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As I see more posts demanding nerfs of more survivor perks, I feel like uninstalling this game
Killers have recently been getting more and more powerful perks (for example recent Predator buff) and survivors have had more perks nerfed.
I don't use Windows of Opportunity as I prefer to use a different build, but as I see more demands like this:
I feel like uninstalling this game, because if another perk is nerfed just because someone complained loudly about it and can't even justify what's so strong about the perk, I will lose all hope for this game.
I think some people would like all survivor perks to come with tokens, ideally they would deactivate after all generators are done, and after one use they would be deactivated for the rest of the game, because why not?
Windows of Opportunity is a perk that only allows you to see paletts and windows.
Many killers can completely ignore paletts because they have anti-loop in their basekit - Nemesis, Xenomorph, Huntress, Skull Merchant, Unknown, Dark Lord.
How do I feel as a player class knowing that the other side is clearly favoured and the developers will listen to their every demand?
Comments
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i stopped reading at "more and more powerful perks (for example recent Predator buff)"… Now, seriously speaking… Come on, that perk was changed from awfully bad to bad, i don't see nothing overbuffed here… Regarding WoO nerf i think that they'll do it due to the perk's pick rate probably (it doesn't deserve a nerf in my book, but you know how the devs take decisions regarding buffs and nerfs)…
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first of all, many killer mains were vouching for Predator in it's current state NOT to reach live servers, especially because people knew there will be players slapping this perk on e.g. Nurse for going full autopilot mode.
Next, yall still don't realize how much current MMR system bottlenecks power of survivor role, so you should be definitely thankful game doesn't have better MMR system (tho with better MMR system WoO probably wouldn't even be nerfed since good players don't even use it and thus there is no great risk of people crutching on it), because if it did and if the game actually was balanced around high skill level, you would see much more perks getting nerfs than you are seeing now.
How do I feel as a player class knowing that the other side is clearly favoured and the developers will listen to their every demand?
are we now intentionally ignoring all the nerfs other side gets just for the sake of pushing us vs. them narrative in a desperate attempt to get some upvotes? These are not Steam forums where you get Steam XP and points for Points Shop for farming awards through this kind of threads.
And pease tell me when was the last time killer role got an actually significantly impactful basekit change? Killers got the only meta that was on their side for years nerfed again and it's still meta because there is still nothing actually better to use.
We are going over another similar case to people defending previous Distortion that heavily encouraged never getting better at chases, but now with acting like WoO is not a perk that encourages crutching on it for chases. I think Chaos Shuffle was more than enough to show how lost yall are when you don't have WoO simply because you never bothered to use it for it's intended purpose.
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Oh yeah, killers totally dont know anything about unnecessary nerfs due to survivor complaints. Especially skull merchant mains. And chucky mains, soon. Or how devs push badly designed survivor perks on live despite all the feedback like MfT.
Please tell me how that's actually a different story, I just want to validate my opinion
EDIT: "bUt iT's aCtUaLlY deSeRvEd tO hAvE cHaRaCtErS mAdE uNpLaYaBlE iF i dOnT lIkE tHeM pErSoNaLlY" ©
Post edited by Toystory3Monkey on24 -
How do I feel as a player class knowing that the other side is clearly favoured and the developers will listen to their every demand?
This isn't societal class oppression. This is a video game. If you're actually this distraught over people having opinions you disagree with, maybe these forums aren't the best place for you. You can stop looking at them any time you want.
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The Predator-Buff was pretty significant and this mostly on Nurse. Since the only way to outplay a Nurse is to break LoS, which is now not really possible anymore with Predator.
Granted, this is more of a Nurse-problem than a Predator-problem, but the Perk can feel overwhelming at times (on Nurse).
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It's wild people can make posts like this while ignoring already quite commonly used perks like Flashbang and Blast Mine have just been buffed by double, 2 perks which can get very high value just by doing something in a match you are going to be doing anyway, you dont have to go out your way for them at all. I feel people are massively overrating Predator, a perk what was absolutely trash before to now being meh at best as theres definitely way better Aura perks to be used. Predator has a 40 second cooldown which means in a top elo match a killer is getting 4-5 uses of this perk at most while you could kick the same gen 8 times and potentially get Nowhere to Hide Value till the gen kick becomes blocked.
