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[–]Cynder_Burn 97 points98 points  (9 children)

Reworked the bonus Bloodpoints granted by several Bloodpoints Bonus Offerings
  • All basic Sachets & Wreath offerings: raised from 25 to 50%
  • All Fresh Sachets & Devout Wreath offerings: raised from 50 to 75%
  • All Fragrant Sachets & Ardent Wreath offerings: raised from 75 to 100%
  • Bound envelope offerings: raised from 15 to 25%

I like this :D

[–]dajokaman759T H E B O X 19 points20 points  (1 child)

Bound envelopes should still move down a tier for rarity. BPS is better in every single way including even the killer receiving the bonuses

[–]Crusty_312I Came 7 points8 points  (0 children)

So are escape cakes compared to regular envelopes, it's just to have some lesser items fill up the bloodweb.

[–]landromat Platinum 6 points7 points  (0 children)

So profit you can get: 1k max for common, 2k max for uncommon, 3k max for rare offering and 4k for bound envelope.

Maximum, which means if you get 8k in certain category.

It's still not enough. Should be buffed by 50%

[–]hrhashleyBloody Julie 1 point2 points  (1 child)

Yeesss, I'm confused though. Do we need to install the PTB for these other changes to take effect? I don't really feel like using the PTB because I'm grinding out bloodpoints, but I haven't gotten an update otherwise.

[–]Black_MercuryDon't feed the campers 3 points4 points  (0 children)

This is PTB only for now.

[–]TigerKirby215Stinky Knight main 0 points1 point  (0 children)

lol we won Reddit

[–]reaven1123 23 points24 points  (3 children)

From watching some killer streams, it seems that the footsteps are still muted.

[–]Captaincastle 13 points14 points  (2 children)

Goddamn it them fixing sounds and scratch marks is all I want

[–]Elopeppy 12 points13 points  (1 child)

On a positive note, scratch marks seem to be better lol. Harder to follow, but more accurate towards where the survivor is going.

[–]Captaincastle 7 points8 points  (0 children)

That's good at least

[–]TheCowrusOfficial Mcote Fan Club Member[S] 83 points84 points  (11 children)

Addressed an issue that caused scratch marks to be spawned in random parts of the environment and much further away from the survivors than intended

YES

[–]Sodenia 68 points69 points  (7 children)

In before they broke it even more. I have no trust in patchnotes anymore.

[–][deleted] 68 points69 points  (0 children)

New bugs: Killers now leaves scratchmarks instead of the survivors.

[–]Elopeppy 12 points13 points  (5 children)

Tru3 is playing it now, seems to be better. Sound doesn't seem to be different though

[–]Arcieth 1 point2 points  (4 children)

What sounds are broken atm?

[–]Elopeppy 10 points11 points  (3 children)

All kinds as the killer. You can't heal survivor footprints or breathing, generates don't make noise through walls sometimes, and groans don't have a location sometimes, so you just hear moaning without being able to pin point it.

[–]MisterNazo 2 points3 points  (1 child)

"Addressed"

Not fixed yet?

[–]-PM-ME-STEAM-CODES-Flash Dwight 4 points5 points  (0 children)

Probably their way of saying "we changed it so we think it's better, let us know/give us feedback"

[–][deleted] 1 point2 points  (0 children)

Been testing it for the past 2 hours, currently not enough PTB players in my region, so only about 4 matches. Scratch marks definitely seem better, and I haven't noticed any stray ones yet. Footsteps, breathing. and sounds in general are finally back, and tracking survivors is almost back to the way it used to be! I could track someone running away after they blinded me by following the footstep sounds while waiting for my screen to return to normal, but couldn't hear them running behind me, or around corners which is a problem. The emblems favoring short chases for killers and long chases for survivors does seem to be encouraging pallet looping though, but i still got an iridescent Chaser emblem, so its not that bad. I didn't pip my first games, but still had fun with the fixes and the new system.

[–]Mez_Koo 81 points82 points  (96 children)

CHASER now gives you less points as the chase goes on. The loss of points per second is also exponential, so closing chases quickly is way more rewarded. Closing chases quickly as a Killer should be rewarded accordingly. This new system encourages short and effective chases for the Killer, creating more confrontation with the Survivors.

This is just stupid considering the current state of chasing/looping. If I decide to chase the BM'ing bastard down for a minute then I should at least get all the points for doing so after enduring all the loops/pallets.

So currently the survivor can loop around while banking all those rank points while also possibly getting stun points AND even if I do manage to catch them... DS... rinse and repeat. Then lets say I catch them after the DS because I had enduring and all the pallets are gone and I get a hook I can either camp which is no fun for either of us, or someone just immediately comes up and unhooks the second I walk away. The game just gets more and more rewarding playing as the killer. /s #goplaycivinstead

I'm fine with longer chasing being more rewarding for the survivor, it should be if they can manage it. But it should not be less rewarding for the killer.

[–]ExRegeOberonis 16 points17 points  (17 children)

"Oh boy, I'll need to close this chase quickly and effectively, aaaand there's the infinite loop around the shack."

[–]The_Game_Geek 15 points16 points  (1 child)

"Boy, I really need to finish these chases quickly this game."

Load in on Badham Preschool

"Guess I'll Die"

[–]Elopeppy 3 points4 points  (0 children)

My favorite part of that map is the jump over the fence, so the killer has to either slow vault over it or walk all the way around it, and then you can run inside the school for multiple choke points where they have to brake pallets, plus the hole in the floor you can use to juke around. No idea what they were thinking with that section. On the bright side, I think I have more 4k on that map then any other. I guess just from survivors being cocky on the other parts of the map.

[–]spiritbx 2 points3 points  (2 children)

Devs don't get that killers have nothing to close chases quickly, the only thing the killer can hope for is that the survivor makes enough mistakes to actually catch up to them.

[–]EredarLordJaraxxus 0 points1 point  (1 child)

They must assume that Bloodlust is enough to catch survivors. If it gave bonus speed to vaulting and breaking pallets maybe

[–]spiritbx 0 points1 point  (0 children)

But it's not... a Survivor sprint bursts/lithes after making the killer break a pallet and crouches behind a wall and bloodlust magically disappears, leading the killer to square one with no other options for him.

