“Fun” is not a valid talking point for balance

Lately, I have been seeing many posters and streamers talking about various aspects of DBD (spirit, NOED) as not being fun. This usually leads to people asking for nerfs.

The problem is that fun is way too subjective. I, as killer, do not have “fun” getting looped and genrushed etc... but I’m not going to ask for nerfs based on that. Rarely do people have fun when they lose, which means salt should probably be disregarded and not used as feedback. Just a thought.

Comments

  • @Endstille said:

    The whole argumentation about fun is utter bs, it is made from people who are entitled who want that their opinion of what is fun has to be right and everbody has to accept it.

    Having fun in losing is something very odd, take any games that has mechanical skill build into it and it will require people to do reads on the opponent, no giveaways to safely tell is he going to do x? X has to be predicted in order to do anything against it. Many games have this, it is common in the fgc,dota and so on. Diffrence is people literally tell you to get good and stop to whine, here people delude themselves into thinking that to dc is fine cause that thing is no fun. The very same people who want to be taking seriously in balance discussion tell you it is okay to break the rules when you seem fit. In other games you would receive maybe one warning and after that it is bye for x amount of time.

    Please do not tell me anything about you cant do that it is such a small community, yeah look up tekken player numbers for example "1/10" of what dbd has and yet people that dc alot will be marked and ignored in further games.

    A majority of the people, actually we do not know if it is a majority of the people, there are no numbers on that and it could very well be a vocal minority. If not so provide me foolproof data for it. Furthermore the majority of players in dbd just sucks. Don't tell me it is not like that. Yes it actually is, look at all the posts made in this forum regarding why people die the most it is not because killer op, it is because teammates suck. Why play SWF, cause teammates suck.

    I myself am no exception to it, I play 4man swf all the time and why? Because I can not stand the sheer stupidity of some randoms. When you do this enough you will have a very easy time. So what will I do? Will i play with my swf, toolboxes + prove thyself and meta perks where I know people are at least equally skilled as me if not even better and have an easy game or will i go with randoms who might be boosted and give me many frustrating moments? We make people disconnect on a daily basis, not yellow rank killers but red ranked people.

    By the very same logic used on spirit, this would dictate that survivors need to be nerfed heavily. Will we see that? Nope.

    Why is fun actually a stupid argument when it comes to balance?

    We can all agree that fun is something very subjective. The game has several flaws, one side thinks it is not okay to equip perks in order to counter something yet that actually is what the other side has to do and it is fine. Somebody in another thread explained there was a tournament, while nurse still being strong on a map like the game, killers such as billy ( who is considered one of the three and being very well balanced) managed 1 kill each map. These were not bad killers but good killers, with tunneling and all that crap, they were able to get 1kill.

    @Peanits told me he likes to reflect on what he could've done better after a match. There are however games where he thinks that he couldn't have done anything better and still loses. When those games do exist, balance should be changed so they do not occur in such a way at all(correct me if i am wrong but that is how i remember part of your answer in ask the community from me).

    Sounds to me the skill of the killer in those cases is irrelevant isn't that what was considered a valid complaint about spirit because she negates the survivors skill? Reality is, spirit doesn't do that she just demands diffrent skills. Do not take this the wrong way but I think you are able to train a monkey to memorize routes on maps in order to run them when being engaged. How come as survivor there is literally nothing to micro manage?

    Fun being the deciding factor and why not giving into this argumentation is very important? People agree that when enough people do yell enough about something the developers will finally cave in and change that. That is very dangerous and far from creating balance. Well as I said earlier most players in dbd outright suck. That means that when the majority complains it is the people that suck at the game. Are you out of your freaking mind to consider balance changes based on people who are bad at the game?

    I suggest people are annoyed by spirit because lots of killers tend to use this killer. Why do killers tend to pick spirit more than other killers?

    Simply due to the fact that lots of people outright refuse to build around that killer, if they would, spirit would not be picked so much. Don't delude yourself that there is huge variety in red ranks, there is not. 70-80% of my games are vs spirits. Yet when properly equipped, we deal with it even when they bring moris. Yes yes I know, all have been ######### killers cause somewhere there is some godplayer that will always 4k ( sure i believe that, not [check the tournament reference]).

    Another point is that as killer, you have to manage time, you simply can not waste several minutes to down a single survivor. Apply pressure, you can do that when people are idiotic, however when they know where to run from safe loop to loop and play optimal, you will not have a fighting chance with any of the m1 killers against survivors who play optimal. Everything is fine somewhat but really isn't at all.

