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Isn't it overkill to add standard features only for Survivors?

kk602
kk602 Member Posts: 17
edited February 2023 in General Discussions

Don't you think this is funny?

=========================

Survivor Additional Standard Features

●Icons let you know what other players are doing

●Can withstand damage for several minutes after being rescued

● In the future, it will be possible to wake up from a down state in seconds

-----------------------------

Killer additional standard features

No special additions to standard features Good luck lol

«1

Comments

  • fulltonon
    fulltonon Member Posts: 5,762

    It's not like they have workforce to do two things at once, I guess.

  • fulltonon
    fulltonon Member Posts: 5,762

    Probably because game had like 40-60% kill rates with solo q in mind, so technically game is in lot more unbalanced state now.

  • VideoGameMage
    VideoGameMage Member Posts: 358

    Right, they were so stubborn about not adding info for years until they realized they had to. 7 years later btw. It'll take them another 7 years for them to buff killer accordingly too (I'm mostly joking).

  • NewPlayer100102
    NewPlayer100102 Member Posts: 515

    They can't. Killers are NPCs

    to be balanced so as to fall in line with player skill growth arcs.

    What do killers need to address the unfairness that you see?

  • Marik1987
    Marik1987 Member Posts: 1,700

    I dont care. I just want some Changes on Freddy to a better version of himself.

    Thats all I ask for. They can have DS Basekit, whatever. But no Unbreakable... then some Killers like Oni or Twins are f...... and that is exactly what not should happen.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,347

    I think BHVR is scared that an FOV slider would be abused in some way, or could potentially be modified client side for malicious intent, but even then, I feel like it is something that should be added by now.

    I also think it would be nice to add some visualized sound effects for Killer since we really need more stuff for deaf players (and being forced to play just Survivor to have access to settings is lame overall, you paid for the game and only really get to play half of it).

  • Rovend
    Rovend Member Posts: 1,064

    I dont think your comparison is fair in some of your points.

    In 1_ is true that they nerfed meta killer perks but that was the point of the perk overhaul. To remove perks that were staple in every build to give more variety to the game. In the same way pop, ruin were nerfed, survs also lost iron will, DS and self heal so it is not a valid point to take only one side's nerf to boast your argument.

    2_ that is also an unfair comparison, really. Those killer buffs of hit cd reduction and surv hit distance speed reduction were never meant to intend survs to never get to any loop with them. I understand some maps are survivor sided but unless you play with constant map offerings you can also get screwed with maps like the swamp or the Mcmillan giant tree map that spawn like 9-10 pallets and barely any loops in.

    3_ the bloodweb went both ways also. Killers also got red addons more easily.

  • Firellius
    Firellius Member Posts: 4,522

    Dead Hard was changed so that it provided 1 second of Endurance. This means that survivors would cover ONLY 4m compared to the 4.2m gained prior to the rework. A 5% reduction. A patch where the goal was to reduce the distance Dead Hard gave survivors started out with a reduction of.... 5%.

    Dead hard is .5 seconds though, not 1. So it's 2m instead of 4.2m.

  • ad19970
    ad19970 Member Posts: 6,463

    The game has had about a 60-65 % killer rate ever since the 6.1.0 update. I think 61% average. Which means a 39% average of escape rate for survivors, including swf survivors. So solo survivor escape rate was even lower.

    No, if anything, judging by kill rates, the game is now in a more balanced state for sure. What the game needs now are changes that nerf tunneling and camping, and buff normal and fun playstyles of killers more, most optimally by making maps fairer for killers.

  • Chaos999
    Chaos999 Member Posts: 869

    Neh. It's quite all right. Buff survivors until they are in a satisfactory place. Specially solo.

    Then address killers, one by one.

  • Zeidoktor
    Zeidoktor Member Posts: 2,065

    I've actually had the idea of perks being me or buffed to allow for peeks into the Survivor HUD. Ex: A Nurse's Calling shows you the icon for someone healing but you only see the aura if you're close enough. Thrill of the Hunt shows you if someone's on a totem somewhere. Gearhead shows the gen progress indicator when it procs, that kind of thing.

  • Tostapane
    Tostapane Member Posts: 1,667
    edited February 2023

    Iron will wasn't gutted but reworked since this single perk could completely counter the power of a certain killer (spirit), so it was a needed thing to do. DS wasn't nerfed but fixed since it was supposed to stun for 3 seconds (was 5 due to the fact that enduring back in the days affected the stun mitigated ANY KIND of stun... after nerfing enduring and fixing the fact that it worked even on "special" stuns DS stayed in that way for A LONG TIME). People that claim that this perk is useless it's because they don't know how to use it properly since even 3 seconds are more than sufficient to reach a safe location like pallets and windows.