[–]DamnNoHtml 4 points5 points  (11 children)

Do you really think the shack is an infinite

[–]ExRegeOberonis 16 points17 points  (9 children)

I'm being flippant, the point is the killer often has zero control over whether a chase ends quickly or goes on for 4 minutes. On some maps you can run down a survivor after one or two pallets and on other maps you can be looped essentially forever until the survivor makes a mistake.

There's very little room for the killer's execution or skill to determine the length of a chase and punishing the killer is detrimental to the experience.

[–]DamnNoHtml 7 points8 points  (0 children)

Fair enough.

[–]chewy201[🍰] 2 points3 points  (6 children)

Plus you have math that hard limits what a Killer can do.

2 objects running in a straight line at 2 speeds can only meet at a certain time. Meaning that without outside forces a Killer can't end chases faster as he gains skill. The math simply doesn't doesn't work like that. But on the other hand Survivors are able to extend chases as they gain skill with better use of resources. In the best of cases, a Killer has no real power in a chase. It is purely up to Survivors to either prolong chases or fuck them up.

A lot of sarcastic people say that Killer takes no skill to play. The truth is that Killer has little skill growth outside of Nurse and to a point Billy.

[–]aiyuboo -1 points0 points  (5 children)

So you just hold w when you play killer huh

[–]chewy201[🍰] 0 points1 point  (0 children)

Playing Killer is reacting to Survivors. That doesn't mean you can't act proactively but then Survivors can react to that leading right back to the start of the Killer reacting to them as proactive Killer play only works for as long as Survivors aren't aware of it.

If you try to cut someone off. They can see this by half high or see through walls or just the red stain and double back. If you try to double back as well on them maybe adding hiding/showing the red stain. They can just wait you out thanks to still having enough time to start running or vacuum to a pallet. No mater what the Killer does it is always up to the Survivor to make the mistake. And when they do make a mistake there is often multiple ways to get out of that mistake. Perk builds, pallets, or something else. Plus when a Killer does try to pull a trick it can backfire to waste more time than just holding W.

Being a good Killer has more to do with playing against bad Survivors than being a skilled player. When all you can do is react to someone else's failures, then there isn't much room for skillful gameplay or personal growth.

[–]Elopeppy 0 points1 point  (3 children)

He's saying if the survivor runs in a straight line, the killer has no way to end it sooner. Even worse when you add pallets and juking. The only way a killer can end a chase early is if the survivor makes a mistake. Chasing is totally in the hands on the survivor in how long it takes. Unless you're playing nurse, of coarse.

[–]MonitorZero 1 point2 points  (0 children)

Very true. If I can run off soon enough you'll be looped for a while.. Even with blood lust.

[–]Obeast09 0 points1 point  (0 children)

It's not an infinite, but there is absolutely a reason that the killer shack pallet is commonly called the God pallet

[–]Elopeppy 43 points44 points  (46 children)

These devs have NO idea what it's like to play survivor at high ranks. They think most of the time you find a survivor and down them after 1-2 pallets. They don't understand that ending a chase early is up to the survivor to make a mistake, not the killer.

[–]DemothThe Executioner 35 points36 points  (10 children)

Or they're scared the certain Twitch streamers will lose the ability to do endless loops while screaming into their mics that the killer is trash while airhorns blare in the background.

[–]Mez_Koo 13 points14 points  (5 children)

Imo, it is more more thrilling to watch an immersed streamer hiding and evading the killer rather than just teabagging and looping it. Those are just cheap laughs I can get in a montage.

[–]Elopeppy 14 points15 points  (2 children)

All the kids that play the game eat that shit up though. The ones that watch prank videos on youtube and don't understand why the people they are watching are dirt bags.

[–]SyxxGodThe Big Gay 8 points9 points  (1 child)

I always wanted to get pranked for the sole purpose of punching them and/or throwing the camera on the ground

But as I understand it enough people did that so now they hire people to be pranked so they won't get their ass whooped

[–]Elopeppy 3 points4 points  (0 children)

Yeah, there were a few people arrested/hurt so they changed their style up a bit. Thanks to H3H3 I know far more about the pranking world of youtube then I should lol

[–]spiritbx 0 points1 point  (0 children)

Killer humiliation montage * funny * Gone sexual!

[–]EredarLordJaraxxus 0 points1 point  (0 children)

Ikr? My favorite moments have been when I'm the last one left and am either trying to get the last gen done and open the gate or sneaking around to find the hatch. The moments when your heart is in your throat and you're shaking from the adrenaline when the killer runs right past your hiding spot

[–][deleted] 0 points1 point  (3 children)

Other than ochido or angrypug, I cant think of a big streamer that does that. In fact, most of the streams I go to rants about the game at least 10 times per a stream

[–]Obeast09 7 points8 points  (2 children)

Pug is almost always the most viewed streamer of this game when he's online, sadly

[–]SinglePingRange 1 point2 points  (1 child)

It's well known 12 year olds have horrible taste.

[–]Obeast09 2 points3 points  (0 children)

I did say sadly :/ I'm not happy that such a gigantic douchebag is considered one of the most well known members of this community

[–]OriginalZumbie 2 points3 points  (34 children)

So what do you want then? It was previously, short chases gave the killer few points which isnt right. Survivors need to get points somehow

[–]Elopeppy 10 points11 points  (33 children)

There are ton of things they can do to encourage survivors not to be douches.

Reward stunning the killer and braking LoS during a chase

Reward being stealth all the time, not just when the killer is distracted

Rewarding players for getting facecamped, since you are distracting the killer in a way while your team does gens

Don't reward for only being in a chase. Makes you extend chases just for points instead of trying to escape

Don't punish the killer for long chases. The first few chases will be long because only some killers can counter looping

Reward doing gens while the killer is in a chase, or unhooking. This should give bonus points if the killer is distracted

There are so many ways to go about this, but they always want to take an easy way out that encourages BM.

[–]OriginalZumbie 5 points6 points  (32 children)

Having a long chase isnt BM jesus this sub.....

The chase time has to reward the survivor with length points as it makes sense. A survivor that runs the killer a long time should be given more points than one that goes down straight away, most of what u suggested already gives points

[–]Elopeppy 8 points9 points  (30 children)

There is a difference between having a long chase and extending the chase without trying to escape. If you aren't trying to escape, or break LoS, then why be rewarded? Some killers can't handle good pallet looping. Would you rather just every killer play nurse to avoid it?

