What are the Top 3 Problems Currently in DBD in your Opinion?
My Current Top 3
-Map/Loop Designs
-The Lack of Strategy & Conuterplay in Generators as Objective
-DBD Meta Perk
My Current Top 3
-Map/Loop Designs
-The Lack of Strategy & Conuterplay in Generators as Objective
-DBD Meta Perk
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Comments
Map/Loop Design
Optimization/Performance
Survivor objectives
-The Realm Beyond
-Freddy's current state
-Billy's current state
Objectives balance
Map loop/design
Perks
Most if not all of the people that created the game and had a vision for it are gone, and that's not an insult to the people that are continuing the game, it's just that it's very unlikely the ship will set sail in a different direction. They tried with Deathgarden, didn't work out. This ship will always be Super Smash Slashers now. The formula works, but I'd say the soul really left when they stopped decorating generators for holidays. The team is a lot bigger now, but that means you have a producer telling everyone what to do, and everyone is executing what is told to them. That will never not be robotic, even in video game studios.
Everything is much more fast paced now. Animations sped up, things are more spur of the moment instead of deliberate and methodical. Atmosphere has given way to 'pretty' (which again isn't bad) and because the game has to be respectful of other countries laws and what they find offensive the game has put itself into a box. We're never going to see body horror, decapitations, bones in general outside of totems etc. It's very safe. Kinda weird for horror.
The focus on kills and escapes. When the Killer Cube came out you needed 2 kills and a hook to pip and everyone back then thought that was meh. There shouldn't be a defined win condition. The trial itself should be its own experience...but nah. Exit gates and kills. Do gens and rush out the door or end up on a hook. It is what it is. In my view 10k points pip, like how it was back in 'the day'.
Just my two cents.
Cheaters, Maps, Survivor balance.
Fix these and the game will be worth playing.
survivor/killer balance
bugs
toxicity
Map size/balance/RNG: Maps are too big and often have too many strong tiles that chain together. RNG affects maps way, way, way too much
Perk balance/synergy: Many perks are too strong on their own or too strong when combined with each other. There are perks like this on both sides. Slowdowns and second chances are too prevalent/impactful/necessary IMO.
Cheaters: Do something
I think iridescent addons should be power fun with no draw backs and alot rarer to get it's a little silly I can okay every game with highest rarity thing every game if I want easily
The power gap in perks being either useless or meta ei preditor v corrupt and flip flop v DS
The effectiveness of face camping the first survivor which is made even better with noed
Map Variety
Map balance
Large volume of bad perks in comparison to good ones
1) Cheaters
2) Hackers
3) Cheaters / Hackers
1. Hackers 2. Iron Will/Dead Hard 3. Map design/pallet density
Killer being unwinnable a majority of the time.
Looping being almost completley abolished with the absurd amount of anti loop killers in the game.
The abysmal map design.
Hackers
Performance/optimization
Survivor objectives other than just gens and counter play towards gens
Performance/optimization.
Grind.
Issues with particular maps.
Although to be fair the game has it's fair share of other problems as well, like the balance disparity between killers, or between swf and solo survivors. I still think it's a good game, I'm enjoying it a lot again, but it's just really rough around the edges and has some annoying issues. And sadly the improvements to the game don't come as fast as I wish they would.
-The Grind
-Failing to seperate the casual and competitive players
-Map design
My subjective list:
Many of the things I felt were issues are supposed to be addressed on 10/19/2021 (Pig addons, Wraith's All Seeing, Trapper base kit, Ghost Face charge time addon requirement, and even Hillbilly's addon buffs). This game has consistently progressed in what I feel has been a great direction. I hope it continues to.
1.map balance
2.perk balance
3.hacker/streached resolution
1) Hackers
2) Exploiters
🤔
3) The grind
Map Design
Map Design
Map Design
Maps in general
Perks in general
Items and addons in general
-The disparity between what killers must do and what survivors must do in terms of effort for reward. Killers need to interact with, and outplay survivors multiple times, fast and consistently to achieve their objective. Survivors must hold M1 on a thing for a bit, there's a bit of macro play involved but it's vastly simplified by SWF. This makes it so that survivors sometimes don't even have to outplay the killer at all to escape or win. This is the biggest problem in the game imo. I could go further into how much simpler survivor gameplay is for what it gives the survivor team compared to killer, but i'd be ranting at that point.
