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As I see more posts demanding nerfs of more survivor perks, I feel like uninstalling this game

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Comments

  • UndeddJester
    UndeddJester Member Posts: 3,361
    edited October 26

    Sorry my guy! Eyes of Belmont from Trevor.

    Poised gives you a very long aura read each time you first touch a gen, and whenever a gen completes you also get a decent aura read as well from Eyes of Belmont.

    Having both an aura read on the killer and no scratch marks can come in pretty huge at certain tiles. 🤘

    Grant Us Eyes....

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    a lot of solo q survivors do have said 40% WR on average, which is extremely generous for playing the side that's lacking half of the skill expression.

    maybe it's just a personal issue someone always dies. maybe they're out of their MMR range or maybe they're the ones being the sacrificial lamb for the team's increased chances of survival.

    if you want "justice" or "fairness" then this is the wrong game. solo q is meant to suck by design so that devs can keep killer balance in between solo and swf to have at least 2/3 of this game's playerbase happy. someone will be on the receiving end of it and it only makes sense for it to be the hardmode dice roll gamemode.

  • Ilikechips
    Ilikechips Member Posts: 164

    Too bad.

    That's on the developers for poor game design.

    This game is a power role fantasy simulator.

    Playing solo queue survivor is a waste of life.

  • Autharia
    Autharia Member Posts: 368

    Also once you drive off all the SoloQ players the game dies shortly after as the 5% that aren't wont be able to support the game.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    Yeah, sorry for telling the truth, it would be much better if I said some naive nonsense like "just buff solo q duh" and "add more fun to the game".

    Again, as of now, this game has to be an abomination compromise it is if devs don't want to break status quo and force any kind of real change, positive or not.

    Sucks to suck, I hope solo q players would be more aware they got the short end of a stick that would never be changed, because that's the only way this game can function in its current state.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,356
    edited October 27

    That's on the developers for poor game design.

    Yes, that is exactly what I keep saying.

     it would be much better if I said some naive nonsense like "just buff solo q duh" and "add more fun to the game".

    I've been in this thread talking about improving matchmaking. DbD's SBMM has been awful since it was implemented and the quality of matches has gotten worse with time.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    Improving matchmaking is yet another silly naive thing people say without understanding what it means or how it works (would work).

    I would assume you either suggest a different skill evaluation system (which I cant even imagine being applicable to all the dbd killers in fair and equal way) or simply more strict current MMR.

    Regardless of what you mean though, it would result into pushing this game into way more competitive environment due to skill gap factors being supposedly eliminated (you don't expect the "better" matchmaking to JUST give you good teammates while giving bad and/or chill killers, do you?) and forcing players into way more unfun and boring strategies to keep having fun.

    Especially when we're talking about systems that involve more sophisticated and personalized skill evaluation techniques like tracking chase times, amount of hooks/gen progress, etc, instead of strictly looking at the end result which can be extremely unpredictable with how many factors affect average public match.

    It's not going to work out as well you imagine. People wouldn't enjoy everyday comp dbd experience. And as practice shows, people arent going to spend hours losing MMR just to get more fun games. They'll just start sweating more.

    It's actually so funny how people (including me admittedly) shittalk devs for having no idea, while they actually know exactly what they're doing with this game. Nonexistent (relatively) matchmaking that creates huge skill gaps is what allows people to play casually. If you don't like it - cherry pick teammates for SWF or play custom lobbies with additionally cherry picked killer to match your skill. The convenience of it just about correlates with how much most killer players and then survivor players actually want this game to be competitive.

  • solarjin1
    solarjin1 Member Posts: 2,154
    edited October 27

    His the main problem with the 40% statistics. The devs remove disconnect games which is fine for the sake of balancing (no killer should get nerf do to DC'S inflating rates) but them games didn't magically disappear from those survivors experience. Solo q players aren't devs! they not going 4-10 and subtracting all the games that had disconnects to reach the desire 40% mark. DCs are high these days and most of time it when survivors already losing. The 40% number is about as meaningful as freddy&pig having a 60% win rate.

    Also i don't blame the devs but i really don't like that the community use the 40% number as way to control the narrative that solo q fine.

  • Autharia
    Autharia Member Posts: 368

    Counting In DC a soloQ player escapes much closer to 15-20% and 5-7% of that are killers playing to just 8 hook and afk.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    as i previously said, solo q isn't fine and will never be by design of this game.

    as for DC games and how community "controls" the narrative by using flawed statistics, you can't even imagine how simultaneously correct and incorrect you are here.

