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Devs can't play there one game and this is bad.
In order to be applied to fix and make better your game, you need to know how to play it in a dissent level. The people that make the maps can't juke and they know nothing about chase they either make maps that have strong loops where as killer you can't do anything against those or map where you have tons of pallet and yet you can use them effectively.
The team that responsible for balancing the killer power just listens to what survivors find annoying and they try to fix them without taking in mind the feedback for the player that main those killers. An example of that is the doc that we will get soon as they say in the Q&A where you lose your passive for a 60 sec ability that gives you one stade of madness, this will fix most of the problems survivors have but will fix zero of the problem doc have.
The mission for the rift was just harder daily that you need to spend 2-3 games in order to complete or hope the other players will now mind farming with you ( survivors and killer).
There are many more like the philosophy about the perks and mechanic players have but it for another time.
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I think only 3-4 devs from bhvr are playing good, the rest probably grey ranks
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The challenges are meant to take more than one game to complete. They would hardly be worth being called "challenges" otherwise.
And maybe we should wait until the Doctor changes come out, or at the very least until the full detail post is published, before we start to criticise them.
I'm not saying all your points are invalid, but those two in particular hurt your argument more than they help it.
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You miss one point:
It's rng. Especially many of the survivor challenges are pure luck, you can't control them. Some challenge you will do 1st try cuz of luck, other challenge take 20+ tries and the only reason why you got it in the 21st try is again: pure luck.
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You dont need to be good at your own game, you dont even need to play it. Thats some stupid logic of yours. Also Doc changes arent even releaqsed yet and you already complain about something totally unknown, another stupid logic of yours. And the challenges werent meant to be done in one game, just look at how much time you have for completing them, well and thats another stupid logic of yours. See? Just unreasonable rants.
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That's true in some cases, but the OP was suggesting that the problem with challenges is that they take "2-3 games in order to complete or hope the other players will now [sic] mind farming with you".
I was refuting the idea that that particular aspect of their design - the fact that they take multiple games to complete - is an issue, nothing else. I intentionally left out anything else that wasn't relevant (such as whether the challenges are too luck-based), because the point about challenges was only one of many in the OP and I don't want to derail this into a discussion about challenge balance since that's clearly not what it's meant to be about.
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2-3 is the ideal number of game you need to play them in order to complete them without farming and go out of you way and without thorw the game.
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They say they gonna do thoes change to the doc in the last Q&A and he will be relese in the next mid-chapter. Now they say that almost no one will work for the christmas this mean they will have even less time to make any changes if they want. Don't forget we aredy know the addons he will have from a leak so it's more likely to have this doc.
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What makes you think that's the ideal? I would think it would vary depending on the challenge.
The way I see it, some challenges are like difficult achievements, that you need a lot of skill and a bit of luck to complete, and sometimes it takes a while to do - and that's okay, in my opinion. It's mostly in the attitude. As long as you think of them like achievements rather than dailies, they become a lot less frustrating to work on.
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A lot require too much luck. Take Dark sense and 4 gens, I saw a lot of people complain about it and I totally lucked into it first game I tried. We had a basement camping Bubba, no insidious, and one of our teammates kept circling the basement trying to figure out a way to make a save. Me and the other guy cranked out gens with no care.
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A lot require too much luck. Take Dark sense and 4 gens, I saw a lot of people complain about it and I totally lucked into it first game I tried. We had a basement camping Bubba, no insidious, and one of our teammates kept circling the basement trying to figure out a way to make a save. Me and the other guy cranked out gens with no care.
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The devs say it that they aim so the missions can be end in 2-3 game normaly and are the numbers i see for me expiriens but i maybe be lucky and that way i do them.
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Interesting, I wonder how they managed to get 15 Iri emblems in just 3 games.
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I haven't seen them say that, could you link me to your source?
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I will try to find it but it was in a respond to another post .
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Fair enough
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Most developers aren't good at their own game, they spend their entire day working on it, they are usually not going to play it when they get home
If you would work everyday in a cookie factory you are not going to eat cookies when you get home, you'd probably be sick from even seeing them
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Bhvr should really hire some of their more experienced players. They know the game better than anyone, and could likely steer the game in a good direction.
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2 things: First, have you met the dev team or how do you come to the conclusion that they don't know nothing about chases? That's pretty much an insinuation.
Second, how do you know that 2-3 is the ideal number of games you need to complete? I guess like the answer to the first point it might be just your feeling. Actually they said the rift is designed to be completed by an hour of gametime per day. That is about 6 matches per day. The XP give you the one half of fragments, the challenges the other half. So for level 4, with 15 challenges and 3 weeks, you have 1.5 days to complete per challenge. That makes 9 matches per challenge.
And to the doctor, I can agree that we actually know no details yet to complain about anything. Still my first thought was "Whispers might be pretty meta to doctor. If active, you know your burst will hit something". Do you have any clear details, facts or whatever to your points or are you just complaining about your personal dislikes without making suggestions?
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Most companies have devs who aren't very good at their game. They generally hire knowledgeable staff for purely balance purposes and often discuss changes with the top players in the game. This game has issue doing that because it's hard to know who good and bad players are because of how irrelevant getting to rank one is
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Also, there are two sides survivor and killer which complicates things. Plus casual vs competitive try hard.