    Good luck trying to catch someone then in the maps that are present nowdays with a killer that isn't a blight or nurse then (maps full of pallets, most of them extremely safe due to the fact that they are near jungle gyms and strong loops make impossible to end a chase in few time if the chased survivor is decent at looping)

    improvements? Are you talking to red addons that are gimmick or awfully bad perhaps? the only killers with decent red addons are blight and trapper (and despite this he need to waste an addon slot for the trapper bag to be somewhat viable), everyone else has red addons that are mediocre or bad. As i said if you see the entire picture you'll see that survivors have the upper hand regarding items and addons

    so for you seeing the classic hyperfocus/stake out/build to last combo paired with green toolboxes isn't troublesome and won't definitely boost the genspeed uh? Please, try to be impartial, even certain survivor mains that i personally know told me that this combo is BUSTED af

    as i said above iron will was nerfed due for the simple reason that this perk alone could completely counter the spirit, so it was a necessary nerf (if wasn't for her that perk itself could be fine... if we don't consider boon: shadow step into the equation); DS stun time was fixed (again read above what i wrote) and selfcare well... they nerfed it because it was popular, but the perk itself was fine (again here you should blame bhvr for their poor decisions since NO ONE complained about that perk)... the difference was that survivor's perks were still useful after the nerf (except selfcare), while the killer perks were gutted (ruin became 100% instead of 200%, still a hex and deactivate itself once a survivor die... should i keep going or it's clear how much ######### those perks became?).

    the swamp is one of the SAFEST maps in the entire game, are you sure that we are talking about the same game? regarding shelter woods it doesn't have many pallets, true, but those are all near jungle gyms (and this map has a lot of them), making loops strong enough to kept busy every killer in the game except nurse (for obvious reasons i might add), not to mention that the size of the map is really big, so really hard to defend generators... add the fact that now a new building will be implemented in that map due for the new chapter and you have every maps of the game UNPLAYABLE for weak killers like trapper, pig, myers, etc etc

    for the last point see what i wrote above

    Post edited by Tostapane on
  • Milkymalk
    Milkymalk Member Posts: 221

    Not this again.

    The game challenges your senses by its very concept. You can't make it accessible for impaired players without drastically changing the experience for everyone else.

  • kk602
    kk602 Member Posts: 17
    edited February 2023

    The killer uses some powerful perks,

    Even though I'm fighting bullying from four people

    It's sad that management can't understand


    And powerful perks are already undermining...

  • fulltonon
    fulltonon Member Posts: 5,762
    edited February 2023

    Because the number 59-61% was actually equivalent of 50% if you think about how this game works, and their " regression buff" actually got reverted in 90% of aspect and now it's basically nonexistent.

    And I said "technically" because it doesn't match solo experience, it's just that this game got much less balanced in big picture aka "statistics".

  • Anti051
    Anti051 Member Posts: 686

    Regression remains at 1:4 ratio with a 2.5% kick which has no practical application besides lightly punishing gen tapping (which shouldn't even be a thing in the first place).

    The on-hit cooldown and hit-sprint reductions are so minute that they have no noticeable effect in higher skill matches.

    Gen completion times having ten seconds added was rendered completely inconsequential from hyperfocus/stakeout (which enables gens to be completed faster than ever except for original BNP).

    Killers might not come to the forum with such a sour attitude as often if they received buffs that were not subverted shortly after being given.

    And as for anyone trying to cite global kill rates: These rates do not reflect the true lethality of a killer (nurse for example). The only kill rates that can truly be referenced for any accuracy when it comes to how lethal a killer really is are from the best vs the best, not a gaggle of varied skill levels/knowledge. There's a reason they cut off showing the rates at the top 5% marker.

  • appleas
    appleas Member Posts: 1,129

    Aren’t the kill rates that people keep quoting from September 2022? That’s 5 months old data while the HUD changes were introduced this year.

    It would be nice to see some updated statistics. Until that happens, I highly doubt the HUD update will not make a dent in the recent kill rates. The figure should go down even more after the Eruption nerf is pushed live.