  • solarjin1
    solarjin1 Member Posts: 2,154

    alright singularity u win this round.....for now

    I don't know is it that much but it pretty bad. The 2v8 the last time i really love playing survivor.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,356

    I want matchmaking to be more like the old rank system where participation was rewarded instead of only escapes. I had better teammates and despite often dying it didn't feel nearly as punishing. These days it's common to see survivors refuse to play the game because they either don't think they'll escape so they "go next", or they refuse to play because they think they can escape but only if they hide and get the hatch. And so it's miserable because there's often at least one if not multiple teammates who don't want to participate. Putting all the emphasis on escapes means survivors don't care about anything else. Everyone plays selfishly, there's no team play despite the game being balanced for 1v4. I just want to get teammates who participate in gameplay. Participate. Not win, not be amazing, participate. But no, a lot of matches see a hook suicide or someone who hides in corners and lockers and then it's like, well, now what am I supposed to do? So I amuse myself by cleansing some bones, playing the lute, and Plot Twisting at the killer's feet. If I get hooked that's a welcome bonus. The remaining hiding survivors can continue to hide and may the entity take them both.

    This is why I pretty much only come out to play events and maybe do Tome challenges. I rarely even start up the game for Bloodpoint events. I complain on the forum about console optimization and matchmaking and the reward system. And also DbD's cosmetics designs, I hate backpacks with a passion at this point.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    Old ranks won't help, because DC mentality plague isn't limited to a particular skill level. It's an ego thing as well that gets progressively worse the higher you climb if anything.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 352

    You know that soloQ survivor makes up a good 70% of the total playerbase right?
    Shouldn't the game be better enjoyed by the overwhelming majority, or just the smaller part that's either the killer, or the 4-man SWF's

    I would much rather having a game that the MAJORITY of the playerbase would enjoy, rather than just a small handful in comparison.
    To be fair, if the balance was more like 55/45 (killer/surv), it would have been much more enjoyable to play in SoloQ.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 352
    edited October 27

    I guess the two of us should duoQ instead of sitting here arguing with the killer mains 🙃@TragicSolitude

  • Pelaan
    Pelaan Member Posts: 221
  • Pelaan
    Pelaan Member Posts: 221

    70% means your expendable so when you quit the game it means nothing and makes no impact they have to cater to the 30% killers or else they can affect matches. You want 2v8 queue times in base game?

  • Pelaan
    Pelaan Member Posts: 221

    Hot take speaking completely from a Survivor side 90% of the time it's teammates ruining the match (DCs, Give ups on hook, throwing/trolling skill issue) even when killer is playing totally fair and then hard defend on the forums with their doomer mindset the issue is killer balance when survivors are the real issue

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    i feel like the issue with solving that is that it inevitably boils down to encouraging "playing as team" which is just going to end up punishing solo players more than they are punished by existing. like if they made a system that tied BP gains to overall team performance, people would inevitably feel like they're punished even more for having bad teammates.

  • Pelaan
    Pelaan Member Posts: 221

    Devs gave them a bar that shows what survivors are doing at all times and who getting chased we could give them permanent Aura reading to see each other and they would still fail

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    permanent aura reading would be infinitely stronger than voice comms, but honestly speaking even that won't help a lot of survivors.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,356

    it inevitably boils down to encouraging "playing as team" which is just going to end up punishing solo players more than they are punished by existing

    I've had some amazing matches in solo queue where we managed to coordinate well even though we couldn't communicate. Coordination can be as simple as each person doing their part, which the HUD helps with.

    if they made a system that tied BP gains to overall team performance, people would inevitably feel like they're punished even more for having bad teammates.

    I'd never suggest that. First thing that'd help, escape should reward fewer Bloodpoints, participation should reward more. Next, the game needs to stop penalizing death so much. There are times survivors die that they should be able to feel good about, like sacrificing their life to save someone else, but the game treats every death the same. If the game is balanced in a way that survivors are likely to die, it should buffer the sense of loss so survivors can feel like putting up a good fight is rewarding. It's not surprising match quality has gone down when BHVR hinges everything on escape while also making escape less likely. That's not how you get players to put up with being piñatas for a stronger foe.

  • TheDavidKingMain
    TheDavidKingMain Member Posts: 39

    Oh it's only just starting. Prepare for even more survivor nerfs and killer buffs man.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    >I've had some amazing matches in solo queue where we managed to coordinate well even though we couldn't communicate. Coordination can be as simple as each person doing their part, which the HUD helps with.

    the issue is that you cant balance the game around the assumption that survivors always "happen to coordinate" because for every case they did, there would be three where they didnt and felt like they couldnt do anything.. and if you balance the game around the idea survivors dont usually coordinate, then you'll have really big issues with killer viability.

    which is why we have current in-between balancing that results in solo q < killer < swf dynamic

    > First thing that'd help, escape should reward fewer Bloodpoints, participation should reward more

    that would be nice for sure, escapes being 7k / 9k is too much.