Similar to how blizzard never managed to balance WoW because they wanted to balance it for PVE, PVP, casual and hardcore players.
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Definitely looking forward to testing those Doc changes. I didnt have any hope for Freddy's rework when it was first pitched to us in a devstream, and I'm really glad I was wrong about him. I didnt initially see the value of his snares and was pretty vocal on the forums about how hes gonna get even worse. This Doc change...sounds nice, but I wanna try it out this time before I put my foot in my mouth again, lol.
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Is this bait post?
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You don't need to play your game? Is that why absolutely NO ONE goes like that? Even Mario maker FORCES you to beat your own level before you can post it. This? I believe is stupid logic. You don't play your game you can't possibly understand it. That's why everyone on their team plays it. Maybe just not well.
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isn't that what fog whisperers are for?
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To my understanding, they're just people they chose who represent the game and the community.
At least from what I can tell, because it really doesn't seem like the devs take feedback on most things, which is how things like butchered Legion, continued bad map design, and other such problems continue to happen.
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The doc changes are actually looking quite good right now.
The reason for the passive change to a power you use is that treatment mode is being removed. You will be able to shock and they hit without changing modes. To leave it as it was would mean you would have a passive 100% of the time while being able to hit.
The passive also took quite a bit to work up madness and survivors would just get into tier 2 asap and then it would take a chasing and shocking to get the others into tier 3 on most maps. This new way at least if you see multiple survivors the blast will put them all up a tier.
Then you have the add-on which will make skill checks go in reverse.
Over all the rework Doc rework looks quite good.
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Obvious Tru3Ta1ent echoer is obvious
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I don't expect Devs to play their own game 24/7 would you rather they play the game or actually do their jobs
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The problem isn’t that they don’t play it, it’s that they don’t actually seem to understand it. The adjustments they make are often detrimental to the game and both sides disagree with it
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Yes but for the 6 feet under challenge it is entirely dictated by the survivors. They choose whether you get it or not. And if you're about to complete it they DC just so you cant.
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Mc Cote Rank 20 LUL
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See my comment above:
I intentionally left out anything else that wasn't relevant (such as whether the challenges are too luck-based), because the point about challenges was only one of many in the OP and I don't want to derail this into a discussion about challenge balance since that's clearly not what it's meant to be about.
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Grey ranks lmao
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Survivors don't dc that much. It is possible eventually.
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Not normally but everytime i get 2-3 sacrifices in the basement at least one does. Or gives up and runs to the other side of the map so theres no way you can complete it. It is entirely im the hands of the survivor not the killer.
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If you're running a basement build you'll get the survivor to the basement no matter what. If you're afraid of them escaping close the hatch before picking them up.
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Problem is you close the hatch that starts the countdown, now even with agitate + iron grasp it could take a couple trips to get them the whole way there. Meaning if they manage even a couple loops you’ll get them again but not in time to carry them, they’ll die to the entity
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That's true but ur devs have zero ideas about there own game. The best example is Legion every single problem this killer creat for the game from moonwalking to nemesis can be solved by reading how FF works. This show how much the devs know about there own game.
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No you wont. Iron grasp and agitation still wont get you there. Even if you close the hatch they will straight run to the opposite side. I dont get what youre not understanding about this. And if you manage to finally be able to throw them in basement they DC. Every time. Like i said they have to let you.
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When they escape you can catch them again and carry them there, getting there eventually.
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You can't do it always in 2 min tho
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Most Devs don't know how to play their own game at high levels. It's not uncommon.
The team that responsible for balancing the killer power just listens to what survivors find annoying and they try to fix them without taking in mind the feedback for the player that main those killers.
100%
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Lol true some maps are stupid broken.
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You don't have to know how to play it at high levels. You just have to listen to the people that can. It is really not hard.
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I wouldn't trust the main of one side to give feedback on that side if I was a dev. I probably wouldn't even trust them to give feedback on the opposite side. For example: Many Nurse mains thought Nurse's basekit was fine. While the change to it they did made her miserable, her basekit being better by far than every other killer is slightly problematic.
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That is why you listen to feedback from both sides, particularly the better players. What the devs seem to do is listen to the masses who play survivor.
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I think killers and survivors give an equal amount of feedback, unless you're talking about somewhere else.
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It’s not that they listen to one side more, it’s that they listen to everyone across all ranks and that makes balance VERY HARD.
Players think Myers is OP, people think Oni is still OP, people think BBQ is a crutch perk, people think sprint burst need nerfed, the list goes on and on for both sides
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Basekit was fine the issue was her addons which many Nurse mains stated for years needed to be change. Many survivor and non-Nurse mains also saying the basekit was fine. You will find strong opinions on both sides and also those that believe they didn't go far enough.
Regardless, the overboard nature of the change and the feedback given about it was completely ignored. No suggestion from players that actually played the killer were taken into consideration.
To the point of best basekit among other killers maybe that needs to be fixed by improving other killers instead of balancing for the lowest common denominator.
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The problem with her basekit being the best is that it was so good survivors had no chance of escaping. You want all killers to have that much power basekit? Well that's what I get for thinking a killer main wouldn't be biased.
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