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More and more people want to take away player agency

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Comments

  • DeBecker
    DeBecker Member Posts: 374

    Imagine this would not have been just a bait post and people really complain that they have so many options to circumvent gameplay and the other side dislikes them. Hilarious.

  • PleaseRewind
    PleaseRewind Member Posts: 65

    It used to work somewhat in SoloQ. I remember well a l lot of players couldn't help themselves and try for the save and didn't sit on gens. Especially when hook grabs were a thing. It's dead and buried thankfully.

  • RaSavage42
    RaSavage42 Member Posts: 5,592

    So MatchMaking should be the 4 Survivors as a group against the Killer

    Survivor 1- has a MMR of 900

    Survivor 2- has a MMR of 1000

    Survivor 3- has a MMR of 1000

    Survivor 4- has a MMR of 1100

    That equals out to 4000 then divide that by 4 to get 1000... so then the MM finds a Killer with a MMR of 1000

    AFC- should've been in the game for years... just saying

    A3G- should be based off of total regression done to the Gen not based of how many times the Gen is kicked

    AT- yes should be a thing and should punish those Killer more then it does... think about DS if Tunneling is as overbearing as is talked about here then why not let it have 2 uses and doesn't count down in chase (and I know that there will be people saying that "then the Survivors will use if offensively" and yo that I say "you can tell when a Survivor wants to be aggressive and take the aggro so that's when you slug them")

    But I want to bring up the legit reasons why Killers would do those things

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 376

    They would probably go and sit in a corner and be salty about never being able to catch a single survivor.
    I remember old DBD, when survivors were actually strong. Even solo queue players.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,388

    IDK I think 2v8 has all but proven it's version of basekit unbreakable doesn't stop slugging as a tactic, but proves as a solution on a cooldown, it also allows for resetting wiggle bars to stop feeling forced to if a survivor fails an attempt

  • Iabloko
    Iabloko Member Posts: 10

    This is a good point, but the killer does not always have information about which generators the survivors are currently repairing. I think if the killer knows this, then he can stop the chase.

    The killer cannot afford to stop the chase and go look for other survivors.

  • Iabloko
    Iabloko Member Posts: 10
    edited January 21

    Unfortunately, this is the reality. I have over 1000 hours of practice on killers, and at my rank I get a group of survivors every other game. And in each such game I can make 1-3 hooks, and then they escape.

    The reality is that no matter how strong the killer player is, he can’t do anything against a group of survivors.

    I don’t like such games, but I don’t like playing against newbies either.

  • CrypticGirl
    CrypticGirl Member Posts: 755

    And the Killer certainly cannot afford to keep chasing that one Survivor they just can't catch, because that allows the others to work freely on the gens.

    It's not that difficult, since you can see the auras of all unrepaired generators, and they're usually in two clusters on the map, with maybe one in the center. When there's only one gen remaining, then there's only three gens left on the map. So you know the Survivors will be in one of those three locations.

  • LockerLurk
    LockerLurk Member Posts: 297

    The issue is, I'm not sure that really matters when even a basekit Unbreakable doesn't help - and no, it's not going to stop slugging if added, just discourage it, the same way the AFC didn't stop returning to the hook (how would you even fully police something that's a gameplay mechanic?). I still saw slugging in 2v8, some Killers don't seem to care about winning or losing but just making sure Survivors they are upset with don't get to play the round as much as possible for whatever reason. The thing is, no matter what the Devs put in to combat this issue, the community will just yell "DO MORE NOT GOOD ENOUGH" despite it being literally what we asked for.

    At some point you have to question two things: What sort of power trip fantasy do these Killer players have, and what is the Survivor side doing that is so annoying to warrant this sort of behavior becoming common?

    Then there's a third question: are the Devs even looking at these as the real problem to fix, or are they bandaiding something that the community is just going to move the goalposts on and decide "isn't enough" three months down the road from now, like what happened with AFC?

  • LockerLurk
    LockerLurk Member Posts: 297
    edited January 21

    Can I, respectfully, ask you something? How many games of Killer have you played with a low mobility Killer before? I'm not insulting you or calling you a Survivor Main by any means, but how often do you play Killer with someone who has to drop chase frequently? How many times has that actually helped you pressure a team where everyone is very good at looping you, very coordinated, and very efficient on gens?

    My guess is almost never. Because it's very hard for any Killer to do much when the pressure is pushed to such extremes they have no choice but to take what they can get, which sometimes is the one person who they currently are chasing. It's actually very possible for Survivors to be so coordinated, three gens finish before one chase is over and the Killer still has not hit a reasonable disengage point. The Killer cannot be everywhere, so… what is your solution to this?

    What if everyone happens to be that Survivor they "just can't catch" because of an MMR mismatch, is the Killer expected to give up all the chases and sit in the corner then?

