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Why cant you tell people to get better? Over nerfing X instead

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Comments

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    But people generally want no competition and as soon as something requires some effort people want nerfs. A great example is Scourage pain, people still want it nerfed when all they have to do is let go before the hook (as soon as you see the aura) not difficult but want it to be nerfed.

    I just dont want things nerfed or things buffed because people dont understand how to actually do/use said thing.

    I'm all for encouraging skillful stuff and more fun strategies etc. But people dont seem to understand if you nerf killers gen defense for example killer will tunnel/camp more.

    I truly believe SBMM is a bigger problem than people seem to realise, I see so often people blame perks, killers etc. When they cant see their own or their teams mistakes and that's an issue because the balance isnt that bad but it can look worse due to a bad SBMM matching people incorrectly.

    I cant tell you how many games iv lost because of my teams actions, whether that's someone giving up, not doing gens, doing silly plays/memes etc. But I cant blame the killer for in those games even if they run 4x slowdowns

    I give the same example as it's so spot on, if versed the same player using the same killer and build on exactly the same map twice, one team he got 2 hooks through the time we did 5 gens yet on the other game he got a 4k with lots of hooks and we did about 2gens. This is purely because of bad matchmaking putting people in games they shouldn't of been in. Cant say it's due to the killer but sadly alot do

  • bobateo
    bobateo Member Posts: 368

    There are also bad killer players who think they get a SWAT SWF every match, think all maps are survivor sided, every surv perk is overpowered, etc because they lose "too much". I see it pretty frequently when I play solo Q - a killer player who DCs because someone ran them for 2 gens, because someone got a flashlight save, or whatever the reason may be and killer players who accuse SWF or cheating in the endgame chat.

    And no, you can't assure me of that at all. Making that claim would require some serious backup.

    Bad matchmaking helps exactly no one. I had played surv pretty exclusively until the first matchmaking redo and I was still fairly new to the game. Decided to try my first killer games and kept getting matched up against survs that were WAY out of my league. I did get matched against 3 4-man SWFs during that time (I knew this because I spoke with them in post game chat). I ended up putting down killer for a long time with the vague notion that I might try again after the new matchmaking settled or got reverted.

    But....

    Solo Q matches continued to be just as painful as the experience I had as killer and the 3-man SWF that I sometimes played with had 2 of the players seriously decrease playtime and eventually quit playing with any regularity at all because of the match making and I mainly popped up when events or chapters released. I kept getting matches with killers whose experience way outclassed the (at least for me) Solo Q teams I was on. Like the survs, the killers were by in large nice or at least silent about absolutely crushing us, but we got roundly crushed all the same. At some point, I don't remember when, either a different game got an update or maybe it was something new came out and I stopped playing at all for several months.

    Those types of experiences do push people away and it doesn't matter if they mostly play killer, mostly play survivor, play hard to win hard, or play more relaxed.

    Personally, I hate it when matchmaking puts me against a killer of obvious lower or higher skill. If it's a lower skilled killer, I get the chance to learn nothing. If significantly higher, it's the same thing only in reverse - I'm going to be out of the match long before I figure anything out. It's the same when I play killer and get survs either considerably lower or higher than my skill level. The lower skilled people generally aren't 'bad at the game', but they are inexperienced and being told that in a ~10ish minute match they need to 'git gud' with potentially 3 other strangers (since you keep bringing up survs) against an opponent they cannot possibly handle just isn't going to happen.

  • HugTheHag
    HugTheHag Member Posts: 3,140

    Not looking to fiercely debate, just giving my opinion. =)

    I don't think you can expect casual players to have enough time to invest into DbD to actually become really good at the game. However low the skill ceiling is in DbD compared to other games, it's still beginner unfriendly and can be very discouraging to evolve into. If the game was to be balanced around the really good players instead of the average, it would be even more so.

    Good players get that good through spite and determination, but most people don't enjoy that as much as a game you can organically get better at, without having to spend several hundred hours on it and having to practice extensively. There already aren't enough players on the game for the matchmaking to work properly. Making the game elite-centric would no doubt worsen this.

    So many people complain about the game becoming too competitive and sweaty, about things being broken. They don't want easy wins, they want a healthier environment in the game and to feel like they have an honest chance. Most people I meet are happy to lose if the game went by at a normal pace that let everyone actually have a bit of fun.