  • eastrock87
    eastrock87 Member Posts: 51

    You see, if Killer had not had the Bloodlust mechanic as a standard feature for such a long span of time, and instead the Bloodlust feature was added as a perk in one of the patches, then players would probably not use that perk, since it would be situational, and would be deemed as a waste of a perk slot, since other perks offer more value for one perk slot. However, the reality is that we do have Bloodlust as a standard Killer feature, since a long time ago, since patch 1.5.0. But please, for the sake of the argument, pretend for a moment that Bloodlust did not exist as a standard feature at all, and imagine it as a perk for Killer. This perk description could possibly look like this: Gain tokens for this perk while in a chase with a survivor. Each token increases the Killer's movement speed by 5%, up to a maximum of 3 tokens. Gain the first token 15 seconds into a chase, afterwards, the other two will be earned 10 seconds apart. All tokens will be lost if you successfully land an attack on a survivor, or lose chase. I am grateful that we do have this feature by default for Killers, and that no perk slots need to be wasted to obtain this effect, however, just as how we do have this without needing to waste perk slots for Killer, we could also have other lesser-effective perks as standard features for all Killers, so that the players are given more opportunities while playing the game. Because, in the current patch of the game, it is quite bad for Killers. Good perks were destroyed such as Pop, and Ruin, and now Eruption too. Now no longer you can regress 25% of a gen progress by kicking it with the use of a single perk, so Killer is now most needed to tunnel survivors out of the game, since regressing generators is so very ineffective. It's a simple concept: the Killers cannot keep up with the gens, cannot regress them anymore as in the past, so instead, Killer is forced to take out a survivor ASAP and make it a 3 VS 1, instead of a 4 VS 1.

  • Anti051
    Anti051 Member Posts: 686


    It's an extra 2 seconds every time you kick a gen. Whenever you injure a survivor, you shave off .3 seconds. Get ten hits throughout the game, that's 3 seconds off. Then add the reduced on-hit sprint, taking away some extra distance, combined with the reduced on-hit cooldown to take away even more distance.

    If you combine all of the buffs killers got, on an average match, you're probably saving way more time than any of you are willing to admit.

    This reminds me of an argument from high school: "Adding 1 minute onto the end of each class before the bell will improve the educational value of the class because at the end of the year that's an extra few hours of class time added up." That argument didn't work because what are you really going to teach inside of 1 minute that students will actually retain? Much like this argument not working because what are you really going to do with chunks of .3 seconds that may or may not be experienced in the only way it would be minutely useful (as a lump sum).

    Gen completion times having ten seconds added was rendered completely inconsequential from hyperfocus/stakeout (which enables gens to be completed faster than ever except for original BNP).

    And very few people are actually using that, for some reason.

    Very good, most rush teams are higher mmr. Also just because most people aren't bringing the rocket launcher to the pistol range doesn't mean that it's not a problem when a team DOES bring it.

    The only kill rates that can truly be referenced for any accuracy when it comes to how lethal a killer really is are from the best vs the best, not a gaggle of varied skill levels/knowledge.

    Sure, if you want DBD to turn into an unplayable spectator sport.

    You are grasping at straws.

  • Emeal
    Emeal Member Posts: 5,271

    You would think so, except its to help alleviate other issues. I suggest you look up why the developers added those features.

  • Ayodam
    Ayodam Member Posts: 3,200

    most of this is dribble but I guess the one thing that intrigues me is why you think it is at all important to point out that DH nerf was 1 second on PTB (and thereby gave a distance if 4 m vs 4.2), when what actually went live was .5 seconds with a distance of 2 m.

  • fulltonon
    fulltonon Member Posts: 5,762
    edited February 2023

    It does though? because undeserved kills are more or less corrupted data.

    Also only thing that can actually be considered as "buff" was eruption and thana, which got nerfed and now worse than ever.

    Anything else is at best sidegrade, and since best regressions has been nerfed calling it a buff at all is laughable now.

  • Firellius
    Firellius Member Posts: 4,522

    Again: Killers got four compounding buffs. Not in perks, but in their basekit. Stop dismissing these.

  • Basement_Bubba420
    Basement_Bubba420 Member Posts: 397

    Their goal was to reduce the distance gained. They started out with a 5% decrease.

    They wasted time, money, and valuable feedback on this.

    I find it intriguing as well.

    What about the post is dribble?

  • Raptorrotas
    Raptorrotas Member Posts: 3,253

    Strangely ive seen more killers okay with closing that "bad solo - good swf on comms"-gap than survivors okay with closing the "bad killer(character) - good killer(character)"- by buffing the bad killers.

  • Hi_Im_Chucky
    Hi_Im_Chucky Member Posts: 366

    Hate when you guys use Kill Rate as an argument, like you don’t know your own community is plagued with people who str8 up suicide on hook when things favor Killer. Survivors get quick access to an easier game to bully Killer and the added benefit of amping up the Kill Rate to aggregate more survivor buffs with little cost to them. Killers get shafted a game they were enjoying and credited for a hard fought win that was literally handed to them.