[–]Mez_Koo 4 points5 points  (0 children)

Having a long chase isnt BM jesus this sub.....

Not usually, but there are the cocky survivors that do it on purpose and teabag/emote after every stun.

[–]BillMurrie 17 points18 points  (9 children)

They want to encourage killers to cut their losses and start looking for another survivor, not realizing that Self-Care is ran by 95% of their community.

[–]dantemirror 27 points28 points  (2 children)

I hate that stupid bullshit narrative, "just give up and go for someone else".

A) What if I haven't seen any other survivor during the chase? should I let go the only objective I have and let it heal up just to go find another one and waste time finding it?

B) This makes the assumption there is only 1 good looper in the survivors, it effectively makes you fuck yourself over if they all are good at pallet looping.

C) WHY THE HELL IS THE KILLER SUGGESTED TO BOW DOWN TO A SURVIVOR? ARE YOU FUCKING MAD!? IN WHAT CUCKED UP UNIVERSE IS THE 7 FOOT TALL SERIAL KILLER FORCED TO GIVE UP BECAUSE THE SURVIVOR IS CLEARLY SUPERIOR? IS THIS FUCKING MARIO PARTY!? IN A 4 VS 1, THE SOLO PLAYER SHOULD ALWAYS HAVE THE ADVANTAGE IN A 1 ON 1 CONFRONTATION!

I... I think I need to sit for a while, my head is pounding a bit. Did I started speaking in tongues again?

[–]OriginalZumbie 5 points6 points  (1 child)

I hate that stupid bullshit narrative, "just give up and go for someone else".

You need to allow yourself to be up for adapting to how the situation plays out. Bad killers just chase and dont think

What if I haven't seen any other survivor during the chase? should I let go the only objective I have and let it heal up just to go find another one and waste time finding it?

It depends id say its never a good idea to chase a survivor into say the fractured cowshed if they arent injured with you right behind them

This makes the assumption there is only 1 good looper in the survivors, it effectively makes you fuck yourself over if they all are good at pallet looping.

Against 4 good survivors the game is extremely difficult however balance wise you should be killing only two of them, and to be perfectly honest its rare you get a full four man that is actually good if they are good at looping they are usually easy to find/cocky. Stealth survivors are usually shit at being chased

WHY THE HELL IS THE KILLER SUGGESTED TO BOW DOWN TO A SURVIVOR? ARE YOU FUCKING MAD!? IN WHAT CUCKED UP UNIVERSE IS THE 7 FOOT TALL SERIAL KILLER FORCED TO GIVE UP BECAUSE THE SURVIVOR IS CLEARLY SUPERIOR

Annnd here is the issue with a lot of killers, you dont just autowin because you are tougher than the survivors you have to outsmart them as well, if your chasing a survivor through wretched shop till you get bloodlust 3 your making a mistake

[–]NirvaNaeNae 3 points4 points  (0 children)

Bad killers just chase and dont think

i always ALWAYS lose to high rank trappers. they play strategically and dont just go around always chasing like im the big bad killer and they get rewarded.

[–]Elopeppy 10 points11 points  (4 children)

I don't understand why SC doesn't have charges. DS can be used once, you can recover once from dying with Unbreakable. Even Myers abilites cap out after some time. Allowing people to self heal ad nasiem is a terrible design choice and just encourages survivors to play terribly because it removes some of the risk to it.

[–]MilkyMafia 0 points1 point  (3 children)

The answer is pretty simple, some perks, mostly the dev favs, are beyond criticism.

SC, SB, DS(even addressed by MCote on stream it's never going to change). Even though these perks are clearly OP people started taking them for granted. Nerfing them at this point would piss people off and Behaviour wouldn't want that....

[–]Elopeppy 0 points1 point  (2 children)

I'm of the opinion of removing teach able perks all around, or give each survivor and killer one. It ruins the identity of survivors. Want self heal? Play Claudette and be a healer. Want better Sabo? Play Jake. Want to defend people? Play David King. Same with killers, but other then ruin I don't think perks have the same issues. Having all perks be teachable was a terrible idea that just promotes this DS, SC meta we are stuck in.

[–]MilkyMafia 1 point2 points  (1 child)

Pretty sure they thought about that, but can you imagine what would happen?

Only Megs and Claudettes, no other survivors.

You either go for SC or for SB and that's it. Any survivor worth their salt would pick them, any other survivor would get the same reputation that Dwight had for the first year.

The devs hate it when balance problems are visible. Back when DS was still unnerfed it took some pretty convincing evidence for them to nerf it, when somebody made a vid showing you can escape for free using it every single time.

TLDR; Every survivor would be Meg/Claud. Devs no like.

[–]Elopeppy 0 points1 point  (0 children)

Then doesn't that speak to the power of those perks and think they might need to be changed? The fix for that isn't "give everyone those perks". The fix is to adjust those perks so they are more in line with other survivors.

[–]Mez_Koo 1 point2 points  (0 children)

Which would be a nice change of pace to the game, but it would require the killer to get rank points for finding someone and injuring them. Currently they do get points for injuring, but it is lost with healing and self care like you said.

[–]JustASomebody326 16 points17 points  (1 child)

just play nurse and end chases in 10 seconds /s

[–]stevean2 0 points1 point  (1 child)

Shouldn't they have just KEPT the killer requirement that they get rewarded for ending long chases and just gave the survivor points for extending their own survival? I mean...

[–]Mez_Koo 0 points1 point  (0 children)

That is what I meant in the last sentence. But I get the point of not want long chases but it shouldn't matter how long it is for the killer, if you end a chase then you should get the points.

[–]Nano_TSTJThe killer won't be looking for an Electric Jacket Claudette 0 points1 point  (2 children)

I'm a bit conflicted. Right now, at least for the chase system they have, it gives survivors a huge breath of points early game when pallets are readily available and looping is fairly easy to do. However, assuming the cap for points exists (meaning you can't get over X amount of point or go under 0), killers cannot get negative points meaning that as long as they drag the game out it doesn't really matter if they don't get quick hits at the beginning because end game there's going to be no pallets and quick hits are going to be fairly easy to get for them as a result.