-The absurd amount of things in this games that are designed to either fix your mistakes or safeguard you from a mistake. NOED, DS, UB, SB, DH, Spirit Fury, the new spirit addons, etc. Usually they require barely any effort from the user in order to be massively impactful in the match.
-Addons that poison the design of a killer. A killer's basekit is neutered for the sake of jpgs that may or may not be available depending on whether you find them on the bloodweb. So instead of having a nuanced power that can be transformed by addons, powers sometimes are barebones and only function with certain addons. It's a horrid system imo.
Toxicity
The Grind
Map Balance
The map rotation/offerings, map based rng outliers, and removing maps. They need to fix maps, clearly.
1#. Map/Loop Design
2#. The need for at least one gen defense perk on high MMR (I mean, you can still win without any, but it gets much harder to counter survivors doing gens efficiently).
3#. Add-on balance. Seriously, some add-ons are still broken while others are worthless.
Grind
Queue times
I have only 2. I'm ok with everything else. Even that 2 problems not bother me too much.
Facecamping producing faster games, demanding genrushing.
Tunnelling producing faster games, demanding genrushing.
Solo/Swiffer divide.
Maps.
Base regression.
Items, specifically tool boxes and BNPs.
- The behaviour/attitude of many in the "community".
- Bloodweb grind.
- Loop design.
Map design, queue times/matchmaking and optimization
SWF
Slow game development
Boon totems (soon)
SWF
Console optimization/No cross save
Grind
bonus: Accessibility (controller Settings and Accessibility options like for hard of hearing, deaf, epilepsy…)
1) too many non viable killers, unbalanced and unfun.
2) SWF
3) unbalanced gameplay, such like genrushing.
Optimization is the most pressing issue for the game. DbD is one of the few games that allows crossplay over such a wide varity of platforms and that is a very good thing. It brings people together and allows more players to enjoy the game. This allows for a growing community over all boundaries that typical games have.
However this is damped and tainted by the perfomance problems and the lack of optimization.
For the game to be enjoyable beyond all "problems" with balance or game design it needs to work properly.
Hackers and cheaters are just the worst. They are and issue in every game and they get worse in a game with PvP aspects that are so easily tempered. This is the same as the above mentioned problem.
Now for number three I choose the balance frequency. Even if we admit that some problems like loops and map design or side objectives for survivors (even thou they cry about Pinhead and Pig on regular base) are a thing, in my opinion this is a big downside.
In order to keep the game fresh an flatten spikes in potential problems there should be more number changes to add ons, perks and other stuff as well as changes to the functionalty of those. The upcoming update is a huge success because there are changes for the better and the worse and finaly something is moving.
I understand that huge changes are a problem but numerical changes and small functionality updates for add ons and perks are a much smaller issue that keeps players engaged. If you buff a perk people will try to incorporate it into their build (yes, I bought Bloodfavor...) and will have fun trying it. if you change numbers of over and undertuned perks people will explor if they are finaly worth it or not.
BHVR should try to make numerical updates more often if things are underperforming. Most perks are interesting but their number is just so marginal that they are not worth running. How about a second more of speed on Smash Hit? A quicker activation on Second Wind? A larger penalty on Dying Light? More stacks on Distortion? More penalty time on Forced Penance? There is little to loose when buffing the underperforming perks. and as long as it is just numbers you can rebalance it pretty quickly.
Map design.
Cheaters.
Toxic players (mostly swf's).
I recommend you to buy a new controller. xD
MMR
Meta perks
Bad map design
-MMR was a fine idea but the game wasn’t ready for it yet
-Stale diversity in what killers are viable and what perks are viable
-Objectives flawed gens and how killer acquire kills