People seem to also forget Saboteur was also massively buffed to the point of where even Save the Best for Last struggles against it, a perk which was also nerfed harshly due to survivor complaints so you now you just lose stacks by default if Obession gets injured.12 -
What's the kill rates on those killers again? Around 57-60% Oh they are still overpowered and easy mode to win with?
I'm sure there are lots of people who are struggling with the feeling of winning the majority of their games though. It must be rough for them.
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this is why i think Nurse should suffer from Blindness status effect during blink charge
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Yeah, would be one option. I would not use Predator on any other Killer than Nurse. While I think the Perk is not bad, others are simply better. But on Nurse the Perk can be really problematic, so I can understand the complaints (I use it on Nurse myself and it is nuts… The Cooldown does not even really matter, since it happens rarely that I lose Survivors, but when it happens, Predator is always off cooldown and I am right back in the chase).
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I'm confused, aren't we in the middle a huge survivor perk buff streak?
- Decisive Strike
- Invocation: Weaving Spiders
- Autodidact
- Empathic Connection
- Iron Will
- Resurgence
- Solidarity
- Poised
- Babysitter
- Dance With Me
- Blast Mine
- Chemical Trap
- Wiretap
- Mirrored Illusion
- Chemical Trap
- Flashbang
- Bloodrush
- WGLF
- Quick Gambit
- Teamwork: Power of Two
- Teamwork: Collective Stealth
- Lucky Star
- Inner Focus
- Corrective Action
Vs. Nerfs for:
- Background Player
- Buckle Up
- Distortion
Not all of these have become meta, but they are better across the board, with some of them becoming pretty damned strong... and some of them have even become meta.
There are just as many popular killer perks that have been hit with nerfs over the same time period and nowhere near the same number of buffs for perks that survivors are enjoying. Instead changes for killer side more often come in the form of power increases for weaker killers like Clown, Pig, Trapper, but there are also nerfs for stronger ones like Blight, Twins, Hillbilly.
Doesn't it seem a bit off to complain "killers are getting stronger perks" when the argument is way stronger that survivors are getting far more stronger perks?
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skull merchant was a abomination and need a complete rework from the ground up she doesn't fit the game play what's so ever chucky's bug has a infinite scamper with his glitch that completely breaks the game im not talking about the double swing im talking about legit infinite scamper that you can reactivate on top of your infinite there not even comparable mft got nerfed ill even add at high swf mmr when the killrate is at 55% killers around that killrate still wins 8% more i play both sides and i can say that survivors outside of high mmr swf is a verry mediocre experience currently and there plenty of stuff that need to change
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Well you got me according to OP it just doesn't make any sense
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I just wish they would stop with this whole thing of seeming to want to buff every survivor and killer perk so that they are all strong. The fact is you just cant have this many perks (let alone addons on top of) that are all very strong and worth taking as it is starting to feel like it is an absolute mess of OP effects to deal with and try to keep track of with each big patch.
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Doesn't it seem a bit off to complain "killers are getting stronger perks" when the argument is way stronger that survivors are getting far more stronger perks?
This feels like your intentionally misunderstanding the point.
How many "powerful perks" have survivors gotten during chapter releases? Maybe 3, and those have been nerfed since.
Putting up something like "weaving spiders got a buff, you should be happy" is just insane. Do you realize that even with the buff it received, it's still a killer perk. The only excuse for running this perk is that you're either a Sable fan and are playing your first game, or have a challenge and never even consider starting the invocation.
That's how bad the newer perks have been for survivor for about two years now. When a perk comes through that's even "decent" it gets deleted, and maybe they polish the turd they dropped on it later. Iron will is in your list, and this is that scenario.
There's a couple in there that are "fun perks" like chemical trap, or flashbang, but aside from those or DS (couldn't even get to 5s without complaints) or dance with me, most of those perks are still not good enough to use. Even some of the ones I mentioned are "because you want to for fun", not because "it solves my problem in game".
Trying to just list all of the microscopic buffs without any context feels really disingenuous here. Most of these perks have been nerfed and didn't even come close to breaking even. And new survivor perks aren't even worth discussing for most chapters. They're adept fodder.
