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Noticing a Trend...

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Comments

  • Khylwch
    Khylwch Member Posts: 14

    Actually no they did not. I played after our posts and in 2/3 of the matches the survivors blatantly exploited the new loop holes against both my son and myself. You can even be up on the 2nd floor of the ship chasing a survivor or kicking a gen and the player on the hook which is on the ground unhooks and it's also quick. Face camping is a losing strategy and that is why it was only common with players who were poor killers. The players already made face camping a losing strategy and most killers learn that quickly. Just like flashlight teams were really awful to play against at first. Now killers laugh when a flashlight team appears, because I know it's a quick 2 hook or a 4k. Everyone wants to win but if you beat me it's actually more of a respect thing like good job and maybe you teach me something. What everyone hates is when you lose by cheating which is way too common and doesn't appear to be a focus of the dev team. Or when in this case the devs create a solution to a problem that was already a losing strategy and opens several ways for players to exploit the new rules. The new rules also create free safe gen zones. If the killer doesn't want to give the free unhook, they leave with haste. The survivors all go the gens in proximity of the hooked survivor so that the killer either gives a free deliverance or cannot patrol the gens in that area. So most killers play normal and tunnel out much more often.

  • DrDucky
    DrDucky Member Posts: 675

    If the killer wants to tunnel you cannot stop them from doing it.

  • crogers271
    crogers271 Member Posts: 1,907

    Okay, I understand what you mean by crapshoot. But by the very nature of the games balance, shouldn’t killers get more value out of perks than survivors?

    Yes, generally true, but let me back up a step.

    The issue here is not perk strength per se. I'll use distortion as an example of a perk that's random chance but still healthy. As survivor I could get a lot of value, or none, depending on killer build, but the game still plays out. It may or may not give me an edge, which if fine, and DbD thrives off that random chance mechanic.

    The game goes too far though when the perk setup completely override strategy. If the answer to 'how do I counter X" is that you should have been running such and such perk, that's bad game design. Perks should bolster certain strategies, not be necessary requirements.

    Additionally, distortion entirely impacts how I play the game. If I want to run a stealth focused build, I control that completely. While given your posts I think you disagree, I think DbD is more enjoyable when the survivors are viewed as four people randomly thrown together with a common goal to work towards, but not necessarily a team.

  • Huge_Bush
    Huge_Bush Member Posts: 5,424

    I do agree with the point about perks and bad game design. No one should feel like they have to bring in anything. But at the same time, I believe perks shouldn’t cover for everything that can happen and that, for survivors, teamwork should come into play.

    I guess my issue is I see the game as 1vs4 and survivors should only be 1/4 the strength of the killer and all things equal, the killer should catch the survivor after a 25-35 second chase and that Survivors should be pushed to work together, perhaps more than just doing gens, to succeed just like how people want to push killers to do more than tunnel or camp.

    In the end, it’s a game and we can agree to disagree. I just wanted to say to you and @Archol123 that I’m sorry if I came off as snarky, rude or argumentative. Going through tough times (employment and health issues that reared their ugly head) and I’m not right in the head.

    Here’s a lick of one of my kitties as a peace offering

    Bastard completely destroyed that chair.