    I generally hate PvP, I don't like confrontation or sweaty matches, but I still like DbD because by some magic I've found a niche I'm comfortable at, with variety of gameplay and nice enough opponents on both sides, and I 100% know it's because I'm staying in lower skill levels with casuals who have not yet become cynical and toxic. I dread the day I climb up high enough to only ever see a couple of killers as survivor and have survivors BM me as killer.

  • Ryuhi
    Ryuhi Member Posts: 3,873
    edited December 2022

    I fully understand the fact that nerfing things with no alternative leads to worse behavior, you're either incorrectly attributing arguments or not actually understanding what I'm saying. It has absolutely nothing to do with lopsided balance adjustments or targeting specific "unfun" strategies or anything like that, it has to do with normalizing extremes evenly.

    Anyone who has ever seen fighting game balance patches understands this concept. Metas in fighting games happen for two reasons: A character is very strong overall, or they are give disproportionate output for minimal input. If a character has one tool that negates a vast majority of other characters inately, they will pretty much always be top tier. Elena was a perfect example in USF4, Krohnen in KoF 15, etc. People who can play better will still use them because they are consistent and have much more room for mistakes, but that doesn't mean the other characters ranked below them are necessarily worse: They are only underrated due to the simplicity of their superior alternative. This is why those types of characters get normalized, to bring them in line with the rest of the cast in regards to their effort vs reward ratio.

    Fighting games also give another great example in recent years, auto combos and simplified input methods. They are purposely designed to be inefficient but easy to use, to allow casual/new players to have a foundation to start with, or stick with and be mediocre but servicible if they refuse to improve. The ones that do improve will still roll them almost every single time, but they are less useless in the game than they would be otherwise, so they stick with it longer. Meanwhile these types of mechanics offer absolutely no advantage or even incentive to good players.

    How this would apply to DBD would be by normalizing the power dynamic in the game, and making better play both more incentivized and easier understood. Making loops more recognizable is one of the ways this could be improved, instead the devs went the oposite direction and made pallets blend more and added a ton of junk and crap tiles to the generation system. Solo queue players cry constantly for more information, and while I think a lot of what they ask for is a bit much, its certainly something that could be improved in terms of recognizing and understand things like tile generation and deadzones. Limiting extremes on many elements of the game like gen speeds, time to down, excessive snowball pressure (for either side) and the power dynamic would be another step, along with rewarding fair play more than efficient play (incentivizing hooks over kills, encouraging survivors to not hunker down on gens and ignore the game around them, etc) would be the next step to help discourage lowest common denominator play from either side.

    Its not something as simple as "the meta shakeup" they tried, it would take a lot of work undoing the layers of bandaids they've been throwing on top of a festering wound in the game design. But as it stands the game is balanced by averages, the low level play is dictated by intuitive design while the high level play is dictated by advantage stacking. You can address both without needing to abandon one or the other. Its easy to blame things like matchmaking but giving worse players more room for forgiveness without punishing or giving indirect buffs to skilled players is the way to make those dead weight teammates able to pull their own weight a bit better. Even the devs didn't understand or intend looping until the community itself showed them how they could exploit collision box differences to buy time in chases, these things aren't exactly self evident.

  • woundcowboy
    woundcowboy Member Posts: 1,994

    This isn’t true at all, as evidenced by the fact that most games balance around the best players. These games also sell significantly better than DBD btw.

  • egg_
    egg_ Member Posts: 1,933

    The possibility that killer players could be extremely bad and carried by their perks doesn't cross your mind at all right?

    It's always just the survivors. "Just gold L click!"

  • Deathstroke
    Deathstroke Member Posts: 3,522

    Bubba will be quaranteed 2K if survivors don't manage to rescue which is very difficult and usually leads to their death. I know this very well...

  • drsoontm
    drsoontm Member Posts: 4,903

    A rescue is very difficult. But pushing the gens is doable.

    Do you have many matches where survivor play that way instead of wasting time trying to save?

  • Pulsar
    Pulsar Member Posts: 20,881

    DBD isn't, shouldn't be and never will be a competitive game.

    Balance around comp players and watch it die.

  • Thusly_Boned
    Thusly_Boned Member Posts: 2,978

    Yeah, I agree that at base, entry potato-level, killer is easily stronger. But I think that power balance pretty quickly turns, well before you even get to the "average" tier of players. At the stage where all players are of average skill, I think the survivor side is easier, and this only increases as the skill of all players increases. At "top level" (in cases where all players are actually top level), surv is the power role, for sure.

    A team of four legitimately good survs, even in solo, is quite strong, I would argue stronger than a similarly skilled killer. A team of four really good killer in SWF are bringing a gun to a knife fight.

