Survivors are OP. Killers aren't.

This is a statement i've been hearing a lot. Survivor have been nerfed multiple times (maps included), and usually killers complains of DS, SWF, BT, BL, and all kind of initials. For me survivors now are on a rough place. Killers have a lot of perks that are game changing, don't mean those are OP, but they change so much the pacing of the trial. Instead survivors have no counter play at all, a lot of perks can counter killer but you are always flipping a coin if those are going to work. Killers are always on the offensive side, so they can go whatever they want. Survivors need to choose perks that can work early, mid and end game. Or cover a lot of tasks.

Survivors task are simple: Do gens, help teammates, waste killers time. Always will be a survivor that knows how to juke, mindgame, and waste killer's time, that's why they are higher rank. Like always will be a killer that knows how to pressure the map. But as some killers just complain about how DS is annoying, or that survivor gen rush every single time. This things are entirely faults of the killer. Like i've said before, killers control the pace of the trial, they can counter a lot of the survivors perks and strategies. If you get DS is like "ok, ill chase you again" or maybe you should wait and sludge or just bait him by picking him up and down.

Survivors would never control the pace of the trials, and if they do, is because killers are let them do it.

Now SWF is a weird place. For starter i'll like to say that this game let's you invite people. So is not a crime to play together, that would be a better experience either you win or lose. The problem is that this shows how powerful survivors can really be if they are coordinated. But that's something the killer should expect ALWAYS. A coordinated team. No need to be mad against players who are enjoyning the game with friends or introducing new ones to the community. If you have a feeling is a SWF, then go and tryhard a little.

Something i'll like to mention also is camping. After all what i've been trying to explain about how killers control the pace, makes survivors adjust to his strategies and how game changing some perks are. I don't see the point on camping, and take this as a good thing. It is a strategy? Or is playing cheap? Face camping is a strategy also? You are risking gens just to let one survivor die, and i think every time i've tried to safe someone from camping was just for the good of that guy playing. No one likes to be targeted and been in a chase at the minute he left the hook. That's why a lot of players go for borrowed time, you never know if the next killer will be face camping someone just because he was looping right, or wasting your time when the other survivors did objectives. That's on you, not on him. It will be a stop for camping? Don't think so, is something that works because other survivors want to do what they have to, is a team after all.

Camping should be punished. I'm not talking about reports, it's stupid to report someone for taking advantage of that. But maybe by losing BP. When i want to get some easy BP i'll just queue killer do a challenge, make an offering and i'm good to go, 25k secure. Survivors getting camped get like 8k BP because someone was standing right next to him. I've played friendly killer and got more points than that. Make punishment for anti-fun actions. Add that to the emblems. If the killer stays on certain range from the hooked survivor make him lost BP, it's just for a good cause. Newer players don't need to suffer this anti fun mechanics, no one actually. And also, if you don't camp, and just go for every single survivor, you get more BP. Really don't know why there's people who still doing those things.

Survivors already lost a lot of points by don't doing certain tasks and sometimes there's no need for him to do it but the game will take away almost 6k for that. So i think it will be fair.

Tl;DR: Killers can control the pace and have more advantages over survivors. People just don't use them right. Camping should be at a cost of BP so they don't get rewarded by spoiling the fun to someone or whatever excuse you have.

Comments

  • @Reinami said:

    https://forum.deadbydaylight.com/en/discussion/167619/survivors-are-op-killers-arent

    Most of these complaints are unfounded. The biggest problem i have as a killer is that early game against good survivors doesn't exist.

    It's basic math.

    As soon as a match starts, killer spawns away from survivors, survivors hop on gens within 10 seconds. Takes the killer 20-40 seconds (depends on map size/shape) to walk to the other side of the map. Killer finds the first survivor. 1st part of chase lasts about 15 seconds, get a hit. Spend 15seconds just holding w to catch up to the survivor and get a second hit. If they get to a pallet, add another 15-20 seconds to break the pallet (or mind game if it is an unsafe pallet) and repeat. Now, do the math.

