Why are Killers not receiving changes with their midchapters?
Many months ago you claimed the mid chapter patches will be used to address newly released killers. That happened maybe twice since announcing it like two years ago.
Why is it that onryo is still heavily addon reliant? Why is knight still incredibly unfun to play as and against? Why is the dredge still incapable of teleporting to an unlocked locker if there is a locked one directly next to it? Why does pyramid head have no good add-ons while pinhead has one of the most busted add-ons ever (engineers fang). Why are killers like demo allowed to be basically hard countered by one perk (dh)? Why has every map that has released the last two years been *incredibly* survivor sided? Hell even survivors don't like the new maps.
It's crazy to me that if BHVR were to just listen to some of the bigger content creators that are sharing our points of view the game would be in a much better state yet they never do.
Why is TWINS STILL BUGGED? You are literally charging money for a broken chapter on Steam.
Shame on you BHVR. Please do better.
Comments
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I think their data is showing that Sadako is fine (even tho she has weak power).
Dredge however didn't need anything much besides fixing some bug fixes and maybe little buff(?). Overall fine.
Wesker fine as well for the most part.
Knight was pretty bad and was changed.
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The Dredge thing is most likely intentional.
As for the other killers, Knight did get his revision, and Wesker doesn’t really need one. Sadako could do with one, but I doubt she’s particularly over- or underperforming according to the stats. As for Twins… they are taking their sweet time. As always, we’ll just have to wait ‘n see…
Bandwidth is a very limited resource, though. They can only do so much at any given time. 2022’s midchapters were particularly eventful, at that, which took priority over killer-specific changes.
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Because making every killer op or on blight nurse level would make the game stupid it’s nice to have a break from blight nurse and wesker and their are some cracked pyramid heads
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There's a difference between lying and neglecting to stick to previous commitments due to changed plans or circumstances. BHVR is routinely guilty of the latter. Remember when they nerfed Iron Will but said they would look into leveling out Survivor volumes so characters like Jeff, Jane, etc. weren't so much more obnoxiously loud than others? Neither do they.
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Correct me if I'm wrong, but didn't they make changes to knight during his mid-chapter patch? You might not like or agree with them, but that doesn't mean it didn't happen.
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Why is the dredge still incapable of teleporting to an unlocked locker if there is a locked one directly next to it?
Intended and survivors are too stupid to realize it. Stop locking both!
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i agree with most of the things that you said except for the pinhead's addon (engineer's fang) since it's even weaker than the other addons at his disposal since it will have 2 downsides that kill your chase potential:
1 Increases Gateway Closing time after hitting a healthy Survivor with a Possessed Chain by +0.25 seconds. (meaning that the survivor has more time available to reach a safe spot)
2 instead of the usual 3 chains, only 2 chains will spawn, making your power virtually useless since 2 chains aren't enough to catch someone even at a short distance
i never use this addon cause it's literally trash
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dredge could receive some buffs imo, actually he's too weak
knight need map of the realm as basekit in order to make him somewhat viable, otherwise he's awfully bad to use
wesker hmmm... he has more problems regarding maps, his power is fine
sadako is a weaker but faster spirit able to see people while using her power
twins are still unplayable but as you said they are "chilling" on that killer
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They did change knight. Making him fun to p,any against is basically impossible without reworking him which is not really possible so close to his release
As for Onryo the slugging condemned strat has kept her kill rate high so bhvr don’t really care
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I think the problem is, that the devs base their balance decisions solely on kill rates and not hooks. So on paper the killers look stong.
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While looking at a hook-to-kill ratio could potentially be a better metric, it falls apart on killers that can bypass hooks.
Myers, Pyramid Head and particularly Onryo.
Scoring condemned mori's instead of 3 hooks is not failing, you're stilling winning the game.
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Surely they could just consider a kill to grant whatever hook states remain on that survivor, just like the HUD does.
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Yes that's how it currently works, but that's the issue Tsulan was getting at, that one instant kill isn't necessarily equivalent to 3 hooks. It could be the result of camping or survivors leaving their team mates to die on first hook as well.