    And speaking for myself, I reached a place of competence on the survivor side far more easily than I did with killer (even accounting for the fact I started with killer and already had a fair base of game sense before I picked up survivor). And survivor is far, far and away the less stressful role. I don't feel that latter point is even remotely arguable.

    And even though I think killer has the advantage at nascent levels, this isn't always the case. My wife (who is not much of a gamer), started playing as survivor and became passable pretty quickly, but struggled immediately (and mightily) as a killer, to the point where she gave it up.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,335

    It should be said. It has nothing to do with winning, it has entirely to do with having fun.

    Sometimes people win and have fun, sometimes people lose and have fun. But there are things in DBD that just are mechanically unfun to deal with for both sides. I think it's a matter of BHVR removing those unfun elements. (That being said, they sometimes do a horrible job at that since they either introduce more unfun elements or remove fun elements to the game.)

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Damn you're right, killer got carried by those perks. Totally didnt fail to get a kill or many hooks at all....

    This isnt as uncommon as people like to believe and while a 4man escape (solo q) may be rare (as it should) many people can escape and bad killers arent carried by perks.

    Maybe, just maybe theres other factors that make the survivors loose... like you know, the survivors. Not everything is on the killer.

    But let me guess that's killers just garbage, those perks always carry bad killers but he must be extra bad etc. Well no, this blight knew how to slide ans curve just fine and easily better than an "average/casual" so why wasnt he carried? Because all survivors could play and it wasnt a mismatched game due to bad SBMM or matchmaking in general

  • DashMonsta008XV
    DashMonsta008XV Member Posts: 611

    Yeah it makes it harder for people who have time put in,and makes unfun and unplayable.Most killers have a competitive nature but having the balanced tipped on side is unreasonable.Yesteday played with two other people we sat their for four minutes talking, when looked we only had one gen left.That wasn't fair.The killers maybe chased one person.

    It's not fair for some who's probably not that skilled in survivors to get away from chases just because my perk is nerfed but yet the perk vs mine wasn't useful.How hard is that to understand

    How is it fair to the killers who play the most,for casual play to stand a chance or flat out win,what is even the point of sbmm then.

  • DBDVulture
    DBDVulture Member Posts: 2,437

    "A team of four really good killer in SWF are bringing a gun to a knife fight."

    Looking back at DBD somewhere around 2018 I had 3 friends who were amazing loopers. At the time I was not able to loop worth a damn compared to them but I was not a potato.

    What I was able to do was be invisible. Some nights I could only be seen by a killer in one out of 4-5 games. Bear in mind that I was always the one doing most of the gens as they preferred to save and lead the killer on chases.

    They were however stumped by Nurse (and later spirit). The funny thing is that I was able to loop both of those killers and they would watch me and repeatedly ask "HOW?"

    I knew how to play Spirit and Nurse so I knew their weaknesses. One of them was Spine Chill before the 6.0 nerf. Spinechill was literally the Nurse's cryptonite as you knew instantly if she had the right angle for her blink by when your "cat" lit up. They didn't understand how I didn't look behind me in chases and I just gave up trying to explain how you could use Spinechill to tell you everything the killer was doing in a chase.

    They kept me around to be the guy to do gens and get unhooks without ever being seen (back when the game had thick fog that prevented vision beyond about 20m).


    I guess I was always a "natural born killer". That's the role I mastered first. I learned to be a survivor by chasing good survivors. I learned how to be invisible mid chase from playing against good survivors back in 2016 when we had the old Shelter Woods map. It featured a 76% kill rate even when infinite windows were discovered because there really weren't any windows besides the Shack. Largely speaking that map was hide or die.

  • Sava18
    Sava18 Member Posts: 2,439

    I hope I didn't already respond. To be perfectly blunt the players in this game suck. As I said an amazing survivor on my high mmr blight pov is months apart. People don't go out of their way to try and improve for the most part in the game and even if they do they are simply not good at it any way. I can under stand if you play casually, but don't complain about something like you understand what you are talking about(not directing this at you). I play in between, I am trying to win but not tunneling or running full meta, just simply trying to maintain my blights skill level at this point in time. Or you can be the full try hard, running the best builds possible and doing things like: tunnling, camping, pre-throwing and getting downed in a comp corner. The thing is, it's is so so so so so so so so so so so so rare to see a real amazing player especially running full meta. As I have said elsewhere, even the the comp players I have gone against are really not good at chase. The best players I have gone against have always been in random pubs. Comps over rated most teams I go against have 2 "good" not "amazing" chasers which typically revolve around pre-throwing(skilless) and w(nearly skilless). I have never played another online pvp game with such terrible players ever, going against people with the absolute full meta and on garden of pain as blight with no gen regression and none of his busted add-ons who are acutually trying to win and still lose to me genuinely makes me sad. Although after I started playing at my current time's it seems sbmm works way better, but even then no one amazing.