    10 seconds (walking to first survivor, assuming small map, assuming it takes them a bit of time to hop on gens) + 15 seconds (1st hit) + 15 seconds (2nd hit) + 3 seconds (picking them up) + 5 seconds (walking to hook) + 2 seconds (hooking them) =

    10 + 15 + 15 + 3 + 5 +2 = 50 seconds (assuming the survivor just held w the whole time)

    Now if you add in that a survivor likely gets to 1 pallet/window during that chase, which is very likely to happen, and you have 3 gens being lost during the first chase if survivors are perfectly on gens. This is the problem with the game. Now the only way for me to come back is to camp that hook and play like a dick. There's no gens left to use pop on or any other gen regression perks, because they finished all the ones that had progress, i'm next to my 3 gen that has no progress on them, so why even bother leaving the hook?

    Now you might say, i can injure that survivor and then move on to another one. This is true, but people usually bring medkits/self-care/inner strength. And that 1st hit which cost me about 30 seconds to get can be healed by survivors in almost half the time.

    Unless you are playing a killer that can shorten chases and have good map pressure, forget about it. This is why nurse is so godly when played well (and why i am a nurse main). A good nurse can shorten that 50 seconds down to about 30 seconds. Suddenly the game is playable now.

    Early game needs to exist again.

    It really doesn't matter how much math you put on it. The game is a complete RNG fest. Not only map size, also perks, spawns, offerings. "Early game needs to exist again" Yes, maybe the trial should start with 2 or 3 blocked gen and rework corrupt intervention to make another purpose.

    @Voyager said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404916#Comment_1404916

    It's simply impossible to lose as a coordinated 4-man SWF group. You obtain so much information, it's a neural net distribution network. You know where the killer is, where your friends are, you know who goes to rescue on the hook if anyone is ever even hooked at all. Even what pallets have been broken. To have all that knowledge at all times delivered to everyone, imagine a perk giving that to solo queue players. It would be the most OP perk in the game by a country mile.

    Not allowing a fourth member would solve those problems. Every time i've played with my friend (usually 3 people group) things were difficult. Having one survivor without information and basically blind would make it more challenging.

  • @Voyager said:

    https://forum.deadbydaylight.com/en/discussion/comment/1404916#Comment_1404916

    It's simply impossible to lose as a coordinated 4-man SWF group. You obtain so much information, it's a neural net distribution network. You know where the killer is, where your friends are, you know who goes to rescue on the hook if anyone is ever even hooked at all. Even what pallets have been broken. To have all that knowledge at all times delivered to everyone, imagine a perk giving that to solo queue players. It would be the most OP perk in the game by a country mile.

    It is possible especially if the killer does something like slug. If the killer runs a slug build with infections fright, and stuff like that your coordinator is not that usefull, because the killer does not lose any time with hooking people. Or even if you just play against a really good huntress for example. We often had rounds were a huntress just sniped us with pretty much every single hatched she had thrown. You can't to anything against a huntress like that.

  • @Voyager said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403680#Comment_1403680

    When I reference a SWF group, I don't mean random people grouping up for fun, or even friends on discord just having fun without a serious need to win. Against groups like that, winning for a killer is still possible. Harder than it should be just from simple problems like coordinated knowledge of who needs to go rescue the guy on the hook, or one spine chill equating to 4 because that knowledge is insta-shared.

    Even without trying hard, the game was not remotely designed with balance in mind if you include SWF.

    And against SWF groups actually trying hard, which most are at red ranks, no killer can win outside of top tier. Nurse & Spirit, because they can apply so much pressure and down so quickly. If you aren't getting multiple downs and hooks per minute, against a good SWF group you will lose.

    And btw. I just played a killer match with a 4 swf, and they were pretty good, and coordinated, but still it was a more than possible match for me, yeah they did not try hard completly, but tbh. most of swf. don't try super hard, just gen-rushing the killer, except if they see he brings a mori. Like look at this round:

    DbD_Killer_game.png

    All of them were higher rank than me, I did not run any pretty strong perks or add ons as you can see. And I like to repeat I am NOT a good Killer, I am not experienced at all. I just run with the with my survivor knowledge.

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