    >Next, the game needs to stop penalizing death so much. There are times survivors die that they should be able to feel good about, like sacrificing their life to save someone else, but the game treats every death the same. If the game is balanced in a way that survivors are likely to die, it should buffer the sense of loss so survivors can feel like putting up a good fight is rewarding.

    Elaborate, im cant see practical examples of that. I dont necessarily disagree, but I dont see how this would be applicable.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    okay, so to summarize: add more reward incentives to play or try to play as a team rather than trivializing it as I initially suggested?

    moving in the direction of making teamplay feel more rewarded and generally encouraging more good faith participation would definitely be a good step in the right direction without affecting the gameplay.

  • Pelaan
    Pelaan Member Posts: 221

    I'd play more if they gimme shards more often to earn cosmetics I just save for the original chapters and that's it good luck trying to earn 27k shards for 1 cosmetic

  • Ilikechips
    Ilikechips Member Posts: 164

    Correct, expect all maps to get the new trashonfield treatment.

    Have to keep those kill rates sky high to please the few.

  • zarr
    zarr Member Posts: 1,003

    It has always been perplexing to me that rather than take issue with the fact that most perks (for both roles) are awfully lackluster (many bordering on useless, at least comparatively speaking, which you have to because there are only 4 perk slots and players can use 4 of the best perks every single time), people complain incessantly about the few perks that are actually good enough to be commonly used. Well, it's obvious that people will complain about things they perceive to negatively affect their winning chances, but perks are supposed to do that, they are supposed to help the player using them, and they are an enriching part of the game that create unique strategies, tactics, interactions, mindgames, metagames. The better perks overall are, for both roles, the more that factors into the game, the more interesting it becomes.

    There are only few perks I think need adjustments anymore, there isn't anything blatantly busted in the game currently as far as perks go. Sprint Burst is simply too good, always has been. They have introduced the idea of Exhaustion perks with a shorter cooldown timer - SB needs a longer timer. 60 seconds would seem appropriate, intuitively. On the killer side, Play With Your Food has always been something I think is simply ill-designed. Apart from that, on the killer side there are few things that could do with some adjustments, such as Nowhere To Hide not travelling with the killer (as compensation perhaps increasing its range to 32m). I also think the new Dead Man's Switch is actually just as and situationally even more problematic than its old iteration. But most perks that could be argued to be "problematic" on the killer side mostly only are in conjunction with a specific killer (e. g. Predator on Nurse, or NTH on Nurse, or PWYF on Tombstone Myers), where instead they could simply solve the issues of those killers rather than limit the respective perks' strength for all killers. If you were to make Nurse suffer from the Blindness effect during blinks for instance, you would free up a lot of design space for aura perks.

    On the survivor side, more than any perk or perk combination being problematic, it's the fact that premade groups can stack and coordinate all of them and their uses - removing this ability would not only instantly solve most of all survivor perk-based balance concerns, but also open up a ton more design space to make survivor perks better without them becoming exponentially more problematic in SWFs, thereby also disproportionally improving things in solo groups that then still can end up using multiple copies of those buffed perks.

    But yeah, anyway, I think "too many too bad perks" is a much, much larger issue in this game's design than the few "too good perks".

  • Akumakaji
    Akumakaji Member Posts: 5,458

    Lemmy join you two! We will be the most ineffective tripple SWF :D

  • MrMori
    MrMori Member Posts: 1,619
    edited October 28

    Skull Merchant is hard countered by strong pallets, she doesn't counter them at all like you said. Her power after the nerf literally doesn't work when survivors vault them, so that's a moot point.

    Either way, I'd wait and see before quitting. People can complain all they want, but BHVR have been nerfing perks very sparingly. What survivor perks have been nerfed in the last 6 months? Adrenaline, Distiortion, Decisive. I can't think of more. But these perks are still fine, DS and Adren are still strong even.

    As for Windows, they're not even going to change it anytime soon so why bother even getting worked up about some players wanting it nerfed?

  • Akumakaji
    Akumakaji Member Posts: 5,458

    I am still baffled by the single scan line and can't comprehend that someone actually thought that this was a good direction for her power to develop. I am equally baffled by people defending this, but in Skull Merchants case people got the hate of her 1st itteration so ingrained into their brains, that she is burned for ever as a viable concept.

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 352

    I never really had any issues with the original Skull Merchant. She felt like a fine killer to play, with decent chase potential for an M1 killer. And if you faced one who wasn't abusing 3-gen, it really was not bad at all.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,528

    Your evidence behind your post is just centered around the nerfing of WOO evening though you mentioned that players are mentioning ALL of these other perks? You mentioned literally one. Killers get plenty of perks nerfed, lets be real. I am happy to make a long fat list if needed too.