  • MrMori
    MrMori Member Posts: 1,687

    DBD is a casual game at its core, if the gameplay stopped being enjoyable to the casual audience the game would suffer.

    Just make sure the things that are super broken in top levels of play is handled, and we're good. Like maxed out items/Nurse/Blight, stacked powerful regression.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Notice how everything you list is on the killer side and not the survivors side... that's my point, it's always a killer issue and it's always taken to the most extreme situations so the already weak gets made weaker and it forces imbalanced and people to play in awful ways such as camping and tunneling.

    As much as people call DBD casual it's not, people still just want to win. If it was as casual as people made out they wouldn't moan constantly, rage, be toxic etc. Which can be seen most games in DBD, at thos point it's just an excuse alot use to try validate their opinions.

    There may be casual players, for both sides but that doesnt mean balance for bad players or act like everyone is casual when it clearly isnt that case

  • MrMori
    MrMori Member Posts: 1,687
    edited December 2022

    No, maxed out items. I mean strong medkits, and I also mean Dead Hard. Killrate is 60% right now, sure. But I don't think killers should be nerfed without nerfing the most powerful survivor items and perks.

    Besides, Nurse and Blight are not a problem to casuals/new players/bad players because they never face good Nurses and Blights. My opinion is, if something is broken in high levels of play, even it out a bit while still keeping it as fair and fun as possible. It's okay if Nurse is too hard to be viable in low mmr games. Or Blight. Or that items aren't insane value, just "decent" value as they probably should be.

  • FlameGNG
    FlameGNG Member Posts: 746

    "Sure there are alot of bad players in DBD, there is in most games you just dont tend to notice because they have a far better SBMM system in play and you wont have bad survivors verse a good killer etc."

    Problem solved! I cant believe that the devs actually think the ranking system is somewhat decent....

  • Deathstroke
    Deathstroke Member Posts: 3,522

    Yes and that's 2K for me always as long first chase is not too long. 3-4K is possible with noed/deadlock. But if they manage to do the save im getting 1K mostly and if I succeed preventing save and get extra down im getting 2-4K.

    For save I would try it like 10-20s before survivor is about to die if he went down quickly so 3 gens are most likely done. If save is succesful at that point bubba is getting 1K if he does not go after unhooked. And if he manages to prevent save still he is mostly getting 2K in that situation.

  • rinnai
    rinnai Member Posts: 50

    Most people don't have time to play games everyday we need $

  • jajay119
    jajay119 Member Posts: 1,085
    edited December 2022

    It's not so much a bad thing to say people need to improve, but within reason. There are areas of the game which can only be improved by change to how the game works.

    Other changes are very dependent on luck. E.g I've been trying to get better at looping in recent weeks and I have got a bit better - but it's very dependent on which killer is there and what perks they have. Some killers are great at guessing what you'll do to mind game them and countering it, some killers bring perks that make looping harder than it already is given the killer is naturally faster anyway and gets faster the more they chase with blood lust. Other than that, what is there to actually be able to get better at?

    You cannot get better at countering tunneling unless your team is heavily dedicated - again that depends on your team and even then that isn't always successful. You can't get better at countering camping because if a killer wants to camp they will. You can go off and do gens, but that depends on your hooked team mate not suiciding and giving you the time to do it. It's also not a viable counter to camping because the natural successful solution is to save your teammate. Ignoring them and letting 'x' amount of them die so 2 or 1 of you can escape doesn't feel rewarding. Similarly, you can't get better at doing gens because it's so straight forward and if a killer brings 350+ regression it's a nightmare.

    My other gripe this attitude is it mainly seems to come from one side more than the other.

  • woundcowboy
    woundcowboy Member Posts: 1,994

    So why do other games that balance for comp do better than dbd?

  • woundcowboy
    woundcowboy Member Posts: 1,994

    You have no way of proving that. The game would still be fine. As it is, DBD is already unintuitive and janky, but still does well. Balance primarily affects people who know how to play. Kinda like how the devs showed the DS escape rates stayed literally the same after it was nerfed. Most people aren’t good enough for it to matter.