And anything even remotely close to usable gets incessant posts clamoring for nerfs that also suspiciously seems to make it into the patch notes an awful lot (distortion being the latest, woo is the next target). That's what people generally mean when they say survivors don't get good perks.
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Strong killer perks rarely go pass the PTB.
Let's take an example. If flashbang was a killer perk, it would have been nerfed months ago. It is a perk that creates uncounterable situations such as getting inside the killer when he is looking at a wall. Under the standards that apply to killer perks, this would be unacceptable.
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This is 100% a nurse problem. It baffles me how they try to balance around her just to not acknowledge how much of an issue she is for the game.
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How many "powerful perks" have survivors gotten during chapter releases? Maybe 3, and those have been nerfed since.
- Tools of Torment
BGP - still a strong perk even after getting nerf from extremely overpowered state
Blood Rush - a very strong perk after the buff
- End Transmission
MFT - still a good perk, now especially in combo with WGLF
- Alien
Chemical Trap - very decent perk after the buff
- All Things Wicked
Wicked - very very strong perk that is extremely slept on because average player doesn't understand how even Deli is powerful
- Dungeons & Dragons
All survivor perks in this chapter are decent
- Castlevania
Eyes of Belmont - very decent aura reading perk
- Lara Croft
Finesse - excellent chase perk
Hardened - also an excellent info perk
Your argument falls into the water.
That's how bad the newer perks have been for survivor for about two years now. When a perk comes through that's even "decent" it gets deleted, and maybe they polish the turd they dropped on it later. Iron will is in your list, and this is that scenario.
there are more than 10 very good/extremely powerful survivor perks from before Tool of Torment chapter, do you maybe need names of them too?
You literally have more than 20 very good perks that can be used and are acting like you "have nothing"
There's a couple in there that are "fun perks" like chemical trap, or flashbang, but aside from those or DS (couldn't even get to 5s without complaints) or dance with me, most of those perks are still not good enough to use. Even some of the ones I mentioned are "because you want to for fun", not because "it solves my problem in game".
???????????????????
Deli, Reassurance, SB, Lithe, Deja Vu, Blast Mine, OTR, DS, Resilience, Adrenaline, Dead Hard, Any Means Necessary, Breakout, Babysitter, Second Wind, We'll Make It, WGLF, Plot Twist, Camaraderie, Head On, Iron Will, Kindred and so on + perks i mentioned above.
It seems like a YOU issue on this one and not a perk issue at all.
Post edited by EQWashu on13 -
Hardened is a good perk, nice joke.
Post edited by EQWashu on4 -
Oh no 2 posts asking for WoO nerf. Really a huge problem of people asking for survivor perk nerfs.
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Seems a bit funny to accuse me of intentionally misunderstanding and being disingenuous when I've merely listed all of the perks that have been changed for survivor over the past few patches. Believe it or not it is possible to have an opinion in the middle. You can support buffs and nerfs for both killer and survivor on individual bases, but when someone says something untrue, it doesn't help in keeping a balanced perspective, and instead "poisons the well". This is in the category of "bad" and needs to be challenged.
Killers have recently been getting more and more powerful perks (for example recent Predator buff) and survivors have had more perks nerfed.
This line is blatantly untrue, especially when you consider a significant number of the meta perks killer recently had nerfed. All the main gen regression perks for killer have been hit significantly, and we don't tend to see the full gen regression builds anymore, and if we do, they aren't anywhere near as strong as they once were… meanshile survivor perks have been mostly buffed across the board,
Providing factual information is not being biased just because it doesn't support your chosen narrative.
@NarkoTri1er already did a great rundown, but what is disingenuous is cherry picking the worst perks from my list as your examples of Survivors having bad perks and not ackowledging the slew of tools that have been made good for survivor.
- Resurgence basically makes self-heal with medkits not just viable but very strong, and even on it's own is amazing for straight resetting and limiting tunneling.
- WGLF is now a very strong anti-slug perk, and combined with MFT is actually reliably good now.
- Babysitter is exceptionally good for anti-tunnel now, as is Bloodrush.
- Decisive Strike was still usable at high level at 3s, and is now even better across all levels… the fact you scoff at this perk getting reduced from 5 to 4 is questionable given how strong it still currently is.
