen and slugging would be lovely.

  • fulltonon
    fulltonon Member Posts: 5,762

    Because?

    Everyone want longer game with fairer tension between them and opponents, current dbd is pretty much like snowball where one side gets more and more power as they win until game is over.

    why not make it opposite so length and feel of the matches will be normalized/have much less stomping games?