Biggest problem with DBD for killers
I feel like its killer speed and actions vs area of map and objectives. Everything a killer does slows them down, finding, chasing, hitting, downing, picking up, running hooking and nothing slows down a survivor being injured typically doesn't affect any of their actions unless the killer has specific add ons. The other thing is the maps, the maps are entirely too large with the objectives too spread out for 1 killer to have map control without instant downing ability or high mobility (nurse + billy). The other issue is objectives, they are always in a static position and typically in known areas. If the devs are really wanting to balance the game and make non meta perks useful is they need to make the maps smaller and randomize and hide generators better. What I'd ask for is 1 generator to always be in the basement (this way territorial imperative/monsterous shrine would always have a use) and the rest randomized in completely random areas we're talking ass corner of the maps, inbetween lockers, different floors in buildings, hidden between rocks or inside different parts of buildings with no poles or flickering lights showing where they are this would also give a purpose to maps and perks for gen finding. Randomizing lockers, vaults, and pallets better would be more interesting for the game. This would also weaken swfs because they can't be as coordinated if they don't know where gens are and have to find them or they would be forced to use maps and deja vu or detectives hunch to find them. This would benefit both sides since I feel like playing survivor has a static skill ceiling since map placement is easy to figure out.
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Yes and no.... I pick people up and my SWF group already starts running to me. though yes by every missed attack and every second by chasing. i wont argue that.
My brain is bleeding from reading that "Paragraph".
Like for Nurse, she’s supposed to teleport right? Yet I run into so many places where the game is just all “haha screw you.”
As for the rest, it’s just really exhausting playing tag around things that take some killers much longer than survivors to traverse. Like the dwelling that only has like one staircase to the generator on a building that feels like a million square feet. Or the tractor that survivors can see your position from and make you waste precious time.
Yeah I feel like killers all need a passive movement buff or the maps just need to be smaller, even a normal chase that doesn't put you in BL1 or where the survivor doesn't use crutch/exhaustion perks can result in 2-3 gens done. Downing and hooking 1 survivor is barely 12% of your objective as a killer and doing a gen is 20% of the objective as a survivor and they roughly take the same time. I feel like if survivors had to find their objectives in the same way the killer has to then the game would seem more fair.
I think a basement gen or at least a dead room would make the game harder for survivors this is one reason why The Game is such a killer oriented map is there is one gen that's absolutely dangerous to do. Was watching Scottjund and Monto all night trying to figure out how to be better at killing and its about predicting survivor behavior as a whole part of it is understanding loop pathways in buildings and cutting them off, and figuring when they will go for certain gens or saving survivor. Like it's hard to play any killer that has mobility issues, simply due to map control.
I stopped reading at the first sentence.
Its so annoying having to play catch up or force the mindgame after a survivor hops through a window. When it happens 20 times in a single chase it becomes obvious that the maps are too tilted towards survivors. And yes it does take approximately the same amount of time, on average, to hook 1 survivor as it does to do a generator.
That being said a killer may have to hook 4 moving targets, a maximum of 12 times in order to get a "complete victory" (4k). So killer has 12 moving objectives (Max), vs 5 static objectives (generators) for the survivors. The math seems off.
I realize that as killer you are not entitled to a 4k every game, nor should you expect one especially at lower rank. However, some matches are so hard to even kill 1 or 2 ppl when they know the maps so well and the killer has so many disadvantages! Time being his biggest enemy.
The moral of the story is that almost every single killer needs a buff or 5. The maps need to be shrunk down and the gens and pallets need to be randomized and then we will see the real skilled players find rank 1 and the scum will float back to the top at rank 20
Yeah, this is by design. Otherwise if every action was instantly performed, you could just chase survivors for the entirety of the game with no downsides. You have to pick your actions selectively, otherwise you'll spend too much time doing one thing. Just comes with learning how to play killer.
Large maps like pale rose grim pantry and ironwork's should not be so horrendously to try and cross with base killers. It partly why I hate hunting far distances and prefer to just camp/patrol survivors if I'm playing anything except billy and nurse.
The problem isn't that aspect of design, I do feel like Survivor should get a chance to survive, my issue is with their objective side is heavily tilted in their favor and just want different and unique spawn locations for gens so "useless" perks would have a chance to shine and maps as well. They are going in the right direction with some changes but I feel like pallet spawns may be broken next patch.
Pretty sure all of those maps are being reworked in the upcoming PTB patch, so that shouldn't really be an issue anymore when that comes out.
New gen locations would take a lot of resources to implement and wouldn't really do anything for the killer, since the survivors would eventually just learn all of the spawns anyway. Making each map a maze to find generators in would just be frustrating for newer players while not solving the problems some killers struggle to deal with.
No I mean they would be randomized for every match, you couldn't memorize a location anymore and they would remove the markers of where a gen is (poles, flickering lights) meaning maps, deja vu, and detectives hunch would actually serve a purpose in the game. It would actually make a somewhat level playing field for newer and older players if the game had more randomized and difficult elements. These would be amazingly helpful for a killer, that few seconds that survivor need to find each gen could weight the whole outcome for the game. They aren't difficult to implement, they just need to tie it into the map spawn and just make sure each gen spawns x amount of meters away from each other they just went the lazy route to have gens spawn in like 2-3 optional spots in the same basic area but maybe 10 meters apart.
Just because you randomize things, doesn't meant the game would get any harder. Having smaller maps will help. Lockers, jungle gyms, and T-Walls are always randomized in every match. Yes they can spawn in the same areas, but not every time you will see the same structure in the same spot.
Once again, that would take a lot of resources for development. And you can't truly make the locations for something like generators random. It just wouldn't work. You'd have generators that would be angled weirdly and wouldn't let survivors get on them, or would cause them to phase through the wall. If they were to drastically increase the generator spots to prevent this instead, the same argument I made would apply. What you suggest simply cannot work in any way and it isn't worth the change. There are so many other fixes they could do that would improve the state of the game at all levels way more than this would, which would, once again, just prove to be frustrating for people more than it would be effectively buffing killers.
that's a lot of naysaying bro, it's an object in a video game, just generate more potential spawn locations it's not hard you just make a better algorithm for distance and location values, they do that with pallets literally every game and been doing it for chests and hex totems slightly better.
Plus if you're gonna be pulling out the wasted effort card from BHVR I must remind you about Death Garden they wasted so many resources on a game that in no way would be interesting or popular, they essentially copy pasted Juggernaut mode from other shooters and added a timeout mechanic.
They have the best asymetrical and mutiplayer horror game on the market, they need to keep improving it and keep the game fresh and interesting. If they keep just buffing killers and nerfing survivors there's going to be more frustration from power creep than by making fixes to the mechanical issues that lie in game, namely maps and objectives of 1v4. They are doing their best to remove infinite loops, and pallet heavy spawns so I give the Devs props for making good adjustments. Really all I'm saying is make the objectives balanced for both killer and survivor, randomization for survivor objects will do more than straight buffs and nerfs since killers always have to deal with randomized objectives from the survivors.
My point wasn't really wasted resources, but it was just a factor. "Fixing" the generator spots will have a lot less impact than changes to survivor and killer perks and powers. That is my main point. As I've said, randomly generated objectives wouldn't do much. Making it too hard to locate generators would just create another crutch perk slot, meaning that they would have to go through all this effort just to force a perk slot to be used to locate gens. There are other ways to do that. Your solution doesn't solve any problem that the game has. I'm not really sure why this is something you really want changed.