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I think it's more equivalent to 3 hooks than it's not.
PH requires the survivor already being at stage 2 (and being tormented on top of that), so it's not really any different from a standard mori.
Onryo condemned requires an absolutely insane amount of work in a specific play style, to the point where it probably takes as long as 3-hooking anyway.
Myers tombstone requires stalking everyone almost completely. Like Onryo, it's a significant time investment and good survivors will win against it easily.
I don't think it's unreasonable at all to consider the killed survivor having been hooked 3 times for any of these mechanics.
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While yes, this also means that a basement Bubba is considered more skilled with 3 hooks and deaths than a Nemesis with 8 hooks and 0 deaths.
Current evaluation system needs to change. It needs to take the killers power into consideration but also shouldn´t just track kills.
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I would not say current MMR is "skill based", but "try hard based".
That Bubba tried hard deserved to increase MMR and play against better survivors.
I see no reason why Bubba should get easier team after that match.
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I wish everyone, including the devs, would stop using the term 'skill-based'.
MMR is in fact 'kill based', and that's a perfectly fine way of doing things because that is the core win condition of the game (most other MMR systems only use binary win conditions too)
It serves as a proxy for skill, because the higher skilled you are, the more likely you are to win, on average.
And it's fine that it favours those who commit to tactics like camping and tunnelling, because then it pushes those killers to higher MMRs where they face survivors who are more effective at surviving.
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Basement Bubba isn´t exactly try harding.
Why would he deserve to be matched against better players? Standing around isn´t exactly skilled. While it may not be the optimal, i think it might get boring fast for those Bubba players to only face "low mmr" players.
At least i would get bored fast.
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More effective at killing = deserves to be matched against players who are more effective at surviving.
It's not about skill, and it's not about reward. MMR isn't a prize, or an indication of skill, it's a reflection of how often you win.
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Thats why i said the system needs to change. Under a previous rank system, just getting 4 kills without any chases, wouldn´t be considered a win. It would have even been a depip.
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But that was a win. You won the game, and the survivors lost.
This is why it HAS to be this way, otherwise you get games where the killers win the game, the survivors lose the game, everyone's MMR goes down, and nobody gets anywhere. The killer who's using cheap tactics for easy wins is getting lower and lower, and facing lower skilled survivors, for easier games, and making it impossible for those survivors to win any games. Low MMR brackets would be nothing but camping and tunnelling. This is what campers and tunnellers want. They want noobs to wreck.
On the other side, you could lose the game, you could lose every game, but you could do a bit of everything, score 2 gens, 2 unhooks, 2 heals, a few chases, but still get killed due to some endgame build, and your MMR would go up. You'd keep losing games, but still keep facing tougher and tougher opponents, and basically never win a game, ever.
This is exactly what happened under the old ranking system. Discounting to 5-10 days after reset where the game was an unplayable mess because everyone was rank 20 and playing as sweaty as possible, I would eventually climb to about rank 5 at which point I would get stuck. At rank 5 I would face opponents I had no right to be facing. Constantly sweaty SWFs, constant Nurses and Blights, because I was on the edge of the Rank 1 and general Red rank catchment. I couldn't climb any higher, because I didn't stand a chance against my opponents, and I couldn't lose rank, because I was still scoring BP and making emblem progress, keeping me stationary. Stuck in purgatory. I basically had about 10 days a month where I could comfortably play the game, between the reset rush and reaching SWF hell.
Again: MMR is not a prize. It's not something you are awarded with for playing well. It is an entirely neutral process that involves putting players together who are equally likely to win.
This whole collective idea that MMR is something you need to increase, that it's a goal to reach higher MMR is an absolute myopic misunderstanding of the system. MMR is not the goal. Pips still function the same way they always did, and if you want a goal to strive for, it's reaching top grade for that monthly bonus. That doesn't involve camping and tunnelling or cheap tactics for easy wins. That involves playing well in general.
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The problem is that killing or escaping is seen as win. When its just more bloodpoints. Someone who did 2 gens, 2 unhooks, heals, etc. Should get their mmr increased. Even when dying. Because they contributed to the match.