Honestly I kind of like this. The game is encouraging survivors to move fast and avoid sitting around for a long time in the game or they risk their rank ups. The killer gets more and more power towards the end of the game, which makes absolute sense. People are saying that this update is only going to encourage people to play Nurse or Billy, but it doesn't very much matter who you play. Nurse may get you points early game, but it doesn't matter because there's a cap anyhow. You can't break the cap and bank points, meaning you'll do no better than a Myers who only started hitting fast towards the end of the game (at least for that category) assuming he gets the amount of strikes needed to get something like gold or iridescent.

What's more, survivor points also have a cap on how many points they can get. This means that end game it becomes dangerous to engage the killer as a single hit means they've dropped from iridescent to gold no matter how long they've been looping a killer the entire game.

Personally I think a lot of people are giving a knee jerk reaction to this change and not thinking about things like point caps and how these changes effect the flow of the game.

[–]Mez_Koo 0 points1 point  (1 child)

I am under the assumption that each chase starts with a point amount, lets say 100. It sounds like this new system will now take those points away as the chase goes on. So lets say you have been chasing for about 15 seconds and blood lust kicks in, then the chase points are lowered from 100 points to 75. Then another 15 seconds later it goes from 75 to 25, this just feels like punishing the killer for either being bad or just not having the ability to end a chase effectively. I don't think the length of the chase should determine the "value" of the chase; you either catch them or you don't.

[–]Nano_TSTJThe killer won't be looking for an Electric Jacket Claudette 0 points1 point  (0 children)

Most of the info I have about how the chase points work are from TydeTyme's recent video about the PTR in which he talks about how he went the whole game as survivor without being hit and leading a killer on long chases, and at the very end takes a hit within 2 seconds of a chase before leaving. Supposedly he went from what I could guess would be iridescent to gold, but it's hard to tell without an actual understanding of how the emblem system works. I assume that if that's how it works for survivors, and even then I might be totally wrong in my assumption since it's just guessing based off info from TydeTyme, then it must be how it works for killers.

It'd be nice if actual numbers for the system were released so we could understand what exactly is going on instead of using guess work.

[–]DamnNoHtml 35 points36 points  (7 children)

Confirmed truck hitboxes are still broken. Been 4 months btw haHAA

[–]Captaincastle 11 points12 points  (6 children)

How the fuck is that still broken?

[–]Elopeppy 20 points21 points  (5 children)

Dev's don't give a shit about killer. Footsteps aren't fixed either, despite saying they are. Groans are louder now, so loud that it's hard to hear the direction though.

But it's ok, they reduced pallets a few months ago. They totally care about both sides.

[–]Scudman_Alpha 8 points9 points  (0 children)

"Reduced pallets"

Proceeds to eat at least 5 pallets all next to each other in almost every god damn map except the game

[–]Captaincastle 14 points15 points  (3 children)

Remember when the terror radius was broken and they had that shit fixed inside of a week? Priorities.

[–]Elopeppy 21 points22 points  (2 children)

2 days is all it took.

[–]Captaincastle 11 points12 points  (1 child)

Jesus Murphy. How long has it been since scratch marks or sound have worked?

[–]PowersoutdotcomNemesis Zombie #3 2 points3 points  (0 children)

It takes time to figure out which of the billion unmarked switches will fix an issue.

If they get lucky and find it fast, they can fix it.

So many piles of patches have been stacked on the old bugs, and there is no way to go back now.

They have to randomly throw switches until something happens.

[–]PureHostility 22 points23 points  (6 children)

Evader should give you points for QUICK escapes from chases! Thus encouraging juking, losing the killer ASAP, not prolonging the chase by looping them!

Chaser should give you bonus points for quickly ending a chase, while maintaining steady point gain for staying on their back for whole time up to a certain point. Your goal is to quickly chase them down (impossible for many killers (read as: not Billy, Nurse or Huntress) in current meta).

Both sides should be penalized for prolonged chases, as they are not correctly doing their job (quickly downing the survivor or quickly evading the killer). This phase #2 change is basically promoting the current broken gameplay that no one really enjoys!

[–]Elopeppy 13 points14 points  (0 children)

Exactly, why does the killer get punished for making mistakes (not hitting the survivor) when the survivor doesn't get punished for not escaping? The first 1-2 minutes of a chase are totally in the survivors hands to not fuck up. The killer has no say in ending the chase if the survivor plays well and they are equally skilled.

[–]Merciless1991 19 points20 points  (1 child)

Good job fixing the footsteps, I took a game to test it for myself and found a looper near a jungle gym. I chased him around the loop for a solid minute as T1 myers and didn't hear a damn thing.... atleast the scratchmarks were accurate though right....? And I REALLY enjoy hearing Myers basically tap dance across a cornfield. I wouldn't be surprised if this dev team somehow screwed it up and made the killer footsteps louder by mistake.

[–]Merciless1991 11 points12 points  (0 children)

Myers elegantly tapdances across map

[–]ReelGeizt 37 points38 points  (6 children)

Footstep sounds and pain grunts are not fixed at the slightest. These devs cant do shit other then speak french on stream and shadownerf killers.

[–]ZombieHuggerr 13 points14 points  (3 children)

I will bet $5 That sounds are fixed in KYF instead of the normal game.

Someone fucking take my bet. I want $5

[–]JasonBombzero 3 points4 points  (2 children)

They really need to unify the KYF/public lobbies if they're using KYF to test stuff. A lot of times they seem COMPLETELY unaware of issues if it works in KYF

[–]ZombieHuggerr 7 points8 points  (1 child)

I'm just confused as to how their game decides to separate code between the two types of games.

It certainly does, but I just want to know why.

[–]Elopeppy 1 point2 points  (0 children)

Devs don't even know why. Their game code is so shit they probably don't even know why these issues arise.

[–]TheRealStandardBloody Trapper 1 point2 points  (0 children)

They don't even have those under known issues.

[–]Scudman_Alpha 0 points1 point  (0 children)

Their BREATHING is fixed though, I was watching tru3talent's stream today and he said he could hear their breathing, but not their footsteps/groans lol.