    TL;DR ######### no, go to twitter or something.

    Of course you can easily deal with spirit in a 4 man swf if your team is good enough. Just because of the fact that swf teams can do gens insanely fast. I played in 4 man swf teams before and we dominated most spirits quite easily. It is an entirely different story in solo teams however.

    Swf makes no sense from a balance standpoint but it shouldn't be removed because it is a fun addition and draws more people to play. What should be done is to make swf more fair against killers, not just remove it. If we ignore fun, let's just remove it for the sake of balance, right?

    Devs themselves said that they want killers to be fun to play as and fun to play against. It seems like that was completely ignored when it comes to spirit.

    This isn't even close to a competitive game. What's the point of playing the game if it isn't fun? What is the point of playing the game if it comes down to random guessing games and my skill doesn't really matter much? It doesn't really feel like I outplay or get outplayed by spirit. It's just "I guessed right" or "I guessed wrong". That's how I feel at least.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/811585#Comment_811585

    Of course you can easily deal with spirit in a 4 man swf if your team is good enough. Just because of the fact that swf teams can do gens insanely fast. I played in 4 man swf teams before and we dominated most spirits quite easily. It is an entirely different story in solo teams however.

    Swf makes no sense from a balance standpoint but it shouldn't be removed because it is a fun addition and draws more people to play. What should be done is to make swf more fair against killers, not just remove it. If we ignore fun, let's just remove it for the sake of balance, right?

    Devs themselves said that they want killers to be fun to play as and fun to play against. It seems like that was completely ignored when it comes to spirit.

    This isn't even close to a competitive game. What's the point of playing the game if it isn't fun? What is the point of playing the game if it comes down to random guessing games and my skill doesn't really matter much? It doesn't really feel like I outplay or get outplayed by spirit. It's just "I guessed right" or "I guessed wrong". That's how I feel at least.

    There is skill involved in guessing. You have to read your opponent.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/811618#Comment_811618

    There is skill involved in guessing. You have to read your opponent.

    How can I read my opponent then? Please give me some examples (without perks).

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/811630#Comment_811630

    How can I read my opponent then? Please give me some examples (without perks).

    You predict them. The standard guessing game against spirit is what side of the pallet you are on. While she is shifting, run to a pallet, put it down, and then wait for a bit. Already, a good chunk of spirits are going to be hit by that pallet because they expect you to wait until you see her (bad idea for the survivor to do). Once that’s established, she will then guess what side you will put it down on. From there you can choose what side or try to sneak away from the loop

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/811633#Comment_811633

    You predict them. The standard guessing game against spirit is what side of the pallet you are on. While she is shifting, run to a pallet, put it down, and then wait for a bit. Already, a good chunk of spirits are going to be hit by that pallet because they expect you to wait until you see her (bad idea for the survivor to do). Once that’s established, she will then guess what side you will put it down on. From there you can choose what side or try to sneak away from the loop

    That's definitely a strat you can do against spirit but I don't see how that's reading your opponent. It comes down to "I hope she guesses wrong" at the end.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/811639#Comment_811639

    That's definitely a strat you can do against spirit but I don't see how that's reading your opponent. It comes down to "I hope she guesses wrong" at the end.

    Shouldn’t the game be about the person who is the most in their opponent’s head? Like what is the alternative?

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/811633#Comment_811633

    You predict them. The standard guessing game against spirit is what side of the pallet you are on. While she is shifting, run to a pallet, put it down, and then wait for a bit. Already, a good chunk of spirits are going to be hit by that pallet because they expect you to wait until you see her (bad idea for the survivor to do). Once that’s established, she will then guess what side you will put it down on. From there you can choose what side or try to sneak away from the loop

    So...guess.

  • Yea... a standard part of any pvp game. Survivors should just be able to enforce safe loops with no guess? Doesn’t seem fun or skillful to me.

  • Soo, hows spirit any different from rock paper scissors or any other mindgame?

    Guesswork is, as you mightve not guessed, integral part of mindgames.

  • @woundcowboy said:

    Lately, I have been seeing many posters and streamers talking about various aspects of DBD (spirit, NOED) as not being fun. This usually leads to people asking for nerfs.

    The problem is that fun is way too subjective. I, as killer, do not have “fun” getting looped and genrushed etc... but I’m not going to ask for nerfs based on that. Rarely do people have fun when they lose, which means salt should probably be disregarded and not used as feedback. Just a thought.