- Poised is now an excellent info perk, especially combined with Eyes of Belmont. Even if you can't touch a gen, when a gen pops in chase you get both a 5s aura read AND no scratch marks for 10s. I've been very surprised how easy it is to lose a killer completely at a tile and make instane distance off this combo.
I'm well aware that not all perks in the list are meta… but there are quite a few of them that are pretty strong now, and at least ackowledging that would do your argument a power of good.
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I regard nurse like I regard the history of the mongols; the exception to every rule. Nurse breaks every balance rule of dbd,the mongols somehow broke every rule of old society.
Post edited by SpicySliceOfApplePie on5 -
I know you’re angling to say survivors have it better than killer and I stopped taking you seriously when I read “strong” and saw Weaving Spiders but most of these perks aren’t strong and weren’t buffed to become strong. And for every perk survivors have had buffed, killers have also had a perk buffed so it’s a 1:1 ratio.
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There are only a handful on there that have actual benefits in soloq. Most are just SWF. Background Player was an actual balanced and it's still strong.
Invocation is a crap perk, no one really likes it and it's a death perk in soloq.
With every new killer there is at least 1 aura perk and recently survivors got open a chest to utilize your perk.
Distortion is pretty much unusable and players still hide.
I think what it comes down to is you have a wide range of players with different playstyles on both sides and this is the problem.
Another problem is people are married to perks. Yeah some are great but in the end we need change things up.
WoO is fine and it really doesn't need anything. A lot of people carry it but simple map knowledge and you won't need to use it. Plus all that yellow is over stimulating.
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Ok, lets see over the same period.
Killer perks buffed:
- Grim Embrace (technically nerfed in this period, but it's buffed from its original version, so lets be fair, it's still buffed)
- Darkness Revealed
- Trail of Torment
- Oppression
- Dragon's Grip
- Machine Learning
- Blood Echo
- Deathbound
- Genetic Limits
- Hex: Crowd Control
- Leverage
- Machine Learning
- Predator
- THWACK! (Debatably nerfed)
- Zanshin Tactics
Killer perks nerfed:
- Deadlock
- Pop Goes The Weasel
- Scourge Hook: Pain Resonance
- Dead Man's Switch (Debatably buffed)
Overall
Killer perks:
- Buffed: 15
- Meta buffed: 3? (Grim Embrace, Hex: Crowd Control, Leverage), other perks are good, but are they game changing/meta?
- Nerfed: 4
- Meta Nerfed: 3 (debatable on DMS)
Survivors perks:
- Buffed: 24
- Meta Buffed: 7 (Decisive Strike, Iron Will, Resurgence, Poised, Babysitter, WGLF, Bloodrush). Similarly other perks are good, but do that beat other perks out?
- Nerfed: 3
- Meta Nerfed: 3? (is Distortion meta?)
So the divide isn't quite as one sided as I personally believed until I counted it. Yes survivor got more and one could try to argue that way, but is would be unreasonable to call it as big a landslide one way as my original post hinted… but y'know sucks when I have to go against my narrative.
However regardless, the original point of the OP I was challenging is still stacked unfairly one way.
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as i said multiple times, nurse should be completely reworked… she was the main cause why certain perks are bad, not to mention that i found hilarious that she's the only killer in the game that's unable to use certain perks properly due to her power (she can't use starstruck, surge, sloppy butcher, noed, devour hope, etc etc)
Post edited by Tostapane on0 -
Honestly I've moved past asking for survivor nerfs, for the most part, in favor of supporting killer buffs. I'll chime in every now and then, like when Distortion got argued into a nerf, I just highlighted the fact that among survivors who just hide, it exemplifies the problem with that gameplay. Either they do gens, and hide as well, so survivors can just rush gens while not really interacting with the killer. Or that's their game plan from the start, minus the gens, and just selfishly hide for hatch every round, which the game was forced into because the team required 4 loopers, not 3.