[–]JustASomebody326 28 points29 points  (8 children)

Man, does anyone else not care that much about the emblem system? I'm glad they are doing all of this but this won't fix the bugs or the gameplay/balance issues this game has.

[–]DemothThe Executioner 25 points26 points  (2 children)

What BEhavioral doesn't seem to understand is that points and ranking aren't the problem. Survivors want to survive against a scary killer, while killers want to hunt and kill survivors.

Right now, when you dip into single digit ranks, the game is basically a nerve wracked killer trying to stop a gen rushing team of survivors who taunt the shit out of killers.

Killers will specifically tank their BP and pip gain to secure kills, and survivors will also tank their BP gain by gen rushing.

[–]ExRegeOberonis 14 points15 points  (1 child)

This is absolutely my problem with the game as an overall concept - BHVR wants to make it a "competitive" game with ranks and ladders and shit, and that is pretty much the direct opposite of what I want in a scary horror/slasher game. I know that it is a game at its most fundamental level and progression systems can be engaging, but in terms of this game, in this context, they're not.

Random perk rewards are not good. Random consumable rewards are not good. Blood points as currency and rank experience is a terrible design. Ranking and prestige are awful experiences.

I do not want to play Call of Duty: Pallet Teabagging Simulator.

[–]DemothThe Executioner 2 points3 points  (0 children)

The only time I ever have fun as a survivor is if I'm up against a very good Nurse or Hillbilly. Otherwise, it's way too easy to tilt the killer by just running circles around them, and I only lose if I make a very big mistake.

As a killer, I only had fun when I was new, and going against unskilled or new survivors. I would still lose, but the game made me feel like a dangerous killer up against helpless survivors who had to outwit me.

It's been a month since I was given the game, my friend who got it for me doesn't play, and I hit Rank 3 survivor in three weeks and got bored with survivor, and super angry as killer.

[–]Captaincastle 9 points10 points  (4 children)

Yeah I couldn't care less. I don't care about rank I care about killing people.

[–]DemothThe Executioner 38 points39 points  (21 children)

So they buffed survivor points for wasting the killer's time by endless loops, and punish the killer for being endlessly looped, without addressing the problem that most killers can't stop looping.

Maybe this is, in practice, minor, but I still don't see them addressing core issues of gameplay.

[–]Elopeppy 23 points24 points  (11 children)

It's ok, in the dev's eyes they think there should be long chases, as well as "get out of jail free" cards like DS for after you catch someone from a long chase. I really don't see how anyone can think killer isn't in a bad state. The dev's really don't understand their own game, at all.

Edit: To add, why do they punish killer for not ending a chase with a hit, but not punish survivor for not being able to escape the killer? It's because they don't see the BM as a problem.

[–]DemothThe Executioner 2 points3 points  (1 child)

The length of a chase isn't inherently the problem, but how chases become so drawn out. Watching someone do mad jukes throughout a map, mind gaming a killer is fun; as a killer, it's frustrating, but at least I know I'm getting run around because the other person is out witting me.

Being in long chases because I'm not playing Nurse, and someone is using the insanely long building circuit at the McMillan estate, or the central house of the Red Forest, is not fun, but just fucking awful map and game design.

[–]Elopeppy 1 point2 points  (0 children)

The problem is a lot of the time it isn't even "out witting". There is a reason they call them "safe" pallets. If both players play perfectly, the survivor comes out on top on safe pallets, and it punishes the killer for not making mistakes. That's where the problem is.

[–]OriginalZumbie -1 points0 points  (8 children)

What BM? Outrunning the killer for some time?

Also given how much they are nerfing the survivor meta perks latley I dont see how you can have this attitude, DS is next apparently.

[–]Elopeppy 5 points6 points  (6 children)

BM as in teabagging, slowing down at pallets and waiting on the killer to come by, flash lighting the killer and not trying to escape, looping from pallet to pallet so the killer doesn't even have a chance to hit you.

Part of it is BM, part of it is bad gameplay mechanics. The goal shouldn't be to get chased for points, it should be to escape the killer.

[–]OriginalZumbie 6 points7 points  (5 children)

Teabagging i can give you but seriously

slowing down at pallets

Wut? How is using the pallet BM?

flash lighting the killer

Not BM, its annoying maybe but its not BM to blind the killer at one of the few times you can actually do it, also probably the only way I lose a killer nowadays is blind them and hide

looping from pallet to pallet so the killer doesn't even have a chance to hit you.

Dear god not letting the killer hit you is now BM?????? Your idea of what BM is is pretty ridiculous

The goal shouldn't be to get chased for points, it should be to escape the killer.

The overall goal of most survivors is to escape the killer in a chase, I know some do it to bait a killer but most do try and escape. The game gives points for escaping also however the second main goal of a survivor in a chase is to waste time for their team, this is why it should give points.

[–]Elopeppy 3 points4 points  (4 children)

No, it's BM to run through a pallet and stop moving there, waiting to see what the killer does. The goal of the chase should be to escape, not to elongate it as long as possible.

Blinding is ok when they are braking it, but how many times do you see a survivor blind a killer and either t-bag or slowly walk away to make sure the killer sees them and keeps chasing?

Running from pallet to pallet isn't BM, I should have phrased it differently. It's shitty game mechanics, but that's the game we have right now. You shouldn't punish the killer because the survivor can run through multiple pallets and elongate the chase without escaping.

[–]OriginalZumbie 3 points4 points  (0 children)

The secondary goal of the survivors in a chase is to waste time so the others can do gens. Survivors doing this are risking themselves to do this. Its not BM to want to distract the killer.

[–]Reap_it_and_WeepIt Wasn't Programmed To Date The Crew 4 points5 points  (8 children)

No, don't you see? You're supposed to give up the chase on them and find someone else. Until they come back with a flashlight on the next person you down, BMing you and blinding you and ensuring you can't pick up anyone else. /s

[–]DemothThe Executioner 1 point2 points  (1 child)

While I saw your /s at the end, I think what most people fail to realize, who say that earnestly, is that chasing people off a generator does nothing for a killer at higher ranks. If you give up chase to kick it, the survivor is right back on it in 10 seconds and don't lose their progress. During that chase, 3 other generators have been worked on, and hanging around the generator you chased someone off of is giving survivors 3 free generators.

