When did Dead by daylight become baby mode survivor?
The hell is these survivors getting free information about what the hell are your fellow survivors are doing? And what's their recovery bar at and how far generators are getting repaired at?
I don't want to sound like an old man but BaCk iN mY dAy This stuff actually requires game sense from the survivor now these informations are getting thrown in your mouth like candy.
SMH
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back in my day swf wasn't a word. we had to walk miles through the ormond snow just to find another survivor trying to work on generators. and it was uphills both ways!
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For balancing purposes.
If the devs balance around swf, then solo queue players will get steam rolled by killers.
If the devs balance around solo queue players, then killers will get steam rolled by swfs.
So they decided to bridge the gap between solo and swf, by giving solo information that swfs already get via comms. This way they can balance around killers and survivors as a whole.
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And what's the verdict on that? Still one sided for SWF and one sided for killer vs randoms?
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Back in my day we had to jump through infinites to go to school.
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Since it's a newer feature, I would imagine they're still doing behind the scenes testing and analysis to figure out if this bridged the gap enough. There will never be a perfect bridge unless they add voice chat which they seem to be against and honestly I'm with them on this one. Never add voice chat to dbd.
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I would be fine with voice chat on a Casual Game mode for the memes.
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They usually have a waiting/observation period of at least a couple months. I'd say next mid-chapter update might have further info.
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SWF have all this info and more...
Thanks for confirming that SWF is indeed baby mode for survivors!
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So far no attempt was done to bring killers on the same level as swf squads. It's almost like the devs only play one role.
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So you're telling me that the company that makes gameplay updates every 3 months have not made any changes since their last change 1.5 months ago?
Shocker
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I had another post further down that mentioned their typical waiting/observation period. The solo QOL update only came out 6 weeks ago. They always have a waiting period. It took several months to even give solo queue this update after they were disproportionately affected by the 6.1 update. We were patient.
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If that happens, what's your plan to prevent the already heavily killer-sided solo queue from becoming a wasteland?
And "voice comms" are not the answer. If you ever played an online game with voice comms, you know exactly why.
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Solo queue is actually a lot closer to swf now in terms of power due to the overabundance of information survivors are getting now, it's time for killers to finally catch up.
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Whats the issue? I am sure you play vs only 4man comp SWF teams every single game anyway, just like most people on this forum
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So basically your point is comms won’t make up for bad players? So it’s kind of pointless to attempt to shore up solo’s in any meaningful way that won’t ruin the other side?
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Idk why people are so against voice comms. Pretty much every multiplayer game has it. Sure toxicity/annoying people are always a thing, but that's what mute buttons are for. Easy to use. And that's only if you can't simply get someone to stop, treat people respectfully and they'll usually do the same. Doesn't work everytime for sure and in that case you mute the offender. Simple
And with dbd it could bridge the gap somewhat between solo q and swf. Currently SWFs dominate and solo q games are killersided. If the playing ground was equal devs could balance around voice comms after seeing the change in kill rates. Make for a more enjoyable game all round with the only issue being you have to mute the occasional troll or screeching 12 year old.
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I'd be ok with a voice chat feature in customs but not public matches.
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Lol what is this game sense? Super powers?
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Back in my day a SWF was a mop!
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that stuff required game sense for solo queue, not swf. with the two more similar info wise, they can buff/nerf things without ######### over solo queue and without being totally useless against swf
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I got mostly criticised for calling it training wheels mode. The info is far too much imo and spoils the spontinuity of the game. If they wanted to buff solos, just make kindred basekit.
" I hope the last gen pops whilst im on this hook "
= Now we can see when it will finish 🙄
" I wonder if the exit gates are open "
= ECG has started and there's another exit gate icon, both are done, safe as houses.
"Ahh, I ll go stand next to the exit gate switch because the last gen is 85% done ..... easy this.
Don't want my hand held in survivor games, but that's exactly what these icons do. Brilliant for new players, kinda op for experienced ones.