    I think we'd all love to pick your brain as Killer players if you have some secret that makes disengaging a chase automatically help every single Killer on the roster always figure out where and when they have to be to pressure Survivors off of gens, and it's not just dumb luck, without aura reading perks because apparently some Survivors find those "skillless" and "braindead" to use. Because fact is… most Killers are not that mobile. Most Killers just are not fast enough to disengage like that, go find another Survivor, and chase them before gens get done or any sort of ability to pressure the team is built up.

    If in fact you do not play a lot of Killer though, as your post seems to suggest you maybe play Survivor more, or if you don't play a less mobile Killer - maybe you are a Nurse Main, IDK - then I don't think you should really be arguing about how easily the Killer can or cannot just… drop a chase as hopeless, which is a delicate thing and requires knowing "hey this Survivor is possibly wasting my time, I can't catch them even with Bloodlust".

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,388

    Thats what I'm saying, it gives an option but doesnt remove the tactic, it's as simple as that lol

  • LockerLurk
    LockerLurk Member Posts: 297

    I guess now I am just scared: what will be the next thing people complain about after Slugging is handled, what is the next "bridge too far", insurmountable problem for Survivors after slugging is handled? Will Killers I like get nerfed because the Survivors hate some minor niggle of their play? Will maps be worsened because now Killers don't have as much ability to pressure by downing people this way? That learned behavior of blaming the other side won't go away once ingrained. And we have had 8 years to ingrain it.

  • Spare_Them_Mori_Me
    Spare_Them_Mori_Me Member Posts: 1,864

    This is where Im so torn, because I dont want BHVR to control players. But currently the game is stale and its due to such things like 'I wanna play! But.. probably get slugged out the gate. Ah well, Satisfactory sounds better.'

    This is constant for me currently. I know its a 'me' thing, but its still there due to my experience with it being so common.

    Again, probably just a me thing. Hope no one else is getting that sort of anxiety.

  • Unequalmitten86
    Unequalmitten86 Member Posts: 349

    This when actual players were posting their STATS it showed a vast majority with a 35%-43% escape rate. Those that played casual killer all had an average of 7 hooks a game, including me that rarely plays killer.

    The thing is from being a veteran gamer killer is super easy unless you get a good team. Even then it's about getting the weakest link out and figuring out your strengths a weakness.

    In all of this BHVR has handheld their killer mains. The problem lays within this mythic MMR system. You have a killer that could these ranks by slogging, proxy camping, etc. These are easy wins for them. As they climb they start to face well oiled teams and survivors that are skilled to evade or overcome such tactics. As soon as these killers get losses they cry nerf killers. The problem isn't survivors (well sometimes it is), it's giving these killers a free pass for so long.

  • crogers271
    crogers271 Member Posts: 2,038

    That learned behavior of blaming the other side won't go away once ingrained.

    I kind of get this, but its also just what the game is.

    It would be like saying killer complaints have been ingrained and that's why we:

    -don't have old, old deadhard

    -don't have old mft

    -don't have old circle of healing

    -don't have the ftp+buckle up combo

    -don't have the unhookable builds

    -don't have old deadhard

    It's not just the nature of games for things to change, it is explicitly what live service games seek to do - keep an ever evolving game environment. They listen to what players say they are having a problem with, they look at their data, and they make changes.

    And while I think BHVR's execution of changes has had problems, I think they are correct in prioritizing fun as one of the key issues. Old DH were you had to always presume survivors had it and do fake swings wasn't fun and ruined the game flow, old circle of healing drew out matches, having an unhookable survivor was silly.

    It's happened plenty of times to things on both sides.

  • CrypticGirl
    CrypticGirl Member Posts: 755

    When I play Killer, I play the simpler ones, like Trapper or Huntress.  Occasionally I'll play Dredge, but I hardly ever teleport, and I can't make use of his remnants for the life of me.

    I can't give a definitive answer because there are way too many factors involved.  I'm not sure why you're asking me this question as if every Survivor team you face is a coordinated god-looping, gen-rushing SWF team.  The vast majority of Survivors aren't that good.  Dropping a chase if you can't catch the person is still the wiser strategy.  Of course there will still be times when you lose; that's just part of the game, and the one part of the game that no one can seem to accept.

    You don't have to sit in a corner if you can't catch the person.  Chances are, if they're looping you that good, they're at a very strong tile.  I can give one example: When Claudette looped me real good at the Killer shack, and I just couldn't catch her, I realized I was just wasting time chasing her, and I dropped the chase, telling myself, "I'll catch her when she's off guard."  But then I went around the next tile and headed towards the shack again; Claudette ran right into me and I smacked her.  There was a bit of luck involved there, but it's one strategy for catching someone that you just can't catch.

  • RaSavage42
    RaSavage42 Member Posts: 5,592

    Honestly some of the issue is us players wanting to get into a match fast without realizing that it effects the other methods of MM

    Speed of MM is first

    Fairness is second

    Latency is third