    I'm a survivor main and I actually really like to play against nurse (before she was nerfed) or when someone has NOED. I'm really bad against spirit lol but I don't really mind her, can just be annoying sometimes but that's all. For me escaping because the killer was just really bad isn't fun, that's just boring. I dislike just doing gens, maybe get chased once and then escape. For me the fun is in finding out the perks while doimg gens or getting chased.. and when I can't figure them all out and I suspect it can be oNe oF thOsE killers I just start looking for totems. I do wanna say that I always play swf, with one other person, so I mean totem counting on your own sucks but still.


    I get losing isn't fun but I honestly don't think that's a reason to be like "nErF thiS nErF thAt". So yeah I agree with you.

  • Going against any full build optimal spirit feels like a one sided farming match. That’s the problem.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/811676#Comment_811676

    Yea... a standard part of any pvp game. Survivors should just be able to enforce safe loops with no guess? Doesn’t seem fun or skillful to me.

    You can't destroy Spirits power. You can kick a safe pallet. Huge difference

  • Are you familiar with the term "level of suffering" (btw i am not sure if it is actually the correct term since it is translated from my native language)? It is basicly explaining if people do not use the appropriate counter measures to a problem they simply are not suffering enough due to the problem.

    This comes from my line of work, logic would dictate when you suffer from something you actually will try to resolve it with everything possible. So people not even bothering to use perks to deal with their annoyance, well you figure it out.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/811666#Comment_811666

    Shouldn’t the game be about the person who is the most in their opponent’s head? Like what is the alternative?

    If the chases are supposed to be actual guesses, then why does she have collision with survivors? That's not a guess, the game tells you if you found someone. How can survivors avoid bumping into something they can't see?

    The main problem is that the spirit has lots of feedback on what survivors are doing and can react accordingly but survivors have no clue on what she is doing and are making random guesses most of the time and to me, that isn't really enjoyable.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/811672#Comment_811672

    If the chases are supposed to be actual guesses, then why does she have collision with survivors? That's not a guess, the game tells you if you found someone. How can survivors avoid bumping into something they can't see?

    The main problem is that the spirit has lots of feedback on what survivors are doing and can react accordingly but survivors have no clue on what she is doing and are making random guesses most of the time and to me, that isn't really enjoyable.

    Honestly,

    removing collision will bite more people in the ass than they think. Right now you can actually bodyblock spirit which helps whenever there is a narrow passage, removing that will not result in a nerf to spirit at all.

  • Thanks for saying! I agree with everything.

  • @Raven014 said:

    https://forum.deadbydaylight.com/en/discussion/comment/811545#Comment_811545

    I've seen grass move at least.

    But if she's standing still, she won't be looking down, since she wants to see where survivors are... and you can blind her then.

    I do that consistently.

    Well I know plenty of spirits who look down on purpose. As for the grass, there's no point eve arguing this. Go in a KYF and try it for yourself. It does not move.

  • @woundcowboy said:

    Lately, I have been seeing many posters and streamers talking about various aspects of DBD (spirit, NOED) as not being fun. This usually leads to people asking for nerfs.

    The problem is that fun is way too subjective. I, as killer, do not have “fun” getting looped and genrushed etc... but I’m not going to ask for nerfs based on that. Rarely do people have fun when they lose, which means salt should probably be disregarded and not used as feedback. Just a thought.

    Ok that's your choice if you want to let them genrush you and allow them to loop you. Break the pallet.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/811698#Comment_811698

    You can't destroy Spirits power. You can kick a safe pallet. Huge difference

    The difference is that you HAVE to break a safe pallet, and at that point, they can then just run to another safe loop. The process repeats itself. With spirit, you can guess right and still waste a ton of her time, or she can guess right and get a hit. How is her interaction not far more balanced?

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/811821#Comment_811821

    The difference is that you HAVE to break a safe pallet, and at that point, they can then just run to another safe loop. The process repeats itself. With spirit, you can guess right and still waste a ton of her time, or she can guess right and get a hit. How is her interaction not far more balanced?

    You can also zone survivors back into an area with no pallets. Walk around to the other side so they're on the side that they just came from or so they're up against the outer wall, then break the pallet. Now they're either forced to run past you to get to the next pallet or run back to an area with no pallet.