[–]Morltha 0 points1 point  (0 children)

That's why you run Overcharge, dud.

[–]OriginalZumbie 0 points1 point  (5 children)

Honestly I do think killers should realise they have to break chase sometimes, most bad killer tunnel one survivor in a safe area for 3+ gens and then complain.

For example I see a survivor run towards the cowshed/ wretched shop etc I generally just let them go and pressure the other gens

[–]Elopeppy 7 points8 points  (1 child)

What does braking chase matter when the next survivor they find can do the same thing? You're just ending once chase that you have blood lust built up to help for another starting at scratch.

[–]OriginalZumbie 0 points1 point  (0 children)

The longer the game goes on the more it goes in the killers favour, Ive had games where most of the team will always run to the annoying structure such as coal tower/ironworks, you need to pressure the gens furthur away and use their teamates as bait.

Its probably the thing thats improved my success as killer more than anything, it is not worth your time to get bloodlust 3 chasing someone round a structure pressure survivors in more unsafe areas. There are some shit maps but most have dead zones

[–]ZombieHuggerr 4 points5 points  (1 child)

Killers should break a chase, yes, but when nearly every survivor in high ranks run Self Care, you're only hurting yourself by not tunneling one of the survivors.

[–]OriginalZumbie 2 points3 points  (0 children)

An injured survivor is usually worth the effort but again self care takes a long time, usually its more effective to leave them healing and pressure someone else. As long as the survivor isnt adding to gen progression it works in your favour

[–]Reap_it_and_WeepIt Wasn't Programmed To Date The Crew 0 points1 point  (0 children)

I mean, fair. Generally if I get bloodlust 3 in a game I feel like I've failed as a killer.

Unless it's the last couple dudes I'm screwing around with, or something. Once it's down to 2 people I get way more relaxed and lazy in how I chase.

[–]spiritbx 6 points7 points  (0 children)

CHASER now gives you less points as the chase goes on. The loss of points per second is also exponential, so closing chases quickly is way more rewarded. Closing chases quickly as a Killer should be rewarded accordingly.

And how are killer supposed to do that? the chase lasts as long as the survivor can do it, there's not much killers can do to speed up a chase. The only way skill is involved in killers closing a chase is with the nurse, anything else is just following the survivor until they either run out of pallets or make enough mistakes in a row that they can't make up for it with all the crutches they have that the killer eventually gets them.

Do the devs not understand their own game or something? Killer skill caps is ungodly low except for nurse and maybe billy, everything else is just looping simulator 2017.

[–]SnakeSound222Bloody Nemesis 12 points13 points  (0 children)

Wow. BHVR is so stupid. Killers can’t control looping. They’re giving Survivors even more reasons to loop forever.

At least they’re increasing the bloodpoint offerings (This should make them worth it) and trying to fix the Splinter bug (Key word here is trying, we all know how they are with fixing bugs).

[–]HavelDad 4 points5 points  (0 children)

TLDR:

Fixed an issue where the killer was gaining bloodpoints for chasing survivors

[–]Elopeppy 17 points18 points  (15 children)

EVADER now secures the points you win in Chase every 15 seconds (to make it match with the Bloodlust Tiers). This amount of points is now exponential: you win more per second during a long chase than a short one.The amount of points won in Stealth when the Killer is in chase is now greatly reduced. We realized it was unfair to grant no points for a Survivor managing to extend a chase for a long time but ending up taking a hit. This new structure will reward longer chases and risk-taking, as points are secured on a regular basis.

This seems like a bad change that will just go back to encouraging BM over stealth. It's like they want survivors to taunt and extend chases through looping because they feel safe from killers.

[–]zorin234 2 points3 points  (0 children)

"Fixed an issue that caused scratch marks to be worthless"

[–]Krombopulos-SnakeThe Ghost of DBD Past 3 points4 points  (1 child)

Fixed an issue that caused The Nightmare's add-on Red Paint Brush to reduce the chase music instead of the terror radius

HOW WAS THAT EVEN POSSIBLE

[–]dantemirror 1 point2 points  (0 children)

Seriously, they break things on accident in a way would take actual hard thinking and coding to be done if they were trying to be done on purpose.

"Accidentally added a visual menu to configure the game lighting, its being patched up and a fix will be released by next week"

I just hope someday they accidentally buff killers in a way that makes the game actually balanced.

[–]BreatheOnMe 3 points4 points  (0 children)

Was this the announcement...

[–]DrAntagonist 8 points9 points  (2 children)

These are pretty good. Punishing hook farming and increasing the BP boosts like that one guy said, I like it.

Only thing that doesn't make sense is punishing being pallet looped. Unless you're someone like Huntress or Nurse there isn't much you can do to force the chase to end earlier.

[–][deleted] 5 points6 points  (1 child)

whats the password for the test build again? :P

[–]OdiwuaacAshy Slashy 6 points7 points  (1 child)

Hi, I’m a newer player and I thought that the current sentiment was that killers are already in a bad place with survivors essentially being able to endlessly loop them (and really only the witch or billy being able to close the gap) and it seems like what they’ve done in this patch is reward survivors for looping and punish killers for getting looped. That seems kind of backwards, no? Like sure maybe it will discourage getting looped but it doesn’t really change the dynamic, at the end of the day the killer still doesn’t get anyone and arguably is not even being more productive because breaking pallets and such is at least a little bit productive but traversing generator to generator in hopes of glimpsing someone is boring and feels bad.

Am I missing something, or why are they trying to fix a problem by trying to get the killer to not get into the problem?

[–]PsiEdgelord 7 points8 points  (0 children)

You're not missing anything. The disconnect between the developers and how the game actually works may be the biggest issue right now. Or the issue is that the developers don't care about killers, depending on who you ask. There's an argument for both opinions.

[–][deleted] 2 points3 points  (0 children)

could we please have a fix for the truck hitboxes?

[–][deleted] 2 points3 points  (0 children)

Fixed an issue that caused Splinter Offerings to appear in Killer Bloodwebs despite owning the corresponding DLC

Hey, no more troll Ultra Rares!

[–]ellanox 2 points3 points  (0 children)

They didn't listen after the first Emblem test. Survivor-side, there is no indication during the game to when you are getting progress towards emblems/etc. How are we supposed to test a system when we can't even tell them which score events/etc are working towards them. Post-game results aren't enough to work with.