But this talk of Windows getting nerfed is absolutely ridiculous to me. To me, that's more radical than saying hatch needs to be removed/replaced, which I am for. I vehemently disagree with people who say Windows is just a learner/baby perk, or a waste of a perk slot, because it literally helps you plan out your route, whether you're a noob or a master. But I also detest calling it OP just because it helps with looping. If your issue is looping, and survivors turning their brains off for maximum time waste, then your issue is more the loops/maps/killer speed. You've come to the wrong conclusion if you think removing Windows is gonna fix anything. It's not OP just because it's useful, just like aura add-ons on Wraith or Blight.
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They might not disagree with you on that. But unlike some other survivor perks, Windows is useful without being OP. Maybe a lot of us killer mains have been going about it all wrong for a long time. Rather than defaulting to asking for survivor perk nerfs, except the most obvious stuff like "I move 3% faster while injured," we should instead look at what killer thing we want buffed next. A lot of these pathetically weak killers have actually become decent due to these recent years' buffs. Not viable like Nurse or Blight, but playable vs slightly bad teams. Simply getting better at killer is not enough to beat high level survivors at this point, and so that must be supplemented with necessary buffs. So instead of getting rid of Windows or Exhaustion perks, think of it as, "Assuming survivors likely have these perks, how much can we buff this killer or perk to match that strength?" We killer mains have already been tinkering with different killers viability tools for years. We're gonna push them towards viability some way, through using pink/purple add-ons, meta perks, strategies (tunneling, slugging, camping). If the devs were also pushing killers to be viable at the same time, instead of taking away all our options like they have been, killer would be in a perfect spot: Challenging, but not impossibly so.
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Let's have more perks that apply Blindness for periods of time that are actually meaningful. Then we'll have an effective counter to WoO.
Of course, then there will be a cacophony of screaming to have it nerfed, so good luck with having those buffs actually last.
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That is a solution. Although, people disliked Huntress's 90-second hatchet Blindness add-on. Guess they just like going against Babushka/Oak Haft all the time.
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you're responding to a wrong comment.
im not sharing the sentiment of "nerf everything i dislike". i would rather have lots of things buffed where possible and not nerfed for as long as they dont become truly gamebreaking.
all im saying here is that OP is either a hypocrite or ignorant to other sides' troubles. Their whole post is filled with petty tribalism and "us vs them" mentality.
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Indeed! I understand that BHVR wanted for the longest time to give players total design freedom … but by doing so they paradoxically limit their own design space so much!
We all know it: a perk that would be fun on Trapper, coupld be utterly devastating on Nurse, so its gets adjusted to her power level, thus robbing poor, ol Trapper of an interesting addition to his playstyle.
At one point BHVR should start to limit perks on certain killers, like banning Awakened Awareness or Predator on Nurse, thus keeping this perks open to be reasonable powerful on killers that might need them more.
And poor old Thanatophobia is an especially strange case: it was overtuned on Legion and Plague and after its nerf its only usable on Legion and Plague. Wow, thats some interesting way of solving that problem.
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not my problem that average survivor player acts like their role is ridiculously underpowered, while at the same time playing like they don't have a team in soloQ. Game shouldn't be balanced around your soloQ teammates acting like they can do whatever they want since "it's soloQ"
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While I support the basic premise, the tone of yours is a bit harsh. We all know that soloQ is the hardest role in DBD and that it all stands and falls with your team mates. Even the best players in the world can be dragged down by inattentive or potatoe team mates, and while that shouldn't be used as a benchmark, it should factor in into player satisfaction and we should think about ways of how to better the soloQ situation, without buffing the SWFs.
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They don't care about balancing the game for everyone.
It is never enough for them.
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why do you expect to consistently win while playing the gamemode that doesnt allow to express skill fully unlike killer/swf?
play for hatch, that's your only way of consistently winning in a team based gamemode where you can't play as a team.
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1 out of 10 matches doesn't coincide with BHVR's 60/40 win rate model. Either @noobsurvivor needs to up his game and get better, or his solo'q experience is 100% spot on. Can't be both, so I'd like to give benefit of doubt to noob, but I can't since I don't know them. I have to assume they're bad like 'the average survivor'.
More 'Its not my job for your fun'. We usually DONT have a team in solo'q. Distortion nerfed, but still plenty of rat players. Man, killers really called for a good nerf to stop the rats, ugh. I'm thinking its exactly the way you want it. Nothing is balanced around solo'q. Hasn't for a long while now.