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underrated
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Which is all things SWF already had access too
All it did was bridge the gap between Solo and SWF by giving them information they should of had to begin with.
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Disagree entirely.
I liked the challenge of not knowing where survivors were or what they were doing, its called playing solo. Being a solo is often challenging, but that was a pull for me. If I wanted tonnes of in game info to make the game easier, id have seeked to join a swf team.
Might aswell have in match commentary now talking me through the game. The spontinuity has completely gone.
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You have to realize that you are in the LARGE minority when it comes to that, and that the larger portion have been wanting changes like these for years
Its like saying killers like Trapper, Pig, Freddy or even Skull Merchant are just fine where theyre at because theres a very small percentage of the playerbase who view them as perfect
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I'd love it if killers got a perk which let them see the info too
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We literally had a series of killer buffs last summer that brought killer into a better state than it had ever been, and solo was a complete nightmare for a while as a result.
From where I'm standing, things are looking pretty good now. Solo's still weaker than SWF, and you can't fix potatoes, but knowing what your teammates are doing improves coordination and leads to less obnoxious frustration like everyone independently assuming someone else will go for the save or the box - or a teammate deciding to pick a vendetta against you because they haven't seen you all match and erroneously believe you haven't been doing anything.
I think seeing the percentages on the gens might be overkill, but the icons themselves are a fantastic addition for game health.
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I'm convinced DBD players don't play any other multiplayer games
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Fun fact: that's what my parents had to do go to school. We young generations got it too easy!
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my grand parents said they did. can't confirm. but i can say with certainty that I did. wish I was joking.
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Oh, but they did make some changes. Remember Eruption? Remember MYC? Remember Red Forest?
All of them got worse.
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If you're solo queueing you're being put with at the very least a 2 man SWF. When I'm solo queueing I can tell the majority of my matches are with 2 or 3 man SWFs being hyper-altruistic for each other. It's probably close to 9 out of 10 matches. So maybe 10% of my matches are full solo squads.
So this mythical solo queue you all talk about doesn't actually exist anymore. So why should they keep balancing around something that no longer even exists?
And according to player count stats they aren't getting new players unless they're hemorrhaging them at nearly the same rate, so again why balance around something that doesn't exist?
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Survivors immediately received compensation buffs in ther form of basekit BT and the completely broken hud rework which gives them the same level of information as a fullblown SWF squad. Killers are struggling to even get kills now since everyone is bringing Dead Hard and Adrenaline on top of that. It's absolutely revolting.
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I honestly prefer the new eruption. Fits in my playstyle more. Great change in my eyes.
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Good for you. I did not lose anything because I hated Eruption and didn't use it anyway. But they nerfed a perk that in theory did something healthy (incentivise the killer to commit to a chase) to a perk that now helps you slug. Sometimes I really ask myself what the motivation behind these changes is.
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Being fully serious here why would the devs only play 1 role? They literally need both to sustain the game
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I got a lot of mixed feelings myself about all this. Devs have been giving survivors too much free information that is hurting the killer player to much. The little indicator that show survivors what the other is doing to help close the gap between solos and teams is fair enough. Then there's Knight and Skull Merchant that have WAY too much free info to survivors. Took them rather long to dial it back a bit and remove some of the free info. Swear these devs don't know how to do proper balancing to keep things both fair and fun for both sides. Too often a part of it gets butchered too much and then it's completely ruined.
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All of their decision making has been focused solely on the survivor experience since 80% of the playerbase consists of survivor players (4v1 format). Which means that if they want to sell more survivor characters and skins they need to pander to the majority. Being a killer is akin to being bullied while the teacher (BHVR) only closes their eyes and pretends everything's fine because the majority seems to be happy with the current state of things. BHVR are enabling this sort of toxicity by being so damn passive.
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I mean, are you seriously going to claim that basekit endurance off hook isn't healthy for the game? Or that 'immediate' is eight months later?