A basement Bubba should depip for not doing anything during the match. Maybe an alternative to increasing or decreasing the mmr would be more suited. Like matching that player with players that do the same. Aka stay a lot afk/suicide on first hook/dc often.
No system is perfect. But decupling kills escapes from the mmr and just base it on actual skill would be fairer than what we have now.
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No?
Killing and escaping IS the win condition.
What else is there to go by? That is the GOAL of the trial. You removing killing and escaping as the win condition and suddenly everyone plays like potatoes and doesn't bother to do their objectives. Killers end up forcing you to farm every game and everyone is stuck with trolls every single match, which all take 20-30 minutes to finish because everyone who farms is so damn slow, standing over gens emoting instead of just rushing them out.
You are playing Dead By Daylight, not a farming sim.
If you win the game, by defeating your opponent, your MMR should increase, so that you get opponents to who not so easy to defeat. That's literally the purpose of EVERY MMR system in existence.
"Just make it based on skill, easy!"
You cannot define skill in this game. It's impossible. There are too many different playstyles, and different factors to accommodate for. Do you have to be proficient in flashlight saves, 360s and looping? What about stealth? How about gen efficiency? How do you quantify these things?
Pips and emblem progress are only an approximate of skill, and ONLY when everyone is playing to win. You throw in the prospect of farming into the mix and it all falls apart.
What if you just like farming bloodpoints with farming killers and score a ton of pips that way, even though you actually suck at the game?
Plus, if you do everything right, if you play as skillfully as possible, if you score as many BP as you possible can and secure a double pip, but you still die. Why the feck would you want your MMR to increase?! You're already going against killers who you can't beat, even though you're literally doing your best, and you want to go against tougher killers who beat you even harder?
You quantify skill by match results. By kill and escape rates.
If you are more skilled, you are more likely to survive the trial, as an average over the course of many many games. The more RNG there is the larger the sample size needed to define the average, and DBD has a ton of RNG, but it gets there eventually.
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You´re are just describing the issue with the current system. Someone could farm points and die on purpose/let survivors escape to prevent increasing the mmr.
Doing something is progressing the match and therefore should be taken into account for the mmr. Finishing gens and getting unhooks IS progressing the match. Its not fooling around and doing nothing, like someone who just hides the whole match, does nothing and escapes.
For example, yesterday i had a match where the survivors were clearly superior to the killer. Then the gates were powered and only i escaped, because the other 3 refused to leave. Probably to tank their mmr. Points wise they would have ranked up. But since they died, they lowered their rank.
So basing it solely on kills/escapes can be manipulated to easy. Also, someone who afks or does nothing, would end up in the same bracked as the basement Bubba until both change their playstyle. Which would improve the game experience for everyone else.
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Sure, players can manipulate the system either way.
But the key thing here is that those manipulating the system based on kills/escapes, aren't doing so AND winning at the same time. They're choosing to forfeit the game to tank their MMR, instead of getting everything handed to them while the opposing side has a bad time all-round.
What happens if the survivors do well, but then either give themselves up or make a bad endgame play (the latter is entirely fair and indistinguishable form the former btw)? The killer gets a good game.
What happens if the killer does really well, but then lets survivors go or makes a bad endgame play? The survivors get a good game and get their escape.
With "skill" based metrics: What happens if a killer tanks their MMR by camping/tunnelling? Survivors get a bad game, lose BP, lose MMR, get stuck with camping killers indefinitely, everyone loses but the killer who decided to play that way. What happens if survivors play immersed and do nothing to tank their MMR? Everyone loses, killer and the other survivors.
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They were busy making the dull merchant masterpiece.
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Thats why those extremely low skill based playstyles (basement Bubbas and afk survivors) should have a different queue. Where they are matched with each other until they start playing "normal" again.
Playing skillful during the rest of the match but dying at the end, should rise the mmr. Just as it should with 8 hook killers that get no kill. They both should increase their mmr (even when "losing" by not escaping/killing). Simply because the mmr is supposed to be Skill based. Not escape/kill based mmr.
