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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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BHVR needs to lock in.

dgbug
dgbug Member Posts: 187

Stop making Survivors feel bad to play. Stop making Killers lose all their strategies. Revert Clown, revert Fog Vials, don't push the anti-tunnel changes to live, and play your ######### game, BHVR! We don't want Walking Dead era BHVR anymore, give us something to be happy about.

Thanks!

Comments

  • XboxPlayur
    XboxPlayur Member Posts: 64

    this! People keep saying that there’s no need to worry about the new patch because “it will be changed before live” but the fact that they would even consider pushing this out shows that the devs don’t play their own game. Yes killers have some powerful tools that can be abused, they’re the POWER role. Slugging helps to keep survivors busy doing something other than sitting on a gen. Tunneling usually happens if someone is playing extremely poorly or blantantly obnoxious. Sure these tools can be abused but there are already so many perks survivors can run to counter them. Just adding perk after perk after perk to base kit on both sides feels lazy, uninspired, and frankly is going to make the variety of builds on both sides boring. Why even have perks? Make everybody be able to do the same thing and be done with it.

  • JPLongstreet
    JPLongstreet Member Posts: 7,000

    I agree about seeing how the trials playing out over several weeks to see how these proposed changes work out.

    I do wish the PBT was more impactful and wider used. There's no MMR and like you said super limited in who can participate. Neither Windows or Epic can use it, despite bothe being on PC, plus none of the consoles can either, and they make up the vast majority of the playerbase.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,335

    You are right. I wonder why it is limited to Steam only.
    Granted, I have the game through Steam, and have done PTB testing in the past, but I too think that more people should get the opportunity to test out the changes

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,645

    It is even worse when it comes to people on the PTB. Not only it is Steam only, but even on Steam I think the majority of players does not participate in the PTB. Some dont care, others might not even know that there is a PTB, since not everyone follows the Social Media or is on the Forums. And some might just dont want to bother with downloading the PTB, e.g. I was not on the TWD-PTB because I did not want to download the whole game for the PTB just do download the whole game again for the switch to Live Servers.

    And those who are on the PTB sometimes are only on it for an hour or two, which is not enough time to test everything to have reasonable foundation for an opininion IMO. Which is why I am also not a big fan of changes from PTB to Live, since a lot of feedback is based on people not even getting to test the changes or only doing so for one or two hours.

    IMO there should be a separate PTB-Client which people can install without having to reinstall the Live game. This would also make it available for console, since it is a separate client. It would also allow to have PTBs frequently to test stuff like they did with the Finisher Mori and the ability to pick yourself up a few years ago, instead of throwing this onto the PTB they can use the Dedicated Test Client for this. Would allow to test things without any chapter ahead, including more frequent tests.

  • Jacknalls_Paw
    Jacknalls_Paw Member Posts: 362

    Someone should print this comment and hang it in a frame on the wall.

  • JPLongstreet
    JPLongstreet Member Posts: 7,000

    Both DayZ and Minecraft maintain "Experimental" versions on Xbox, and imagine something similar on the PlayStations, so it's possible but requires work.

    Back in 2016 the game was only out on Steam, but like a year later it was ported on over to the consoles. So yeah, I've never understood that myself.

    I know most of the content creators and all Fog Whisperers are on Steam, and often it feels like the PTB's are more for publicity. But monumental sweeping changes like these imo require ridiculous amounts of testing before going to live matches. And the more eyeballs and trials the better.

  • XboxPlayur
    XboxPlayur Member Posts: 64

    no I mean, get off a gen and help your teammates. It’s a teamwork game, that’s why there are 4 survivors and 1 killer…. They’re taking all of the pressure to help your team out because solo queue survs are at a disadvantage. Duh, any multiplayer game ever is harder to play if you’re not talking to your teammates. Trying to balance for solo queue is going to ruin the game. Sorry you just want to do skill check simulator.

  • MechWarrior3
    MechWarrior3 Member Posts: 5,395

    Love the assumptions. That always makes for a productive conversation.