    The point people are making is that the guessing game isn't skill, it's guessing. Guessing isn't fun for most people. To give a more direct example, the Huntress can throw a hatchet at a survivor before they reach the next pallet. This requires the killer to be in a good position and to aim the hatchet correctly (predicting how the survivor will dodge as well). Both sides can see what the other is doing and react. For the Spirit, they just have to make a guess and hope it works. There's a lot less interaction there.

  • @woundcowboy said:

    Lately, I have been seeing many posters and streamers talking about various aspects of DBD (spirit, NOED) as not being fun. This usually leads to people asking for nerfs.

    The problem is that fun is way too subjective. I, as killer, do not have “fun” getting looped and genrushed etc... but I’m not going to ask for nerfs based on that. Rarely do people have fun when they lose, which means salt should probably be disregarded and not used as feedback. Just a thought.

    A balanced game will lead go fun.

    Assuming that the mechanics themleves are fun.

    If the mechanics are fun then balance will make things more fun. But the mechanics here lead itself too much to RNG, ergo both fun and balance are sacrificed for a random system that rewards or punishes you severely.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/812767#Comment_812767

    You can also zone survivors back into an area with no pallets. Walk around to the other side so they're on the side that they just came from or so they're up against the outer wall, then break the pallet. Now they're either forced to run past you to get to the next pallet or run back to an area with no pallet.

    The point people are making is that the guessing game isn't skill, it's guessing. Guessing isn't fun for most people. To give a more direct example, the Huntress can throw a hatchet at a survivor before they reach the next pallet. This requires the killer to be in a good position and to aim the hatchet correctly (predicting how the survivor will dodge as well). Both sides can see what the other is doing and react. For the Spirit, they just have to make a guess and hope it works. There's a lot less interaction there.

    You can’t zone someone into an area with fewer pallets when there are safe pallets nearby. Farm maps are an especially big offender of this. They are almost guaranteed to reach something like a farmhouse or cow loop, regardless of where you break the pallet.

    The example you gave is almost the same as spirit. There is no way to reliably “react” to huntress throwing a hatchet, other than seeing she is about to throw one. Once she lets it go, you do not have time to see where the hatchet is traveling. You have to guess ahead of time or you will almost certainly get hit.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/812791#Comment_812791

    You can’t zone someone into an area with fewer pallets when there are safe pallets nearby. Farm maps are an especially big offender of this. They are almost guaranteed to reach something like a farmhouse or cow loop, regardless of where you break the pallet.

    The example you gave is almost the same as spirit. There is no way to reliably “react” to huntress throwing a hatchet, other than seeing she is about to throw one. Once she lets it go, you do not have time to see where the hatchet is traveling. You have to guess ahead of time or you will almost certainly get hit.

    You absolutely can zone someone. Having to run past you means that they get less distance. A straight line to the next pallet is shorter than a line going around the loop they're at to get to the next pallet.

    I've whipped up a couple crude examples to illustrate it. Say the killer is the blue dot, the green line is a pallet, and the red line is the path the survivor needs to take to get to the next pallet as soon as possible. To the left is either the edge of the map or a zone with no more pallets.

    Example1.png Example2.png

    Which would you rather take? The top one would mean they're half way to the next pallet by the time you finish breaking it, the bottom one means that by the time you finish breaking it, they're just past the end of the wall.

    RE: Huntress: It's definitely not the same. You can see her get a hatchet ready and try to break LoS. You can also react once she throws the hatchet if you're good enough. You even get an audio cue to tell when she's charging a hatchet even if you can't see her.

  • In my book fun only comes into play when it’s no fun for either side, and only thin when it’s less not fun and more unfun.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/811585#Comment_811585

    Of course you can easily deal with spirit in a 4 man swf if your team is good enough. Just because of the fact that swf teams can do gens insanely fast. I played in 4 man swf teams before and we dominated most spirits quite easily. It is an entirely different story in solo teams however.

    Swf makes no sense from a balance standpoint but it shouldn't be removed because it is a fun addition and draws more people to play. What should be done is to make swf more fair against killers, not just remove it. If we ignore fun, let's just remove it for the sake of balance, right?

    Devs themselves said that they want killers to be fun to play as and fun to play against. It seems like that was completely ignored when it comes to spirit.

    This isn't even close to a competitive game. What's the point of playing the game if it isn't fun? What is the point of playing the game if it comes down to random guessing games and my skill doesn't really matter much? It doesn't really feel like I outplay or get outplayed by spirit. It's just "I guessed right" or "I guessed wrong". That's how I feel at least.