  • supersonic853
    supersonic853 Member Posts: 5,545

    Agreed when someone mentioned "what would they give killer?" Shadowborne because im a motion sick player with it as my most used perk. Its accessibility locked behind a perk. Survivors:"but my spins"

  • rooCraah
    rooCraah Member Posts: 138

    More information is a good change IMO. It closes the effectiveness gap between solo queue and SWF, basically letting the devs balance around survivors having SWF-level information without leaving solo queue players in the dust. If the immediate result of increased info is survivors being too strong, the devs can give killers buffs in some other way that doesn't disproportionately affect solo queue players.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    Survivors that suicide on hook when the game is on survivors' side is what increase the kill rate.

    The 3rd survivor suicide on hook when there are still 3 Gens left does not increase the kill rate, the game will end with maximum 1 hatch escape no matter what. So yes,

    people who str8 up suicide on hook when things favor Killer

    doesnt mean anything.

  • Anti051
    Anti051 Member Posts: 686

    what are you really going to do with chunks of .3 seconds

    Close the distance. Obviously.

    Yeah, you can't teach much in one minute, but you can give chase with that additional .3 seconds. These DO actually add up. Just because you can easily discard them in your perception doesn't mean they aren't there, or that they aren't contributing to higher kill rates.

    Excuse me, but close the distance to what degree if not minuscule/none at all? You would need to take a constant, practically clairvoyant path of least resistance for the entire match, and any sort of tidbit time chunks you'll have "saved" would evaporate with a single stun or blind.

    Very good, most rush teams are higher mmr. Also just because most people aren't bringing the rocket launcher to the pistol range doesn't mean that it's not a problem when a team DOES bring it.

    And how much of that is down to Hyperfocus versus Stakeout/toolbox? How much of that is actually the new stuff? How much does this impact the average killer? And why is this being argued on this topic, specifically?

    Did you not bring up the time added to gens as a killer buff? I mentioned the hyperfocus/stakeout combination because it subverts the added gen time and exacerbates the issue of ultra fast completion. It impacts the average killer because no human being who consistently plays this game is going to remain a novice, they will inevitably get better/develop game sense over time and adopt the most effective tools available or the "META". Is it not foolhardy as a game dev to leave crazy-strong combinations as they are just because a majority of the player base isn't running riot with them at the moment?

    You are grasping at straws.

    Am I? Because DBD already has trouble retaining newcomers and intermittent players, so upping the skill floor for 80% of match participants even more seems like a really bad idea.

    Yes, you are. In fact, I'd actually go as far to say that if this is your stance, then you don't possess a hard grasp on the causes behind the 3 primary events that make uninstalling an attractive option for survivors and killers alike, i.e. tunneling, camping and/or hard-slugging.

    Our current predicament with tunneling, camping and hard-slugging has spawned primarily (albeit not entirely) due to:

    • Prolonged exposure to generator efficiency elements that boost completion speed beyond the scope of reason, conditioning killers to jump to desperation tactics early unless playing one of the few top-tier killers quite well.
    • Overabundance of defensive resources and 'second chance' perks inside a high efficiency environment.
    • Killers looking at their hud not far from the start of a match, seeing that survivors have 60%+ completion while they merely have 0 - 8.3% completion and effectively going into 'oh s**t mode.'

    Necessity is the mother of invention and it became a necessity to deal with fast completion inside overly safe environments, thus tunneling, camping and hard-slugging were born. Atm if anything negative is done to camping, tunneling or slugging without also including some form of meaningful base kit completion limitations or map changes, it's likely that even more killer players will turn coat or flat out uninstall because there would be even less that could be tried in scenarios of desperation, the occurrences of which are very probable in swf matches and more probable now with SoloQ due to the upgraded hud (especially with M1/Stealth killers).

    If killers can be easily pushed into a scenario where tunneling, camping and slugging are the only real cards they can play (or lose the game), you can count on at least one if not all 3 of those deadly sins happening. This, in turn, makes playing either side obnoxious with extremely unsatisfying gameplay, leads to people uninstalling and writing bad reviews, company reputation decays, overall sales decrease, etc.

    So, most certainly, ultra fast gens have to leave the picture and base killer stats need another slight increase due to the general increased player efficiency from the new hud (or map generation needs a big revamp). AFTER THIS more strict mechanics can be introduced to make tunneling, camping, and slugging virtually pointless/tactically undesirable. I'd rather play hook-based matches (with more chases) that feel more fair and fun instead of kill-based matches that mostly feel like a sweating fever dream.

    The OP is correct, the current state of affairs sucks.

    Patrick's hockey-based vision of DbD, gameplaywise, is a failure and does not deserve further support.

  • KidDope25
    KidDope25 Member Posts: 117

    Tell me you only care about Killer and SWF and hate Solo Q without telling me you only care about Killer and SWF and hate Solo Q