Since then skilled players get matched against skilled players and afk players that try to tank their mmr instead of playing on their level, will end up with other players that tried to tank their mmr.
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Hey I think Knight is really fun to play with map of the realm/call to arms and his recent buffs. It's awesome being able to pressure multiple survivors at once
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It boils my blood when I lock one and a teammate that literally watched me lock it will go do the second one right after.....
I think they sometimes assume people are trying to “share” them or something but that doesn’t even make sense, just don’t lock both lol
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How do you separate out those killers? Serious question.
This all comes down to "how do you evaluate skill?" And it's an impossible question to answer.
Kill/escapes rates ARE a measure of skill, via proxy, because the higher skilled you are, the more likely you are to kill/escape. It's the only objective measure available, all others are subjective.
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But thats almost never the case. For example in sports wins always the team with the better score. If you shoot a skillful goal it only rewards you with one point, if a team plays defensive and wins by buying time its still a win.
Maybe the definition of skill is different. Its not about which one has the most difficult skill. Camping is also an skill, even if its easy acquired. And in the game its not important who has the most difficult skill, its important which one has the skill most suitable to get kills.
So im not saying the current meta is great, but camping should be nerfed instead of changing the win condition.
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They don't blindly make changes according to stats alone anymore.
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Hag receives no love, 0
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The same way Emblems were assigned. (almost) All Hooks = kills, barely points in chaser and malicious, afk timer procced, proximity to hook procced, etc.
Same for afk survivors/suiciders on first hook. System checks if the other survivors are alive (not slugged) and if the survivor intended a kobe + failed the 2 skill checks.
If those players get marked for playing like this an X amount of matches, they get matched against each other. Once they start playing normal, also X amount of matches they get back into the normal queue.
But just surviving isn´t = skill. I´ve seen survivors escape with half the points the dead survivors had. They were doing nothing during the whole match and just jumped from one locker to another. Thats not skill for me. Every system we had in place to rank up, would depip that player. But with the "skill" based mmr, its suddenly considered skillful?
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To keep it in sports, the comparision would be more that the team wins, which has less people eliminated due to injuries or red cards.
Doesn´t sound fun to me.
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Yeah, I barely play Claire because of this, she's so LOUD compared to other survivors, I shouldn't have to waste a perk slot to make her half decent when I injured.
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Yeah thats extremely disappointing. I would love to see more Legion/GF-Midchapters. We have 31 killers now and a lot of them would love to see at least some addon-changes...
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The most efficient and easiest way to win as killer is tunneling & camping early, because turning it into a 3 v 1 at the start of the game pretty much guarantees a 3-4K with any killer on the roster. You may not think this is a skill but BHVR says otherwise. While I understand your point and do think there should be a better measurement of skill in this game, I have to agree with Seraphor: the only objective way to measure skill in this game is by kills and escapes, unless BHVR changes core features of the game.
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No? I dont understand your comparison. From my viewpoint, it makes no sense. Can you elaborate?
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The truth is that the developers fundamentally do not understand their game. I do not even want to type the alternative as that might sound like criticism for which I might get banned.
- They do not play their game at a level where they can make fair/balanced changes to high tier play. Therefore they do not balance for high skill players (largely speaking). When M. Cote got schooled in Korea while playing Hag he was told : "If you were better at the game then this game would have better balance".
- Survivors having fun = company makes more money. Therefore for 6 years the gameplan was keep killer just barely playable and make sure survivors had fun. Before they bought the IP from the parent company they were under a mandate for ~2 years where they were told not to nerf survivors again.
- Most of the game decisions trivialize playing any killer other than Nurse/Blight due to map design and game mechanics. Why are there even maps larger than 9000m²? Killers with no movement power should either never play maps larger than that or no map should be that large.
- Why do we have so many loops in game that remove all ability of the killer to "get you" if you are an M1 killer? It's a 100% hard stop that completely invalidates playing that killer archetype. At the very least all such killers should probably be buffed to 120% movement speed.