    If it's not competitive then what's wrong with spirit?

    I mean it's just a casual game right? I dont understand how its causal so we should take fun into account but disregard killer fun, spirit isnt "easy 4ks" she has the potential to 4k every game she has the best chance no matter the players skill. Any new playet can pick her up and do well and have fun. You want to talk about interaction? Oh they spawned on my ruin and play immersed but can loop be because I'm am m1 killer, oop 3 gens popped in the first 2 minutes wheres my interaction? Oop were on suffocation pit with the long window and the survivors run to it upon being hit every time, where's my interaction?. But spirit can win in those situations against the best survivors, she let's killers have the breathing room survivors have been handed for a long time. As spirit you can make a couple mistakes and not lose a game entirely as some killers are. Survivors can mess up 3 times a piece, with 5 objectives taking 80 seconds,while killers have 12-10 that take about a minute.

    My point is, alot of things have little to no interaction, or are fun for one side or the next, but spirits seems to be the focus of it all and it doesn't seem fair for that balance I hear cried for so much.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/812818#Comment_812818

    You absolutely can zone someone. Having to run past you means that they get less distance. A straight line to the next pallet is shorter than a line going around the loop they're at to get to the next pallet.

    I've whipped up a couple crude examples to illustrate it. Say the killer is the blue dot, the green line is a pallet, and the red line is the path the survivor needs to take to get to the next pallet as soon as possible. To the left is either the edge of the map or a zone with no more pallets.

    https://us.v-cdn.net/6030815/uploads/581/FQ90D3NUTNM4.png

    https://us.v-cdn.net/6030815/uploads/176/DY6G1HH6ZCSP.png

    Which would you rather take? The top one would mean they're half way to the next pallet by the time you finish breaking it, the bottom one means that by the time you finish break it, they're just past the end of the wall.

    RE: Huntress: It's definitely not the same. You can see her get a hatchet ready and try to break LoS. You can also react once she throws the hatchet if you're good enough. You even get an audio cue to tell when she's charging a hatchet even if you can't see her.

    Have you actually played on 90% of cold wind maps (no offense) but at the center near shack for fractured cowshed for example, theres corn, in front theres shack, usually a jungle gym in front of it, one to the left and the cener building with 2 guaranteed pallets, and some random bale pallets and or another jungle gym, if the survivor loops it against an m1 killer correctly each could easily take 20-30 seconds a piece not even including exhaust perks, or team mates coming in and body blocking to get you off the person and loop the tile again. With 2-3 people on 80 second objectives. Please tell me how that's fun? If your against spirit you pray shes bad, against those survivors on that map and alot of others you have to pray they arent good in the slightest in order to mabye win.

  • @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/812859#Comment_812859

    Have you actually played on 90% of cold wind maps (no offense) but at the center near shack for fractured cowshed for example, theres corn, in front theres shack, usually a jungle gym in front of it, one to thr left and the cener building with 2 guaranteed pallets, and some random bale pallets and or another jungle gym, if the survivor loops it against an m1 killer correctly each could easily take 20-30 seconds a piece not even including exhaust perks, or team matea coming in and body blocking to get you off the person and loop the tile again. With 2-3 people on 80 second objectives. Please tell me how that's fun? If your against spirit you pray shes bad, against those survivors on that map and alot of others you have to pray they arent good in the slightest in order to mabye win.

    I have played on every map plenty of times, and I gotta' say, I have yet to see a pallet respawn after being broken. It may start safe, but once they use it, it's gone and you can zone them back towards it to make that area unsafe.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/812907#Comment_812907

    I have played on every map plenty of times, and I gotta' say, I have yet to see a pallet respawn after being broken. It may start safe, but once they use it, it's gone and you can zone them back towards it to make that area unsafe.

    They don't respawn, the survivor's dont use them and body block the killer from the other to break chase and bloodlust allowing the new survivor to loop it again especially with all the pallets just around there and not including all the jungle gyms around the map.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/812818#Comment_812818

    You absolutely can zone someone. Having to run past you means that they get less distance. A straight line to the next pallet is shorter than a line going around the loop they're at to get to the next pallet.

    I've whipped up a couple crude examples to illustrate it. Say the killer is the blue dot, the green line is a pallet, and the red line is the path the survivor needs to take to get to the next pallet as soon as possible. To the left is either the edge of the map or a zone with no more pallets.

    https://us.v-cdn.net/6030815/uploads/581/FQ90D3NUTNM4.png

    https://us.v-cdn.net/6030815/uploads/176/DY6G1HH6ZCSP.png

    Which would you rather take? The top one would mean they're half way to the next pallet by the time you finish breaking it, the bottom one means that by the time you finish break it, they're just past the end of the wall.