And honestly I dont think BHVR balances around solo'Q at all. Should they? I dont think they should anymore. Solo'q is the chaos shuffle without the shuffle. Everything can go. but its usually a 1v1v1v1v1, or 1v1v2v1, etc. Its hardly ever 4v1, unless its a swf.
Blindness is pretty useless against SWFS, and outright murders Solo'q. Its meh for anything inbetween. Like haste, gen speed up/down, I feel blindness should be a minimal stat/removed from the game.
But! You're going for a 'buff this!" instead of 'nerf that', so thats actually awesome lol.
Your lists were well done and looks nice. :)
But they are your lists. There's a few I think are complete trash. And maybe they are, but it really depends on who's playing them. It's not just a simple 'This perk was buffed, so its good.' But you know that. More for others if needed.
My point comes to this: On this forum, any sort of perk/power/nerf comparison will be met with the 'other side', regardless of whats actually being said. Human nature and all that.
I do agree with you mostly. Its just not 100%. You did hit the nail regarding the OP though.
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Is it necessary to be harsh to a player who has legitimate complaints due to BHVR's game design decisions? On the Steam page for DbD it says "Survive Together… Or Not - Survivors can either cooperate with the others or be selfish." If BHVR wants to design the survivor role so that they encourage survivor players to be selfish, then it is BHVR's responsibility to actually balance the game so their purported "player autonomy" doesn't tank matches and make solo queue miserable.
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poised isn't meta in any multiverse but solid list.
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why do you expect to consistently win
A lot of solo queue survivor players would be happy to even approach the 40% BHVR claims is their target. Asking to escape more than 10% of the time does not equal expecting to "consistently win." It's more like asking to occasionally win rather than rarely/almost never win.
play for hatch
A hatch escape doesn't raise MMR. It's neutral. So aiming for hatch escapes means being permanently stuck with the exact same quality of teammates that makes matches miserable in the first place. A player is better off uninstalling than perpetuating a cycle like that.
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I would have loved it if BHVR made Matchbox and Spasmodic Breath the basekit for Nurse.
You only have a single blink charge, but in exchange, the base movespeed is increased to 110% and if you successfully hit your blink attack, you lose the ability to blink for 60 seconds (could be changed to 30 or 45 seconds), but you are now a normal speed (115%) killer for this duration.- I would rate my own escape rates when playing soloQ (or even duos) to be around 15-20% Way below the claimed 40% average.
Most of the time, this comes down to teammates outright giving up (hook suiciding, or intentionally letting the killer down them), DC's or "doing gens, you?" - I fully agreee with you when it comes to the SoloQ statement, of "asking to occasionally win, rather than rarely/almost never win"
- Hatch feels like the only option sometimes, but to be fair, it should count as a win for the survivor escaping through it.
I really miss the days where you could get 4 survivors out via the hatch. It was an interesting secondary way of getting out, that rarely happened, but it felt oh so satisfying to pull it off.
4 - I would rate my own escape rates when playing soloQ (or even duos) to be around 15-20% Way below the claimed 40% average.
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i know i sound harsh, but watching people playing soloQ as if they truly are playing solo is the main reason why soloQ is bad. People act like they "don't owe anything" to their soloQ teammates in order to actually play the game for win and instead only go for their subjective objectives. Huge majority of soloQ players don't play survivor as a team role at all, that's core of the problem, next biggest problem is matchmaking
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i already stated my opinion above.
On the Steam page for DbD it says "Survive Together… Or Not -
i think this sentence is taken out of context way too much and that it would rather mean "sometimes all of you will survive, sometimes not".
If BHVR wants to design the survivor role so that they encourage survivor players to be selfish, then it is BHVR's responsibility to actually balance the game so their purported "player autonomy" doesn't tank matches and make solo queue miserable.
if BHVR did more moves towards making the game more team dependant, making core MMR gain outcome be impacted by overall team result, i'm pretty sure there will again be many players who would still play soloQ the way they play it rn.
We are basically talking exclusively about killrates-escape rates, but as soon as there is team aspect of survivor role mentioned, we always have to come up with something just to justify mindset of players
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"doing gens, you?"
For me, these teammates ruin more matches than anything/anyone else.
Hatch feels like the only option sometimes, but to be fair, it should count as a win for the survivor escaping through it.