Claiming the HUD is the same level of information as a SWF is dishonest. It constitutes a chunk of it, and the gen information is probably overkill, but SWFs know much more than solos. SWFs know where (and who) the killer is as long as one person has sight on them, they know where every survivor is, they communicate their and the killer's perks, they tell each other where the killer is going and what habits they have in chase/pickup, they know what pallets are gone, and they can communicate directly, which increases their ability to perform clutch plays (whether that's saves or smashing 3-gens.) SWF still > solo, but now it's more like SWF >>> solo than SWF >>>>> solo. And I'm still dying more than I'm escaping as a solo survivor, so, shrug. Not sure about killers struggling to get kills. Adrenaline is much stronger with the gen info, and I really hate that the new Blood Rush punishes killers for not tunneling, but Dead Hard genuinely doesn't bug me anymore. It's only an issue at pallets.
Don't mistake me, I'm not opposed to killers getting further buffs - I hope for it, really. But buffing solo to close the gap between solo and SWF was both healthy and utterly necessary. For everyone that's pissed about it, what did you expect? How can you complain about SWFs when you don't want the game to be balanced around their level of performance?
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You may be right, but to much of what killers got during their “major buff pass” was either taken away or reduced. The most impactful changes (at the time) of that patch was the DH change. That was the single decent change, because every other change really did nothing to the meta in the long run, outside of Eruption which is now not nearly as powerful. I don’t even consider adding an additional 10 seconds per gen that impactful overall, as healing also got ridiculous buffs during/before this time, those extra few second’s basically account for the fact they really didn’t want to nerf healing, which they should have done instead imo as that would have made M1
a lot more playable and tunneling could have dropped as a result.
Also, let’s not forget it took them literal years to make these changes that finally seemed to somewhat even the playing field, at least until
top survivors got their practice in with the new DH, which in some cases is just straight up better, but combined with the basekit offerings Survivors got, made tunneling simultaneously less attractive and more necessary depending on case and number of living survivors.
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Hmm weird. For years, we all collectively agreed solos was the weakest role in game to the point there's a reason why weaker killers were called pub stompers. You guys cried and cried time after time for solo queue buffs that don't buff swf and we finally got it. Now it's a problem? Wow.
BuT kIlLeRs DiDn'T gEt AnYtHiNg WiTh ThE cHaNgEs. Survivors didn't get anything with the killer buffs that happened last summer and wen people cried about it, you guys said skill issue. Rather funny it's the exact same scenario and it's the same arguments but on a different side.
Sidest of all eyes possible
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Yeah I thought bridging the gap between swf and solo was a prelude to weak killer buffs. Yet here I am still playing Myers moving at 105% at the start and running out of stalk on survivors. What a joke.
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Yes, because true balance happens with a snap of their fingers and a wiggle of their nose. Wait, they can't wiggle their nose I bet.... Dang, that means the game will never be balanced. They should just leave things alone entirely. Not even try.
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I just find this funny that you even said this considering Survivors couldn't catch up so the developers literally had to bottle fed them this information on their retinas(Probably too busy running meta builds instead of the bajillion information perks that helps them). While the killers had to figure out what the hell is going on across the whole map with mostly game sense.
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Same thing killers has been using when it comes to juggling four survivors in the entire map.
Survivors can do the same thing you know? Should be easy since it's one player with a giant terror raidius.
In fact Kindred is absurdly buffed to the point that you're practically handed that information already anyway.
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Lol no
there is no such thing as killer being using "game senses"
It is called "patrol all gens with their auras being shown to you on the map"
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in games like DotA and LoL, it's taken as a given that you have access to basically all the same information as your teammates. in a game that, for the survivor, is based on achieving progress on objectives that have progress bars, it makes sense to have at least a decent amount of information about what objectives your team is, or is not, advancing.
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Killer got easier and easier overtime it was difficult back then with all the busted loops we used to have to deal with so is normal and strong anti tunnel perks, survs got much weaker compared to then top of that a huge nerf to all anti tunnel perks, tinneling has never been stronger but somehow we live in a baby surv era now when killer has never been so easy lol
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