    RE: Huntress: It's definitely not the same. You can see her get a hatchet ready and try to break LoS. You can also react once she throws the hatchet if you're good enough. You even get an audio cue to tell when she's charging a hatchet even if you can't see her.

    I’m not sure which tile the graphic represents, but if it’s something like the hay bale/tractor on cowshed, then the survivor could just run (up on the graphic) to the nearest jungle gym; they don’t have to run across.

    Breaking LOS means that Huntress can’t get a reliable shot of any kind, so there isn’t really a guess in that situation. I’m very skeptical of reacting to hatchets, especially a fully charged one- it travels insanely fast. Dedicated servers have also made reacting worse than before, which is why dead hard gets eaten up so often.

  • @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/812920#Comment_812920

    They don't respawn, the survivor dont use them and body block the killer from the other to break chase and bloodlust allowing the new survivor to loop it again especially with all the pallets just around there and not including all the jungle gyms around the map.

    In all my three years of playing the game, I have yet to encounter this human pallet playstyle. Usually taking a hit to prevent the killer from hitting someone is counterproductive, unless the gates are open and you're helping them escape.

  • @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/811618#Comment_811618

    If it's not competitive then what's wrong with spirit?

    I mean it's just a casual game right? I dont understand how its causal so we should take fun into account but disregard killer fun, spirit isnt "easy 4ks" she has the potential to 4k every game she has the best chance no matter the players skill. Any new playet can pick her up and do well and have fun. You want to talk about interaction? Oh they spawned on my ruin and play immersed but can loop be because I'm am m1 killer, oop 3 gens popped in the first 2 minutes wheres my interaction? Oop were on suffocation pit with the long window and the survivors run to it upon being hit every time, where's my interaction?. But spirit can win in those situations against the best survivors, she let's killers have the breathing room survivors have been handed for a long time. As spirit you can make a couple mistakes and not lose a game entirely as some killers are. Survivors can mess up 3 times a piece, with 5 objectives taking 80 seconds,while killers have 12-10 that take about a minute.

    My point is, alot of things have little to no interaction, or are fun for one side or the next, but spirits seems to be the focus of it all and it doesn't seem fair for that balance I hear cried for so much.

    When I say that spirit needs changes, I want her to be enjoyable for both sides. I don't like the nurse changes because it makes her unenjoyable to play. I don't want the same happening to spirit.

    Yes, the game has many other problems as well, most of them are a lot more problematic than spirit, but does that make spirit fine? Not really. I would rather see changes to other things before spirit, but she does need some changes.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/812931#Comment_812931

    In all my three years of playing the game, I have yet to encounter this human pallet playstyle. Usually taking a hit to prevent the killer from hitting someone is counterproductive, unless the gates are open and you're helping them escape.

    I play xbox and it's been happening alot to me recently, against teams that all have 3 times my time a piece, they have someone get off gens to preserve pallets and will block doorways to force me to hit them

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/812873#Comment_812873

    When I say that spirit needs changes, I want her to be enjoyable for both sides. I don't like the nurse changes because it makes her unenjoyable to play. I don't want the same happening to spirit.

    Yes, the game has many other problems as well, most of them are a lot more problematic than spirit, but does that make spirit fine? Not really. I would rather see changes to other things before spirit, but she does need some changes.

    My idea was make every skin have a noticeable har animation when she starts phasing as in moving in it, the survivors have to be close and she can still bait.

  • @NuclearBurrito said:

    Any time you mindgame someone there are always a few prerequisites:

    1 - There is no dominant option for either side. That is to say, the Killer can't guarantee a hit and the Survivor can't guarantee a long loop. In this case they will take the dominant option regardless of what the other side does.

    2 - At least 1 side has unreliable information on the other - Basically LoS is broken. Alternatively there could be multiple options that can be taken fast enough that the other side can't react. Basically a prediction is required

    3 - The other side (relative to the one with unreliable information) is aware of the first 2 things - You cannot do a mindgame on accident. Suspecting a mindgame when the other person does not and messing up because of it is referred to as "outplaying yourself".

    That being said. Lets look at one of the most common mindgames, the red glow mindgame at a loop:

    Level 0 - The Killer has a red stain. If he rounds a corner the Survivor will know in advance. This gives the Survivor a better idea of where the Killer is going to be.