  • XboxPlayur
    XboxPlayur Member Posts: 64

    I agree tunneling at 5 gens is horrible and boring, but these changes are way too powerful and wide-ranging to be just for “tunneling”. Tunneling is sitting on hook/running straight back to hook the same survivor three times in a row to get them out. It isn’t hooking a survivor, going back to chase the unhooked because that’s the only person you can find, then the first hook has horrible game sense and goes for an immediate unhook without healing because their other two teammates are hiding in lockers or just sitting on gens. Rinse and repeat. That’s not tunneling and with these changes a killer who isn’t tunneling would be severely punished because survivors are playing poorly.

  • Fuzzycube
    Fuzzycube Member Posts: 316
  • joeyspeehole
    joeyspeehole Member Posts: 293

    People seem to be overlooking that it will take around 90 seconds for a slugged survivor to fully recover and get up. If a Killer takes that long to down someone else, they're the one misplaying. I get that the concern is about the 400% gen progression pressure, but that only applies if the Killer is just standing around letting four survivors sit on gens uncontested. That’s not a balance issue, that’s poor decision-making.

  • XboxPlayur
    XboxPlayur Member Posts: 64

    I don’t have too many problems with the slugging changes by themselves tbh even though there are issues. it’s 90s only the first time, after that it’s free get ups with auto-recovery while crawling. This is just going to make getting off a gen and helping your teammate inefficient. Not to mention sabo-squads, while rare, have no counter play now. Sure the beginning of a match will be relatively slow, but after everyone hits the 90s mark through possibly multiple downs, it’s just free get ups. I think the recovery while moving takes away the aspect of “should I recover or crawl to safety” but that’s not too common of a play to be made anyway so it can go away. I keep seeing comments about “well slugging at 5 gens” which I have never done and rarely seen done, but have an easy solution. The new changes stop happening after 1 or maybe even 2 gens are completed.

    Now the “anti-tunnel” needs some serious changing all around because it too drastically affects killers ability to simply play the game. Unless you’re a very good player playing a very good killer it’s already so easy with survivor buffs to make tunneling very inefficient, but stacking even more buffs on top of that while simultaneously punishing killers “tunneling” that’s not even really tunneling is just a lot. Not to mention the complexity it’s going to add for new killers to try and figure out. I would be fine if the new changes only affected actual tunnel scenarios: sometimes unhook notification is the only piece of information the killer has against survivors who prerun or are very stealthy, it shouldn’t go away entirely. Maybe instead if you hook a survivor twice in a row, you don’t see the unhook notification the second time. I think the new addition of the elusive status affect on unhook is a better solution than the endurance, especially with the removable of collision. Endurance is too easily abused and encourages bad plays like unhooking in the killers face. The repair buff for a kill before 6 hooks and no regression ability after consecutive hooks is the worst part, not only does it make killers feel like they are being punished for playing well, but it also could easily punish a killer who isn’t tunneling. I would change it to “if a survivor is hooked two times in a row then all survivors receive a temporary repair speed boost and if a survivor is hooked three consecutive times then generators can no longer be blocked or regressed. This punishes actually tunneling and doesn’t incentivize survivors to play poorly.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,643

    Well I guess we will see, I am happy to see adjustments as we all know survivors will find ways to abuse mechanics and that should not be allowed to happen too.

  • joeyspeehole
    joeyspeehole Member Posts: 293

    So, would you be okay if they made it more like the 2 vs 8, where survivors could get up if they were left on the ground for an extended period? …at least to prevent hatch-slugging? …or incorporate changes to the game where once a number of survivors are slugged certain balance changes are integrated to disincentivize toxic slugging?

    As far as the anti-tunneling, I personally like a Make Your Choice aspect to the whole, "tunnel or regress gens" aspect. The qualifying mechanics towards activating anti-tunneling could have been adjusted post release.

  • Abbzy
    Abbzy Member Posts: 2,247

    Funny how clown changes are just nerf and no one talks about it.

  • Abbzy
    Abbzy Member Posts: 2,247

    Survivors which are sluged will get picked up before fully recovering for 90 seconds because of the tenacity and auto recovery not to mention he is right about buffing solo q will just overbuff swf which isnt good either.