- The survivor objective can be completed in under 3 minutes. The fastest I have seen is around 2 minutes and 44 seconds. Generally speaking the killer objective takes about 6-8 minutes to win the game. A killer can only win very quickly if the survivors make a massive mistake. An average comp game takes about 4 minutes to finish the generators. A skilled SWF without the rules to limit perks/items to one instance each can do it much faster consistently.
- Killers have no "reassurance" or "deadlock" base kit but survivors have plenty of anti tunneling and gen rushing perks. This highly contributes to why the killer objective is so slow. Can you imagine if the killer had a perk that read : after kicking a generator that generator cannot be interrupted from the regression state for 20 seconds. Furthermore the killer has 1/4th of 1 survivor as their base regression speed. There are 4 survivors so they have a 16x advantage potential over the killer. This is foolish.
- Killers have no reliable method to "rush" survivors to their death on hooks. Survivors have TONS of methods to rush generators. If you think generators are "fine" when someone can complete one in 40-45 seconds alone then maybe hook states should be able to be rushed by 60% too. The takeaway here is that generators probably need to be more like 120 seconds base if we are going to have so much rushing OR make no more than 10% of the total time be allowed to be "rushed" by a single player. In other words after 9 seconds of "proving thyself" you get nothing.
- Killer perks are not allowed to have Synergy. You are not allowed to "chain" Pop goes the Weasel with Oppression. Survivor perks are allowed to have synergy. You can use Stake out and not hit great checks and be rewarded as if you did - to get that ~40 second generator.
- Playing killer is not really fun compared to a SWF because you are alone and have no interaction. In fact you need to isolate yourself from other friends on discord playing other games because you need to hear nuanced breathing. On the topic of SWF : they are broken and heavily contribute to "unfun" feelings for killers. But they will not be nerfed because it makes survivors happy. In fact all survivors got huge buffs with the hud changes and killers only got harder games that are less fun to play because everyone has SWF levels of info.
- Multiple game elements allow survivors to prevent a killer from getting hooks. You can make a flashlight or pallet save to prevent a hook. Even DH fits in this category as it can extend a chase by 30 seconds because it exists. Imagine if missing a skill check or even being interrupted from working a generator caused that generator to lose 30 seconds of progress. That would be reflective of what it is like sometimes to play killer. You could spend 40 seconds getting two hits on a survivor only to have the rest of the team body blocking the hook. Now you have to spend another 30 seconds chasing that person down - again.
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Oh god, yes, this. Drives me insane. While newbies probably don't know about the single lock technique and are like "you missed a spot!", I think a lot of them are just bloodpoint goblins that don't care and are just farming score events.
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She recently received an og chase music
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Its not the team that plays better. But the team with the most players left on the field that "wins".
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Chase music no one asked for. Hag players have been wanting bug fixes and a rework. Even her Halloween cosmetic is still bugged. She has addon bugs from 2018.
Chase music is not showing love to the character
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All of the focus currently seems to be on bringing solo queue in line with SWF in regards to balance.
Hopefully, after that, they do some killer QoL changes and bug fixes. Traps on stairs for starters. It's just silly that it's still around at this point.
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Didn't Knight wesker and dredge all receive changes during a midchapter?
small sure but they did receive them
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But eliminating the opposing team's players *is* the goal in dead by daylight. As such, playing better is eliminating more of the enemy team.
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But the players left aren´t bound to be the more skilled ones.
I´ve seen survivors lead the killer to their teammates. Intentionally or accidentally. Themselves going down in under 10 seconds, while the other survivors could keep the killer busy for over a minute.
Or survivors that hide thought the match and do nothing. Like literally, yesterday i saw a stream of Hens333. Where the other 2 survivors did absolutely nothing while he looped the killer for ages. There was only 1 gen left and they just did nothing.
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But there is no real game like that, right? So why do you bring it up?
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Chess isn´t a game?
Anyway, we´re are getting kinda off topic here.
As this was about balance decisions and Onryo not getting any buffs, despite her heavy addon reliance. Because the devs don´t look at hooks but only at kills.
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