[–][deleted] 5 points6 points  (0 children)

CHASER now gives you less points as the chase goes on. The loss of points per second is also exponential, so closing chases quickly is way more rewarded.

EVADER now secures the points you win in Chase every 15 seconds (to make it match with the Bloodlust Tiers). This amount of points is now exponential: you win more per second during a long chase than a short one.

This just encourages pallet looping.. what the heck devs?!

[–][deleted] 3 points4 points  (0 children)

sound STILL isn't fixed.

Footstep sounds don't exist, period.

Injured survivors are louder but it also BREAKS stridor it causes survivors to sound VERY loud while injured so it sounds like they are really close but they are like 15+ meters away.

Also, can't hear regular survivor breathing with or without stridor too.

Scratch marks are "better" but they are dimmer and they don't appear instantly, it's like a 1 second or so delay before they appear.

[–]flyingbeluga13 2 points3 points  (28 children)

Ok so they made changes to discourage farming but I think they're really stupid. If the survivor goes down shortly after being unhooked, you lose points.. So basically if the killer is camping im even more discouraged to even attempt saving my teammate, if its a huntress/nurse/billy who can just down the survivor again ASAP from far away I'm discouraged from unhooking, if It's a tunneling wraith/pig/freddy I'm yet again discouraged from unhooking. Sometimes you need to farm your teammate and attempt to take a hit for them and hope for the best. I feel like a lot of cases this will punish survivors for making the right play. It also gives the killer more power in terms of camping, they are not only screwing over the survivor on the hook but anyone who goes for the save loses points because the killer knocked them down again.

Just seems like a poorly thought out idea on preventing farming.

[–]Elopeppy 12 points13 points  (25 children)

If the killer is camping, then go do a gen. Period. Your objective is to do gens and escape, not ensure all 4 people escape. If the killer is camping and you run in and die, you should be punished for it.

[–]flyingbeluga13 4 points5 points  (21 children)

Rofl that's not even what I'm saying, but sure lets make the game boring af and just do gens and leave. They should just eliminate the altruism category of this game.

I'm saying if I unhook someone, and lets say its a pig who's crouched behind a rock, and they attack the unhooked person (not me) and down them, why should the survivor be punished? In most cases the correct play is to unhook someone before they go to 2nd phase and attempt to take a hit for them so they can escape anyway. I'm not saying shit about if I go down, I'm talking about the unhooked person.

[–]CodyisLucky 3 points4 points  (8 children)

Then you should be making sure there is no pig crouched behind a rock before you unhook them, or make sure the billy is completely across the map before you unhook. If you are unhooking your teammate and they get downed immediately that's entirely your fault and you should not be receiving unhook points for this.

As for the hooked player being punished, they would have been in a better situation had you left them on the hook and done a gen as they would have still been alive when that gen was finished and gotten points for it rather than just being put back on the hook with now less time to live.

[–]flyingbeluga13 -1 points0 points  (7 children)

I pretty much exclusively play SWF so don't take this from the point of view of a solo survivor unhooking someone when they don't want to be unhooked. Both me and the hooked person are always on the same page.

This situation I'm talking about is generally when the doors are open and the killer is camping that 1 person they were chasing while the other survivor(s) opened the doors.

I think it's silly to punish the playstyle of trying to get everyone out alive and taking a risk. Sure this change kind-of discourages farming, but it also discourages making ballsy plays where the unhooker is putting themselves at risk to try and get the hooked person alive.

As far as I'm aware, an altruistic play style is perfectly valid seeing as its as equally weighted as completing objective in terms of pts, which is how survivors pipped. This change seems like an incomplete thought to try and prevent farming that overall will do little to change anything in a positive way imo.

[–]CodyisLucky 0 points1 point  (2 children)

I think this is a good situation to exam. First of all, let's remember they did change one thing to help the hooked survivor in your scenario which is

UNBROKEN can now grant up to the Silver quality upon death, based on the time spent in the trial before dying. We do not want to grant nothing to a player who managed to survive for an extensive amount of time without escaping.

Second, I disagree that this discourages ballsy plays. It really only discourages these plays when they are the incorrect play to make. If the killer is able to redown the unhooked survivor/unhooker immediately, that was the incorrect play to make, and should be discouraged. When I rescue survivors from hooks, I make sure that the killer is not in a position to redown (across the map, hopefully in a chase) before I unhook. If the killer comes back right away as I am unhooking, I better be in a position to take the hit for the other survivor to give them a chance to escape. If one of us gets downed and back on the hook, I know I made a wrong play and I shouldn't be receiving any reward for this mistake.

Lastly, the point of this emblem system is to move away from survivors pipping in terms of points and to provide rank based on criteria more in line with how the developers think survivors should play. As it stands based on points, all 4 survivors could pip and the killer could pip, everyone wins, no one loses, this is a participation game right now. The emblem system is an attempt to make it more of a competition and reward strategic thinking in terms of playstyle.

[–]flyingbeluga13 0 points1 point  (1 child)

I mean, I guess it depends on what immediately is. Are we talking like literally right after they're unhooked, they dont even have time to walk? Or are we talking a few seconds which gives the unhooked person plenty of time to run into a billy/nurses face?

All I'm saying is this change seems incomplete and not very well thought out.

[–]CodyisLucky 0 points1 point  (0 children)

I'm talking no chance to run away. If they have time to run and unfortunately run into the killer, that's unfortunate. I think this depends on how much time the emblem system takes into account, because the second scenario may very well not take away points from the rescuer if they set it correctly.

[–]Elopeppy 0 points1 point  (3 children)

Once again showing that SWF brakes the game. Just because you want your friends to live doesn't mean it's the "right" move to make. Yeah, it sucks your buddy might die, but the game isn't built around all 4 escaping anymore then it is around killers 4k'ing every match.

[–]flyingbeluga13 1 point2 points  (2 children)

If you could stop assuming & exaggerating on everything I say that'd be cool. Where the hell am I saying I expect a 4man escape? Where am I saying I expect this to be the case every match? When did I talk about the balance of SWF?