    Level 1 - The Killer is able to walk backwards in order to hide his/her red stain. This can make the other survivor think they are going in the opposite direction.

    Level 2 - A Survivor who sees the red glow disappear can note that there is a red glow mindgame and go towards the glow.

    Level 3 - A Killer going against a good survivor can turn around and change direction to catch a Survivor that suspects a mindgame off guard.

    Level 4 - A Survivor that suspects a level 3 Killer can go where there is no glow in order to avoid a hit

    Level 5 - A Killer that suspects a level 4 Survivor can instead moonwalk anyways in order to mix it up.

    And so on. This goes on forever.

    Effectively this makes any and all red glow mindgames a guessing game. The only difference between this and a non-mindgame guessing game is that this has unequal odds. The Killer is more likely to get a hit by moonwalking compared to turning around or walking forward normally, and a Survivor is more likely to avoid a hit by avoiding the red glow. This is because there are more people who don't think about the mindgame than people that do.

    This applies to literally every mindgame. It is inherent to mindgames in general. You can't guarantee a result so you have to guess what the other person guessed, who is guessing what you guess and so on. This isn't random per say, there are often inherent costs to making a given guess compared to another guess (for example if the Survivor can either go to a window or a pallet, and the Killer can cut off one of them in time but needs to predict it, the Survivor would rather go to the window in order to save the pallet for later), however ultimately both sides are always making a guess.


  • As for the OP.

    Yes and no.

    Balance problems require either a buff or a nerf.

    Non-balance problems still justify changes. But they don't justify a buff or a nerf. Instead they justify a sidegrade, which is either a change that does not effect somethings overall strength or multiple changes that cancel each other out.

    In general non-balance problems take priority over balance problems due to their relative difficulty to solve and how solutions to balance problems are often dependent on the solutions to other non-balance problems.

  • At the end of the day, we have to acknowledge this is a video game. Some people play casually, and want to have a relaxing time and a little bit of fun. Granted, there are some people who want to learn and master the game, but that's not the majority of the playerbase. Fun should definitely be considered as a factor when balancing a character, considering if a game ain't fun, then people will leave the game. That directly hurts the developers, so they can and will take the fun factor into consideration.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/812931#Comment_812931

    In all my three years of playing the game, I have yet to encounter this human pallet playstyle. Usually taking a hit to prevent the killer from hitting someone is counterproductive, unless the gates are open and you're helping them escape.

    Ah well if you've never seen it...


    Everyone needs to play the consoles for a while. The survivors are very different.

  • @xRem said:

    https://forum.deadbydaylight.com/en/discussion/comment/812952#Comment_812952

    I play xbox and it's been happening alot to me recently, against teams that all have 3 times my time a piece, they have someone get off gens to preserve pallets and will block doorways to force me to hit them

    Xbox/ps4 players are different than pc. Because of how easy partying up is and how encouraged it is most of the time groups of people move from game to game. Buddies who've been playing together forever will naturally coordinate better, even if they're new to dbd specifically.

  • @MonsterInMyMind said:

    The problem is fun is actually a core part of video games if something is not fun for a majority of the community it is indeed a problem and Spirit is indeed not fun for a majority of the community which is a problem no ones asking for nerfs to spirit people are asking for counterplay theres a difference she lacks actual counters her whole kit is a one sided mind game.

    In regards to NOED most people are tired of killers who do nothing get rewarded with a free down which i can completely agree with as i play both killer and survivor i have seen my fair share of camping killers and or killers who failed to apply pressure get rewarded for nothing.

    Also another common complaint about NOED is it punishes the survivors for doing the core objective which to an extent it can feel like a punishment but it is what it is.

    Lastly the point of a video game is to be fun and you are correct fun is subjective but when a majority of the community including killers are saying Spirit is unfun there's a problem there and it should be addressed in regards to NOED i wish there was more of a way to make it to where a killer has to atleast do something to earn NOED maybe a certain amount of hooks or something.

    Or you survivors can do 5 totems to disable noed if a killer has to work for it and then wait 5 seconds for it to be disabled totems would need a massive buff to fix that issue

  • @CaptainCastle said:

    https://forum.deadbydaylight.com/en/discussion/comment/812969#Comment_812969

    Xbox/ps4 players are different than pc. Because of how easy partying up is and how encouraged it is most of the time groups of people move from game to game. Buddies who've been playing together forever will naturally coordinate better, even if they're new to dbd specifically.