I don't like that SBMM goes by escapes at all. It should be participation in the match that increases MMR. BHVR has put a huge amount of emphasis on escaping and it's hurt the game a lot.
I really miss the days where you could get 4 survivors out via the hatch. It was an interesting secondary way of getting out, that rarely happened, but it felt oh so satisfying to pull it off.
I'm happy you were that lucky. The only time it worked out for me that way was when I coordinated with three other people to get that achievement pre-hatch change. Otherwise, I was always the random that was sacrificed to either spawn the hatch for the others, or I got to watch my teammates escape through the hatch while I was on the hook (it really hurt to watch three teammates jump through the hatch and abandon me).
I don't miss those days.
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i think this sentence is taken out of context way too much and that it would rather mean "sometimes all of you will survive, sometimes not".
You left out the important part of the quote: " Survivors can either cooperate with the others or be selfish."
be selfish. It's right there. BHVR supports the lone wolf playstyle because they believe in "player autonomy." Either the game is a 1v1v1v1v1 or it's a 1v4, but BHVR wants to have it both ways and solo queue is miserable for it.
If BHVR wants to keep it this way, then they need to make SBMM smarter, have it separate playstyles. Queue team players with team players and queue lone wolves with lone wolves. It's mixing them together in the same matches that's the problem.
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i'm all in for improved matchmaking, that's actually the change i want in this game the most. But then, there are people opposite of me who will be complaining "omg my queues aren't 5 seconds anymore, revert this change BHVR", but won't realize how much fair matchmaking actually matters in PvP games
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Yes, the "doing gens, you?" teammates are the worst. You can have the game of your life, only to lose it due to teammates not paying attention to you being chased around, wasting the killer's precious time. I had one of those games a few days ago, where I ran a Huntress around for what felt like a good 5 minutes. Meanwhile, the other two remaining teammates could not finish the last gen, and were hiding instead, doing absolutely nothing.
- I was also thinking about the SBMM, and why only kills/escapes should count towards your MMR, when it is your total participation in the game that should really matter. This is why the old ranking system worked out better.
Now, I was lucky enough to pull off a 4-man hatch escape twice. I don't recall getting left behind like you were, but then again, I was often playing with a friend or two, so it was a lot easier to get out as a team.
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that's actually the change i want in this game the most
You and me both :) Matchmaking needs multiple changes made to it, it never should have stayed in its current state for as long as it has.
there are people opposite of me who will be complaining "omg my queues aren't 5 seconds anymore, revert this change BHVR"
With the number of complaints about survivors "going next," I think the amount of time players are willing to wait in queue for a decent match is increasing. A queue that doesn't waste any time is meaningless when the match itself is a complete waste of time.
Meanwhile, the other two remaining teammates could not finish the last gen, and were hiding instead, doing absolutely nothing.
Yeah, this happens a lot. It used to be that teammates were clueless I was in a chase and I was clueless as to whether or not they were touching gens, but now with the HUD there's no excuse for them and no wondering from me. When they go into perma hide-and-seek mode, at some point I usually get tired and just point at a hook to be done with it. I spectate for a minute or two and get bored watching two decked-out high-prestige "teammates" crouch around corners of the map waiting for a hatch escape when a quicker easier exit gate escape was in their reach a minute ago.
I do love the teammates who push through. I've had some great escapes when the remaining teammates actually tried. And I'll sacrifice myself for those teammates.
This is why the old ranking system worked out better.
I've missed the old ranking system for a long time. I didn't like that it reset every month, but I much much preferred that over what we have now.
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You don't think so? I think it's pretty amazing for SWF callout, even (and probably especially) if its just a partial SWF... it's lethal pursuer on demand for a comms team, and it ain't at all bad for soloQ either (honestly try the EoB combo... if it's not meta strength, it's still very tasty and probably the best survivor info combo in the game).
Still, thanking you!
Ye that's fair, I tried to make a condensed BHVR patch list across 8.0.x versions, so went with BHVRs categorisation of buffs and nerfs... and we all know what's up 😏
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Thats the thing good for SWF. So its only good for the sub 5% of players and 99 times out of 100 they wont run it.
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What's EoB? What does EoB mean?
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