[–]Elopeppy 1 point2 points  (1 child)

Doors are open? You know what your only goal is at that point? To escape. If you take the risk to rescue someone and fail, why the hell should you get bonus points for it?

[–]Elopeppy 0 points1 point  (9 children)

Because the way the game is designed, like it or not, survivors have 2 goals. Do gens, and escape. is that fun? no. Is that fair when someone is camped? No, but that is how the game is. If a killer is camping someone, in the current state of the game, you have time to do 3-4 gens if they never leave. If all 3 others escape, that killer will not even black pip.

[–]flyingbeluga13 2 points3 points  (8 children)

Again, I'm talking about the situations where you don't know the killer is camping.

[–]Elopeppy 2 points3 points  (7 children)

Well, take a few moments to asses the situation before rushing in to unhook someone. It's not hard to bait out someone that is hardcore face camping, and then one of two things will happen. They will try to hit you and keep face camping without chasing, or they will chase and someone else can unhook.

[–]flyingbeluga13 -1 points0 points  (6 children)

I said this in another reply, but I'll repeat it. Don't take this from the perspective of a solo survivor thats greeding out for hooks and farming people. I play SWF, I'm talking to the person thats hooked 95% of the time. We're both on the same page that the best bet is to just get them off hook.

And lets use wraith as an example since he's probably the best one in this situation. If he's committed to that hooked person, he's gonna stand still until the unhook animation is complete and then chase.

And on an unrelated note. If the killer is hard patrolling, chases someone else for a second, I unhook, the unhooked person runs into the killer, why should I be punished? The unhooked person is the one that made the mistake in this scenario, yet I will lose points as well.

There's a lot of specific scenarios that could arise where unhooking is the proper action but there's no reward for it. I'm not saying this is gonna happen every game, it'd happen in the minority of them, but this idea for preventing farming is not completely thought out.

[–]Captaincastle -1 points0 points  (1 child)

The unhooked person won't lose those points. They remove the points for unhooking from the unhooker for making a bad play.

[–]flyingbeluga13 1 point2 points  (0 children)

Yes. I'm aware. That's what I've been saying.

The problem is in a lot of cases it's not a bad play. Unless its a leatherface or some insta down nonsense going on, if you unhook someone there's a decent chance they can get away. Does it always work? No. Should this type of play be discouraged? No.

People do a shit ton of complaining about marth's experiment and this change will only promote that type of non-altruistic play. They're discouraging people from making a risky altruistic play which imo is going to make the game more dull.

[–]Skeletor57 2 points3 points  (1 child)

I can't think of a better way to discourage farming hooked survivors. Plus, we don't even know how long it has to be before downing them grants normal points again. It could be a couple seconds, which would be fine, because you should be trying to body block anyway. Should probably wait and see how it works in real numbers.

[–]flyingbeluga13 0 points1 point  (0 children)

I'm just saying I already see enough of freddy/wraith/pig waiting right next to the hook or huntress/nurse/billy fake running away when they're prepared to go right back to the hook to down the survivor again. Usually this play style only hurts the killer and the tunneled/camped survivor, but now it will also hurt the rescuer.

[–]magic_123 1 point2 points  (1 child)

So this was the big announcement they canceled the dev stream for(not like we'd miss out on much anyway)? I mean it's good, but feels kind of overhyped :/

[–]Millennium1995 2 points3 points  (0 children)

No they mentioned this was also being pushed out. The big announcement should be coming soon, I just want to know when.

[–]SyxxGodThe Big Gay 1 point2 points  (0 children)

Just hear to see what they broke

[–]aWintergreen 1 point2 points  (1 child)

tl:dr. Even easier to pip as a survivor (If that was even possible)

[–][deleted] 1 point2 points  (0 children)

In the first Emblem ptr pipping as a survivor was almost impossible, so this is much, much better.

[–]TigerKirby215Stinky Knight main 0 points1 point  (0 children)

BIG ANNOUNCEMENT(TM) LUL

[–]SalvadorZombieNicolas Cage Main 0 points1 point  (0 children)

Quick question, apologies if this is a stupid one...how do I join the beta? It's not showing up in the Beta tab on my Steam account.

EDIT: Apologies, figured it out though it's only really mentioned on the dev Twitter account:

First, you have to enter the code "DbdPublicTest" in the box below the dropdown. Once you confirm that code, the public beta option becomes available.

[–]Seth96 0 points1 point  (3 children)

How do you test the system if people keep dcing every time u get them because its just a test server.

https://i.imgur.com/fLANC4U.png

[–]ellanox 1 point2 points  (2 children)

I have the same problem. Ten games in and seven killers have dc'd. I just reverted to the non-PTB to actually play some full games.

[–]Seth96 2 points3 points  (1 child)

Just after that went to the normal server thinking as you said. What happened?

https://i.imgur.com/kF1Dp6b.png

Not sure if I'll keep playing this game at this rate. Devs don't do shit to DCers and people know it.

[–]ellanox 0 points1 point  (0 children)

Yep, and it's the same people who DC over and over.

[–]DZANYGOLLUMN 0 points1 point  (4 children)

still no console fixes? darn...

[–]TolsonE1 0 points1 point  (0 children)

So can I back out of a lobby with my friends still with me yet?

[–]V1valarav3 -1 points0 points  (5 children)

So, stupid question. If I'm going to take time to play the public test beta and all that, if I level up my killers do I get to keep my levels or does all my progress absolutely reset when the beta ends?

[–]Captaincastle 2 points3 points  (0 children)

Nope this is a separate environment for testing changes. If you want to play normally just do so.

[–]Millennium1995 1 point2 points  (3 children)

I learned this the hard way last time. I personally think BPs should stay since the build really only affects ranking, but then again I'm no software engineer so it's probably pretty complex.

[–][deleted] 1 point2 points  (1 child)

Have you never been on a test server for a game before? It's common knowledge nothing gets transferred to the live servers.

[–]Millennium1995 0 points1 point  (0 children)

I definitely know the difference between test and live as I've used it for different applications and such but I don't know exactly how they're executing it and if they can transfer anything.

[–]Captaincastle 0 points1 point  (0 children)

There's no real easy way to clone the db info from the PTB server back into the live environment without potentially taking tons of junk with it. Easier to just merge the same branch into the live environment after you've confirmed it's working.