    Trust me, Im aware.

  • @Tangero said:

    https://forum.deadbydaylight.com/en/discussion/comment/811003#Comment_811003

    Or you survivors can do 5 totems to disable noed if a killer has to work for it and then wait 5 seconds for it to be disabled totems would need a massive buff to fix that issue

    This was actually the least thought out comeback i have seen the point i made is NOED can reward someone for doing nothing literally nothing you can stand at a hook and get rewarded your argument of just doing totems is situational there are times for example a survivor being camped where its better to do the gens to punish the camping killer but if they have NOED they get rewarded you cant argue that in this situation that doing totems is doing the objective because thats false.


    Also again the point i made was NOED does not need a nerf but it needs something to punish those who use it just to be a troll and attempt to ruin others enjoyment just because they think facecamping is funny.

  • @woundcowboy said:

    Lately, I have been seeing many posters and streamers talking about various aspects of DBD (spirit, NOED) as not being fun. This usually leads to people asking for nerfs.

    The problem is that fun is way too subjective. I, as killer, do not have “fun” getting looped and genrushed etc... but I’m not going to ask for nerfs based on that. Rarely do people have fun when they lose, which means salt should probably be disregarded and not used as feedback. Just a thought.

    Stop, youre making too much sense. They will attack you lol

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/811040#Comment_811040

    You don’t need perks to mind game the spirit. Against her, you need to put down pallets early and use windows as much as you can. Putting down the pallet forces her to guess which side you’ll be on or if you abandon the loop altogether. If she guesses right, she gets a hit. If you guess right, she is then a 110 killer with no way of closing the gap.

    She has plenty of counterplay, people refuse to learn it.

    omg FINALLY someone gets it. This comment made my day

  • Fun shouldn't be heavily used for balance BUT it should still be considered. Like if 95% of people hate something because it isn't fun then maybe something should be done about it because the game exists for people to have fun playing it, otherwise what is the point?

  • There's 4 survivors for 1 killer. I'm pretty sure the overall fun of 4 people trumps the overall fun of 1 persons. That's not what I believe that's just the reality of an overall casual game.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/812767#Comment_812767

    You can also zone survivors back into an area with no pallets. Walk around to the other side so they're on the side that they just came from or so they're up against the outer wall, then break the pallet. Now they're either forced to run past you to get to the next pallet or run back to an area with no pallet.

    The point people are making is that the guessing game isn't skill, it's guessing. Guessing isn't fun for most people. To give a more direct example, the Huntress can throw a hatchet at a survivor before they reach the next pallet. This requires the killer to be in a good position and to aim the hatchet correctly (predicting how the survivor will dodge as well). Both sides can see what the other is doing and react. For the Spirit, they just have to make a guess and hope it works. There's a lot less interaction there.

    @Peanits

    "The point people are making is that the guessing game isn't skill, it's guessing. Guessing isn't fun for most people."

    I wouldn't say "most people." In fact, I would go even further and say that most people enjoy the "guessing" aspects of games, and that most games in the world have some sort of "guessing" elements in them, whether they are games that are worldly known like Poker (bluffing games) and Blackjack (probability/risk taking games), or popular games like Werewolves/Mafia (social deduction games) or any games with heavy luck element. Whether you refer to them as 'educated guesses' or 'intuition/guts' they are one of the most important aspects of many, many games.  Don't disregard it just because some people on here are trying to use it as an excuse to buff/nerf some things to their liking.

    But if you are really concerned about "guessing" not being fun for people, how about we start by providing information for solo players so that they are not "guessing" about whether to go save someone on the hook or to remain on the generators, or "guess" how many totems are left or where the lit totems are on the map, especially if other survivors have seen it before being chased away from it. Because not only would it be "not fun" by your standard, it also continues to break the balance of this game. So two for one, you know.

  • @woundcowboy said:

    Lately, I have been seeing many posters and streamers talking about various aspects of DBD (spirit, NOED) as not being fun. This usually leads to people asking for nerfs.

    The problem is that fun is way too subjective. I, as killer, do not have “fun” getting looped and genrushed etc... but I’m not going to ask for nerfs based on that. Rarely do people have fun when they lose, which means salt should probably be disregarded and not used as feedback. Just a thought.

    Yea it is.

    Its a game.

    A game is supposed to be fun, why else would you spend your time on it ?

1 2 3