  • Pulsar
    Pulsar Member Posts: 20,881

    You have no way of proving the game would be fine if we balanced for comp players.

  • DemonDaddy
    DemonDaddy Member Posts: 4,167

    It just seems like good common sense to balance from the top down. Unfortunately devs are convinced that they can balance around and for the inconsistent mistakes of less experienced survivors.

    Balance at the top would have no impact on the less skilled players on either side.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233
    edited December 2022

    Okay so I'll go through your comment and explain why it doesnt fit my post. Remember my post is about encouraging people to get better learn to counter instead of just nerfing stuff so with that in mind

    1. Theres plenty to learn, so many different tiles on different maps which can all be played differently which each separate killer.

    2. If a killer is good at baits or mindgames/making reads then surely that is completely fine, they outplayed you and therefore this just backs up not needing to be nerfed but to improve your own baits etc.

    3. If killers are bringing perks to help them in loops why aren't you? Someone bringing perks to help them is the point of perks and you should be doing the same and thay will improve your own chases and it also improves the killers

    4. If a killer has to bloodlust constantly it should be an easy win. Even though there are quite a few pallets which completely safe to BL3 so even that wont do anything. If you're losing to a killer constantly BL then your team isnt doing gens and shouldnt win

    5. Stuff shouldn't be nerfed because someone may give up or DC. Fact is this is a big issue people will just DC and give up when it's not going their way and if you nerf stuff to please them then you'll always have them doing it and they will never learn and the game will be a mess.

    Camping and tunneling can suck, no doubt. I'm a survivor main and some games I am the killers only goal (no idea why) but there is stuff you can do and it's not just about you, sure you may die but your whole team shouldn't especially when you can run anti-tunnel perks. Another big issue is people will unhook you unsafely making the tunnel easier so of course the killer will.

    If you want to address tunneling/camping you need to reward those that dont but the game doesnt do that if anything if can reward you more for actually doing those actions as it can help the killer win. So reward those that dont, encourage and balance so people dont need to and then punish those who do alongside the rewards. Just negatives dont work.

  • HugTheHag
    HugTheHag Member Posts: 3,140

    Hi EntitySpawn !

    I believe few weeks back we chatted about flashlight changes and you mentioned preferring sabo plays nowadays.

    I've tried Breakout/Saboteur this afternoon, and though I'm still not a confident enough survivor that it doesn't essentially mean a trade, it was still very satisfying when it worked out to spare death hook teammates.

    Thanks for the suggestion, have merry winter holidays !

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Oh neat! I personally dont use perks to do with it as I find them very meh, I'm pretty sure saboteur is the slowest way to sabo a hook other than the one toolbox?

    I personally just use a brown toolbox and try keep track of hook locations and which ones that may want to go for, obviously more situational than what you're trying but definitely satisfying and the killers hate you lol.

    I'm glad you're having fun with something else though! Maybe you can try DH so so can sabo the hook and DH to get away for free? Need a pretty fast sabo toolbox though so keep that in mind.

    Nice to see another hook sabo survivor! Rarely see it so go you!

    And thankyou Hope you have a merry holidays yourself! :)

  • HugTheHag
    HugTheHag Member Posts: 3,140

    I'll keep that in mind ! I have literally 0 object permanence though so I was using Saboteur more for the aura than anything else, I had a yellow toolbox with sabo speed for the actual deed. =)

    I've never used DH but from what I'm hearing it might be a little too precise and ping dependant for me to use consistently... I'll definitely think about it ! For now I don't even have room in my builds for exhaustion, haha. I'll see what I can part with !

    Thanks for the advices ! =D

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Oh I see you're using sabo to see hook locations and which ones are Scourages, that's fair and a good use for the perk just a shame the sabo speed itself is so bad but there are times I completely over look a hook lol

    I dont have too much issue with DH tbh, only time iv had trouble is on 120ms which shouldn't really happen. Just harder to use compared to the old.

    And that's okay I'm always happy to help or give advice to help do certain things :) currently I'm messing around with firecrackers since the Christmas event Bloodwebs give so many haha

  • HugTheHag
    HugTheHag Member Posts: 3,140

    Firecrackers sound nice, but I'm staying away from them for now !

    The extent of my experience with them so far was taking one with me, promptly forgetting my new mouse is much more sensitive than my old one, and proceeding to accidentally blind both myself and the random ttv who was healing me.

    Needless to say, I'm still a lil embarassed ! X)